CJ2311
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Everything posted by CJ2311
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pack A Real Explorer's Guide to Skyrim
CJ2311 replied to CJ2311's topic in Step Skyrim LE Packs (retired)
As I've said before, I'm leaning to stay away from those 2 mod combinations for performance reasons (and to avoid having to overcomplicate the guide) Here's what the changelog is looking like at the moment. I'm still giving a few days to missjennabee before updating in case she does an update as she said she might do. EDIT: Oh and as usual, ELFX won't be supported since that patch hasn't been updated by missjennabee. I invite you to use the non-intrusive lighting mod called Relighting Skyrim instead. -
pack A Real Explorer's Guide to Skyrim
CJ2311 replied to CJ2311's topic in Step Skyrim LE Packs (retired)
For Solitude: I think JK is going to win this one. However I've not had the time to test the Markarth overhauls so I can't comment on those still. -
The humble bundle sale is about to end, and for the next 20 hours you can grab yourself a free copy of Tropico 3 on their site. It's a pretty good game TBH.
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pack A Real Explorer's Guide to Skyrim
CJ2311 replied to CJ2311's topic in Step Skyrim LE Packs (retired)
Don't worry about that, I made sure to keep the same formIDs for most if not all of Nernie's resources, including the food. And the new version of the REGS - Cities module will be in a single esp named "NerniesCityandVillageExpansion.esp", so it'll just be one more replacer at the end of the day. I think I might even send it to Nernie and see if she'll include it on her downloads page. -
pack A Real Explorer's Guide to Skyrim
CJ2311 replied to CJ2311's topic in Step Skyrim LE Packs (retired)
Which is why I don't plan to use any of the combos. :PEach city will have either a JK mod or a Piano one. Right now I was thinking:- JK's Whiterun- Dawn of Riften- Dawn of Markarth- JK's Windhelm (because Dawn of Windhelm is too colorful and cheerful for such a city)- JK's Solitude (also I'm a bit unsure on this one atm)Funnily enough, I won't be using any of those (except JK's whiterun) as I've decided I'd be running with Open Cities Skyrim next time I play (if that happens) -
pack A Real Explorer's Guide to Skyrim
CJ2311 replied to CJ2311's topic in Step Skyrim LE Packs (retired)
What I meant is that since she last connected on the nexus/steam in June, it would be a safe bet to assume she stopped modding altogether. She did tell me she was going on vacation last time we spoke, but that was supposed to take 2 weeks only, after which she'd come back and update the mod. -
pack A Real Explorer's Guide to Skyrim
CJ2311 replied to CJ2311's topic in Step Skyrim LE Packs (retired)
The problem is that I've not seen Mena online on steam for a few months now... (Since June if my memory serves me right), And I never asked her for permission to modify her mod, so releasing a version of Inns & Taverns that doesn't have the 3 conflicting inns is out of the question. -
pack A Real Explorer's Guide to Skyrim
CJ2311 replied to CJ2311's topic in Step Skyrim LE Packs (retired)
Feels like I've been through hell but I'm all better now. Thanks for asking. :) Actually, it was more so that ETaC - Whiterun outskirts can be used, but I just ran the game with ETaC's Whiterun + JK's whiterun and CRF and the result was pretty decent. Don't know how it will affect the FPS though.So far, it looks like the next update to the guide will be rather simple, with the addition of some BluePiano's mods and some of JK's.However, I'm afraid Inns & Taverns will have to be dropped with ETaC 13 because of the triple overlapping at Stonehills and Shor's Stone (CRF + ETaC + I&T = No more space). -
pack A Real Explorer's Guide to Skyrim
CJ2311 replied to CJ2311's topic in Step Skyrim LE Packs (retired)
So, I've just finished removing everything besides Nernie's Solitude and Windhelm outskirts from the old REGS - Cities. Here's the modified version for those who wish to use it: https://dl.dropboxusercontent.com/u/22967448/4.0/ModifiedNernies.rar I won't be including it in the guide until ETaC v13 is updated properly though, the lack of patches would be a problem otherwise. -
pack A Real Explorer's Guide to Skyrim
