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statmonster

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Everything posted by statmonster

  1. ETaC works pretty well with SRLE but will require a bit of patching, mainly with ELFX - Use the "no-inns" version of ETaC (to avoid conflicts with RRR), then add the ELFX the patch that Moogiefluff published ( https://www.nexusmods.com/skyrim/mods/51137 ) plus ones for RND, TC, etc. mentioned on the ETaC page, then some editing in TES5Edit or CK: USKP (bedrolls on the Sea Squall need to be mvoed with CK to avoid clipping with the repositioned ship), Exterior lights (a couple of dozen lights and mine beams need to be disabled - see list below), the LAL Dawnstar ship start will dump you in the the drink (haven't figured out what to do with that yet but it's not a big deal). Overall I quite like it - it's a bit of work but makes for a much more immersive feeling to the towns and smaller cities. The Dawn of Whiterun/Windhelm/Riften are good, highly recommended. I use these plus ETaC, Inconsequential NPCs, Immersive Patrols and Extended Encounters to give Skyrim a much more populated feel and that there are other people doing things that don't entirely revolve around the PC. I curious about the Ravenrock expansion and will probably try that soon. Sounds like it has conflicts in the Ashland areas that cause CTDs/freezes and the author is not supporting it anymore - so maybe not. I thought I remembered people saying BlackLand had various issues but haven't looked at it and so probably won't until I start hearing good things about it. I do want to give Mike Hancho's Rebuilding Helgen a shot. ETaC ELFX Exteriors conflicts - Go into TES5Edit and Initially Disable the following items (from ELFX exteriors): xx002986 xx002987 xx002989 xx00298a xx003c87 xx003c88 xx003d20 xx003d21 xx003d24 xx003d25 xx003d26 xx005921 xx005922 xx007479 xx00747a xx00b705 xx00b706 xx00b708 xx00b70a xx00b713 xx01aa7d xx01aa7f xx01aa82 Also, the following horse in ETaC (complete.esp)need to be given an owner if you don't want to be able to just take one whenever you want: xx943a74 xx943a73 xx93204a xx932o4b xx9202ba
  2. Yes I was. As I understand it, this essentially allows you to save the settings on MCM from one game to the next. This becomes useful as more and more mods allow for in game configuration via MCM, often involving a dozen or more choices per mod. The drawback is that the mod needs to be set up to allow it. So far only 2-3 mods in or contemplated for use in SRLE allow for this. Yes, you will need to create a folder for them under MO/Mods/ and then activate these in MO.
  3. It's rolled into SSKE 1.7 I think.
  4. I saw A Matter of Time can now use FISS too, allowing us to create our own preset and load it when we start the game up.
  5. It looks like it uses an ESP to randomly assign one of about half a dozen textures to each of the barkeep, farm01, farm02 and farm03 outfits. Since I've got alternate textures and meshes for these I'm not much interested.
  6. Common offenders are mods that affect followers or PC appearances, vampires or werewolves. A always wonder if altering heights (either of races or individually in the race menu) will affect things like jumping height, running speed or being able to reach objects or the like. Does height have any impact on the game mechanics or is it purely visual?
  7. Sorry, no idea how to do 3.0.0. I tend to hold off upgrading the tools until they have been used a bit and all the kinks worked out. (Although SKSE 1.7 seemed such an advance that I leaped (sounds like it ought be "lept" by my spell checker hates that!) right in.)
  8. My question too.  I really like the MCM menu options in it - especially the one to make quest givers and vendors essential (or is it projected)? Plus lots of its customizable dragon strengths and encounter options. Are comments about not using it due to it causing problems, or you just don't like it or have never tried it?
  9. It's at https://www.nexusmods.com/skyrim/mods/51137/?
  10. Mighty Dragons, Deadly Dragons, Dragon Combat Overhaul... I generally use DD. I have considered adding DCO (and have done so once or twice) but wonder how stable it is. Any consensus (or opinions) on which one(s) are best?
  11. The new version of A Matter of Time uses FISS. So does Dynamic Potions IRRC. A you considering using FISS in SRLE? It would make starting a new game much less cumbersome if many MCM mods implemented this.
