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CJ2311

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Everything posted by CJ2311

  1. You're supposed to download all the files (armors, weapons, dlc, creatures, unique items, and content addon), not just the content addon. aMidianborn_Skyforge_Weapons.esp gets installed from the weapons pack.
  2. You can use the full version of BCE indeed, I just haven't put it back on the list because JK's whiterun outskirts are likely to come back. You can use ETaC inns without any problem if you disable RRR - Enhanced. Better Series - AIO is not compatible with many of the mods in the guide (Pit fighters, Bethesda DLC, Wyrmstooth and Interesting NPCs to name a few) Good to know, I'll do it when I got some free time.
  3. I updated the REGS patches to remove the 2 ETaC patches that were in there now that they're no longer needed, this should clear up any misunderstandings.
  4. "Immersive Armors for NPCs by ToolMJK" : This mod is obsolete with version 7 of Immersive Armors.
  5. That was an oversight, I've now removed the remark about the original mod being necessary.
  6. Just use Wrye Bash to replace the DawnofRiften.esp master by Dawn of all in one.esp (or whatever its name might be) on the Riften patch.
  7. Thanks for the report. I've fixed the patch so that it now works with the town added there by CRF.
  8. REGS - Cities v3.3 : https://www.dropbox.com/s/mcrkqobdrdyiuzl/REGS%20v3.3%20-%20Cities.rar?dl=0 REGS - Patches v3.4.2 : https://www.dropbox.com/s/4c8srbies1ft747/REGS%20v3.4.2%20-%20Patches.rar?dl=0 Where is that screenshot taken? I don't recognize this place and highly doubt it's even covered by ETaC since there are only 3 snowy settlements in ETaC (Dawnstar, Morthal, and Winterhold).
  9. I'm with Nearox on this one, Trainwiz mods, as well made as they always are, still sometimes feel out of place in Skyrim. Were REGS not geared towards lore-friendliness, it would surely be an instant addition to the guide however.
  10. It was actually specified in the old version of the guide. The new one doesn't use REGS - Cities anymore, which is why it doesn't have the note about the loose files: Because that would just be out of date info.
  11. For the record, you should be able to install the 3 optional files from ETaC 13 (Whiterun outskirts, Raven Rock and Orc Settlements) with ETaC 12. Just make sure to use the ETaC - Resources.esm from ETaC 13 instead of the old one.
  12. Relighting Skyrim covers places that ELFX doesn't. AFAIK, the version of RS used in SRLE is a version that only has the cells that are not already covered by ELFX. If you run the normal version of RS + ELFX, you'll have duplicate lights everywhere.
  13. *Cough* You could try dropping ELFX and installing Relighting Skyrim instead *cough*.
  14. Interesting mod, I didn't check it out before since I thought it was implemented like Skyrim Bridges... I'll have to test it a bit, but the description page seems to say that it's compatible with almost everything, which is nice for a change.
  15. Yeah it's the same. I had to leave the house just when I was posting the update so I didn't add the 2 missing rules yet.
  16. Small but very important update :
  17. Planning to do it when I can get to test the performance in that area with both mods installed. That version would conflict with Interesting NPCs' additions to the Solitude Docks so we'll be sticking with the standalone versions of the 2 mods. You only need to ESMify the masters if you plan on opening the patch in the CK.
  18. Because Inns are already modified by Perseid's inns mod, which is incompatible with ETaC. For performance reasons, you'd need a good PC to handle both mods. And also because I feel JK's work on the cities is already great by itself. Not really, NPCs will get stuck in that area a lot and there'll be some clipping buildings at the dock. By the way, Solitude docks district has also small incompatibilities with interesting NPCs and Better Docks. You can actually merge all of the above (REGS and ETaC patches) in one single esp.
  19. I think next time I'll refresh the page, Nearox will have an admin rank. @ETaC v13: I think every patch that has to do with North dragon bridge and the navmesh in morthal will be broken (except the ones in the guide, which I triple-checked)
  20. You don't have to download the one on ETaC's page, but you have to use the one in the REGS - Patches. @Better City Entrances: I'll fix the esp name in the userlist asap.
  21. I didn't think of checking older mods when I updated the BUM userlist, I've fixed the RBB entries now, thanks for the report.
  22. At first glace I can see you're using both "ELFX_2_0_BFU_Patch.esp" and "ELFX - NoBreezehome.esp" which do not sound that compatible. Try removing the latter.
  23. Yeah, I always thought Dawn of Windhelm made the lower part of the city look a bit too cheerful for a place where argonians and dark elves are being oppressed... :| On a different note, REGS v4 is now out. Grab it while it's hot.Fair warning, the structure of the guide has changed a bit now that there is no longer a "Foundation" section. However, the changelog should help you find all the changes you need to do.
  24. Yeah, basically I'd have to make 6 separate patches for the navmeshes to make Skyrim Sewers work with the rest of the guide. (One for each city mod, and two for the outskirts)Besides, some of the city mods cover some of the manholes with other stuff, so that's also a problem. And TBH Skyrim Sewers always seemed to have sewers that were too big for the cities they're in. :| I've actually checked all the v12 patches that are required by the guide and they all work with ETaC v13 with the exception of the ORS Morthal Pain patch, that's why I'm including that one in the next version of REGS. There is no version 12.1 of ETaC itself, only the patches have that version number. The v12.1 patches are meant to be used with ETaC v12.
  25. Not really, because there's already a library outside Solitude with Nernie's cities. However Books of Skyrim is supposed to be compatible with JK's solitude, so there should be no issues if you really want to use that mod.
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