CJ2311 replied to CJ2311's topic in Step Skyrim LE Packs (retired)
Thanks for the message, I have yet to be online at the same time as her on Steam.. -
pack A Real Explorer's Guide to Skyrim
CJ2311 replied to CJ2311's topic in Step Skyrim LE Packs (retired)
The tough parts were in the actual trial and error I had to go through since there are no tutorials of this kind AFAIK, as well as whenever more than a single mod that changes the terrain/navmesh is involved.Skyrim Sewers is easy to patch because it just adds manholes and navmesh entry points to them, whereas using 2 mods that change the same area (e.g.: Cutting Room Floor and Whiterun Outskirts Market) would mean that the landscape has to be fixed manually (using a Simcity like landscaping tool that was spawned from hell) and then the navmesh would have to be fixed if not entirely redone for the conflicting cells. -
pack A Real Explorer's Guide to Skyrim
CJ2311 replied to CJ2311's topic in Step Skyrim LE Packs (retired)
Load order would indeed dictate which navmesh is used in those areas, however patching is easy as hell (I'll use Dawn of Windhelm as an example):1/- Turn skyrimsewers.esp and DawnOfWindhelm.esp into false esm files using Wrye Bash.2/- Load both files in the CK3/- Go to a world cell which has an entrance to the sewers, and just hit the finalize navmesh button.It's basically a simpler version of the sortof tutorial I posted a month ago. -
pack A Real Explorer's Guide to Skyrim
CJ2311 replied to CJ2311's topic in Step Skyrim LE Packs (retired)
The changes to the solitude interior would all be deleted, navmeshes included. I'm thinking that way people can install a combination of other mods such as Books of Skyrim and Elianora's solitude house (whatever its name was)The changes to the different interiors' navmeshes are all a result of Skyrim Sewers being included in REGS - Cities. Since that mod would be removed from REGS - Cities and included as a standalone instead, there would be no more need for those navmesh edits. Worse case scenario is that by using Skyrim Sewers, your followers won't be able to get in the sewers from some manholes, and will instead try to take a different route to follow you, or wait for you to come out. -
pack A Real Explorer's Guide to Skyrim
CJ2311 replied to CJ2311's topic in Step Skyrim LE Packs (retired)
Not really, it's mostly a compilation of other people's work, and if using standalone versions of the mods that have been merged, then it's rather easy to replace. I did, actually. That's what the solitude and windhelm outskirts are from: Nernie's cities. Well I'm offering to help a last time, in order to make the guide easier to maintain. I had to stop it abruptly because of health issues, but now that I'm feeling better, I thought I would at least not leave the guide in an incomplete state. -
pack A Real Explorer's Guide to Skyrim
CJ2311 replied to CJ2311's topic in Step Skyrim LE Packs (retired)
Alright, I'm just popping by to make some notes about ETaC 13 and the state of their patches. As I've said before, I stopped modding Skyrim so I won't be able to update any of the patches, so don't get your hopes high up just yet. For ETaC v13, with the exception of the ORS - Morthal Pain patch, it should still be compatible with REGS, as long as you get the CRF patch from ETaC. Here are the changes that would need to be made to the guide for it to be up-to-date : - Deleting the dawn of windhelm replacer from the REGS patches (no longer needed with DoW v1.2) - Removing Immersive Settlements - Orc Stronghold (no longer needed with ETaC v13) - Adding the CRF patch to the ETaC v13 instructions. - Removing the Fight against the Thalmor series, since it's not looking like it'll be updated. - Removing Raven Rock Expanded (and its fixed esp from the patch) since ETaC now covers that. I was also very interested in adding JK's whiterun to the guide and would vote for it if it's being considered for inclusion to the guide. Now for the heavy hitter: I think REGS - Cities should be removed as a module, and replaced instead by the following mods: - ETaC's Whiterun outskirts - Skyrim Sewers (as a standalone mod) - Windhelm Lighthouse (as a standalone mod) - Books of Skyrim by mannyGT. - JK's Solitude. (If it's compatible with nernies, then it should be compatible with Books of