  12. Probably OK to use. You will have to check them in TES5Edit for clashes. (The owner does not have any DLCs so that will probably create a bunch of conflicts you will need to patch.) You will also need to be aware of having too many NPCs running too many scripts. You just need to watch your memory and FPS and see what you can get away with. This could quickly get out of hand if you also crank up your ugrids. You might want to crank the AI up from 20 (to maybe 30 or so) if you add a lot of NPCs so they don't just sit around. (There are now 2 settings in Wrye Bash that control this.) I have several other NPC mods so am probably not going to use this. OBIS = more bandits, SIC = more monsters, Immersive Patrols, Inconsequential NPCs, Expanded Encounter Zones Dawn of and Expanded Towns and Cities all mean more NPCs.
  13. I've also seen steel and chain-mail I think.
  14. That's all Neo said to copy over. The logic is as follows: LAL takes the vanilla topics and adds one topic to it. GDO replaces all the vanilla topics with its own topics (dropping 2 vanilla and adding 1 new one and keeping 1 vanilla one) which the author thinks is everything you need to use his mod with vanilla. However GDO did not know LAL needed to add one topic. So to combine LAL and GDO take the 3 GDO topics (the 1 original one he kept plus one new one he introduced) that replace 3 vanilla and then add the one LAL topic that the author of GDO did not know about. Now you have all the changes from vanilla that the two mods combined introduced (i.e., you kept 1 vanilla, adding one from GDO and one from LAL). It looks like GDO replaces WIDragonAttacked with MQ104 "Dragon Rising".
  15. They will often end up red because they end up being on different lines. The important thing is that you have all the conditions you should - basically you want all the conditions from GDO plus you want the extra one from LAL dealing with MQ102. After you copy in GDO as the overwrite to your Conflict Patch, go down to the top of the conditions and at the very top of all the conditions there is a blank spot, you right click and hit add. This will create another condition called GetWantBlocking. Then you go grab the MQ102 condition from LAL and move it to the bottom of your Conflict Patch conditions, dropping it in on top of the GetWantBlocking condition (and thus replacing it) that was created when you added a condition. You know you ahve done it right when your Conflict Patch has all the conditions from GDO plus the one extra MQ102 condition from LAL.
  16. There is a hotfix for OBIS updating to 1.61C but is on a different web page. (That of one of the co-authors.) Apparently when Indigobalde returns he will move it back to the main OBIS page. https://www.nexusmods.com/skyrim/mods/31264 "Obis with fixed spawning and mcm logo - latest scripts - install 1.61B first then overwrite" Apparently this fix is need IFF you want to use the MCM menu to spawn more bandits. Two downsides of doing so are: 1. The additional spawns may interfere with scripted conversations with vanilla bandits. 2. You might spawn some clones of very high level bandits at low levels. I am not quite sure about this. It sounded like the authors were looking into how to avoid this, I'm not sure what resolutions they reached.
  17. CharGen core is included in RaceMenu now... so only need morphs. Sent from my XT907 using Tapatalk How is the new version of this working? Â For some reason I'm hesitant to upgrade it, fearing it might break things... I am however quite keen to see his new Beta of EFF when he releases that.
  18. This looks kind of cool - I like the look of these models (at least in the illustrations). Adding them into the leveled lists and integrating it into Kryptopyr's crafting mods might take a bit of effort. https://www.nexusmods.com/skyrim/mods/51002 Description: This requires the Dragonborn DLC. There is no situation where it won't. I'm sorry. Also, this mod is finished. I won't be changing anything about it. You may see it implemented in the Solstheim leveled list in the future, but this is not confirmed. If someone were to make this, I would defiantly include it in the mod. I made this for personal use and I thought maybe a few people on the nexus would like it, so I uploaded it with the goal of at least one other person besides myself to be happy to finally have Bonemold weapons. Bonemold is a material used in Morrowind by the Dunmer made from actual bone and reinforced with resin-like material. Chitin is a material used in Morrowind by the Dunmer made from the carapace of native insects, held together by resinous glues. With this mod, you may now craft Bonemold weapons under the bonemold section in the crafting menu. You need the steel smithing perk to craft them. Now some of you might remember Wulfharth's Dragonbone weapon mod, well ever since Dragonbone weapons were released by bethesda, I thought those beautiful weapons he made should still be seen. And since they're free use in other mods, I'd thought I'd do something with them. So what I did was I retextured his weapons to match the Bonemold set. I think they do with the set very well. The weapons included in this mod are: -Bonemold Arrow -Bonemold Axe -Bonemold Battleaxe -Bonemold Bow -Bonemold Dagger -Bonemold Greatsword -Bonemold Mace -Bonemold Sword -Bonemold Warhammer New in 1.2: -Chitin Greatsword Recommended mods: aMidianBorn Bonemold Armor by CaBaL120: https://www.nexusmods.com/skyrim/mods/42310/? Bonemold Expanded by link815: https://www.nexusmods.com/skyrim/mods/41466/? Ordinator Armor by Natterforme: https://www.nexusmods.com/skyrim/mods/26720/? Daedoril Reclamation Armor by Sabbath6100: https://www.nexusmods.com/skyrim/mods/50635/? Morrowind Armor - Netch Leather by THusky: https://www.nexusmods.com/skyrim/mods/50339/? Summon Werewolf and - Co Mounts and Followers by gg77 (Download old v 1.2. for just Guar mount): https://www.nexusmods.com/skyrim/mods/30328/? Credits: Wulfharth - Weapon meshes
  19. Thanks - this is very clever. I did not know you could do this. I have always avoided Steam Workshop stuff because I don't want them writing crap into my Skyrim folder. Right. If you are having trouble with one of the patches you can consider running them individually outside of SUM, espcailly if you are not pushing the limit on ESPs.
  20. I am getting about fed up with SUM stalling on the NPC Enchanting mod. Do I need to allocate more memory to Java? If so how does one go about doing that?
  21. Not wild about it. (Maybe it is the kill cam on non-kills or maybe it just seems a little buggy and looks to need more polish.) But I do like The Dance of Death so maybe this can be tweaked to do the same thing or maybe even better. If ApolloDown wants to start making new kill moves for his next edition and needs to edit the dual actor animation meshes, this is somewhere FORES new version of FNIS could be useful, maybe.
  22. Neo, are you leaning towards incorporating this into SRLE?
  23. Although not "approved" you can use SRLE as a base onto which to add additional mods you like. I suggest you get your SR LE profile set up exactly as described in the guide. Then copy that profile into a new one (say "Tarikko") and add in other mods you would like going through the same process Neo does (after you do his TES5Edits and making a bashed patch you will know what to look for when building your own patch - keep Neo's SR Conflicts patch and then build an additional incremental one (say Tarikko Conflicts) on top of that just for any extra mods you add and need to sort out). When Neo updates SR LE you can add the updates to both the SRLE Profile and the Tarikko profile (having two Conflict patches will help a lot in managing this process.) As a general rule meshes are safe to add (though watch out for ones with massive vertex/polygon counts), with textures just make sure you are not going hog wild with 2K (or 4K) mods. With ESPs it's a bit trickier, examining them closely in TES5Edit (against your current load order) can help give you a sense as to whether they will have issues and need patching. I don't understand scripting well enough to know where the issues lie but they can certainly cause problems and I advise caution around them - I basically go by the perceived reputation of the modder and other people's reaction to it. Test your game periodically to make sure it is stable. Again - certainly not "officially" approved but it seems to work well enough for me. YMMV.
  24. Does SR LE need something like DUST by ramccoid? (He's the same guy that did Webs Extended.) Currently I see a lot of floating dust particles when looking at someone in a lighted indoor area. For example when entering a Jarl's Hall (and I think when I am still in a darker area of the building) I can see him sighting on a throne in a lighted area surrounded by swirling clouds of pollen. Something that would tone down this effect in lighted areas would be good. https://www.nexusmods.com/skyrim/mods/51011 I've never seen the effect you are describing Mehmetkuc. Is there a problem with your faction settings?
  25. Use SR LE as it is now, it's much more stable than the version from last summer.
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