Skyrim) - A dumbed down version of the current REGS - Cities which would only include the solitude outskirts and the windhelm outskirts. (I can make this version if need be) There's also the fact that I'm unsure whether Cutting Room Floor is compatible with ETaC's whiterun, so I'd appreciate it if someone could test that. EDIT: Oh and if someone could inform Jenna that the patch for Better Dynamic Snow was actually made by me (not this MidnightVoyager fella), that'd be nice. Besides, it needs a note that the patch will only work if you use SMIM and/or NSutR meshes with ETaC, otherwise there won't be any snow at all on the houses. EDIT2: I am actually redownloading the game + CK for the sake of it, however I'll wait for some input from you guys before I decide what to do with REGS - Cities. Personally I think it'd be best to make it even more modular, that way if someone were to release a nice and working solitude outskirts mod, it would be easier to include in the pack. -
pack A Real Explorer's Guide to Skyrim
CJ2311 replied to CJ2311's topic in Step Skyrim LE Packs (retired)
I'll update the pack when it's needed. However I won't be considering TES Arena or any similar mod for inclusion in the pack, unless they have voiced dialogs to avoid the "town full of ghosts that repeat the same generic line" feel. -
If you select multiple mods that are from different categories, that button will enable you to replace all their current categories, whereas the add button would keep whatever categories they're currently in, and add the one you selected. For example if you have mod A in the "Magic" category, and mod B in the "Patches" category, using add/remove and selecting "Gameplay" means mod A will be in both "Magic" and "Gameplay", and mod B will be in both "Patches" and "Gameplay". Using the replace buttons means both mods will only be in the "Gameplay" category.
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pack A Real Explorer's Guide to Skyrim
CJ2311 replied to CJ2311's topic in Step Skyrim LE Packs (retired)
The sooner the better if you ask me. However I might be unable to help much if you start after September, since I've signed up for courses in Japanese and sign language in addition to the uni work I'm gonna have to deal with. :| And we all know how my attempt with MW templates went. -
Gopher switching to MO
CJ2311 replied to TechAngel85's topic in General Skyrim LE Discussion & Support
Well Patreon and the Twitch subscriptions helped, had he only relied on youtube income, he wouldn't be able to keep it up, since they actually pay youtubers less every day. -
Yeah, it's like those big red "DO NOT PRESS" buttons. I couldn't resist it. :D
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Yeah, it was too tempting after reading your comment to not click on that button.
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I haven't played the game, but I can address your second point from the reviews/streams that I've watched: Walking into a dungeon, you will have to share the mobs with other people, that includes mini-bosses too. I've often seen videos of people just standing at the spawn point of a certain mob and waiting for it to respawn so they can keep instakilling it and farming its loot over and over. It's especially made funny by the fact that the bodies of slain mobs stay a long time, so you'll be seeing about 10 dead mobs and trying to select the one that just spawned before someone else one shots it if you want to finish your quest.
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pack A Real Explorer's Guide to Skyrim
CJ2311 replied to CJ2311's topic in Step Skyrim LE Packs (retired)
Assuming you have ELE as well, go for this load order:- ELFX- ELE- Bashed Patch I use Relighting Skyrim and never had any issues with it. The survival mods also work with (isoku even made REGS - Cities compatible with iNeed)The compatible packs are not listed because I am waiting for the packs to become "official" when STEP 2.3.0 to check that. :) Ah nice, HB has been made compatible with Immersive Armors 7, thanks for reminding me to check that mod. :D -
Gopher switching to MO
CJ2311 replied to TechAngel85's topic in General Skyrim LE Discussion & Support
He's a bit late to the party, even MxR and Gamespot's skyrim mods show have started using Mod Organizer.

