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statmonster

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Everything posted by statmonster

  1. Interesting Jverv. Convenient Horses seems to work really well - the only real complaint I have about it is that custom followers don't use it - but that's more an issue of these follower mod authors not using vanilla horses, etc rather than a fault if CH. So - how is IH better than CH?
  2. Weird - I had my AV go berserk and eliminate skse_loader.exe.
  3. Yep - but somehow it did not seem particularly immersion breaking in a mystical place like Skyrim - I just assumed someone put a curse on Warmaiden's or maybe some novice Mage screwed up...
  4. I've got about 2/3 rds of REGs on top off 99% of SRLE. I don't use Interesting NPCs (great mod but they are TOO interesting - but maybe I should give them a try again) or stuff from Steam or anything too SciFi in the last section. (I really appreciate how modular REGS is that way.) I do use all the city expansions, Moon and Star, Inconsequential NPCs etc. After learning and experiencing building everything in SRLE it was pretty obvious how to build the necessary patch for SRLE-REGS and how to order most of the ESPs with BUM/BOSS. I also added in a few follower mods, expanded ASIS and ACE, etc. This has resulted in a very stable game for me so far with cities and towns that feel much more like thriving places - big kudos to CJ and everyone here for all their great work. The only real design choice/question I have have is whether JK's city mods are better than Blue Piano's Dawn of cities - they are both great sets of mods but whereas JK concentrates a bit more on clutter and foliage/plants Blue Piano seems to focus more on adding structures and NPCs/merchant types. Be sure to ask any specific questions you have.
  5. Thanks Darth - That makes sense - I was thinking I should add delve and relev too but since this dies impact leveled lists that woukd seem pointless... On weird issue I had a microstorm in Whiterun. There was a continuous rain storm in front of Warmaiden's for about a week. It would be bright and sunny in the rest of town but the area on the main road in front of the blacksmith's front door had continuous rain. It was not raining under the porch (so I guess real shelter was working) but there was this small area of rain out on the road ... I wonder if it was some sort if Real Shelter glitch - anyone else have anything similar?
  6. Thanks for the feedback. I appreciate it. 1. I assume the ITMs are mostly keywords - I thought I eliminated any weapons and armor which I did not change. I believe I need to include the keywords in the mod in order to reference them in weapons and armor. So I'm not really sure if eliminating the ITMS is a good idea here. Anyone have any suggestions/opinion? 2. Did this issue occur after you cleaned the ITMs, which I assume pruned out the keywords some of the items depended on... 3. That makes sense. Can I just do it in Wrye Bash and save the resulting file?
  7. I believe kryptopyr and someone else are working on that.
  8. I have added the SIC-WAF-CCF Patch as a mod on Nexus (https://www.nexusmods.com/skyrim/mods/64062/?) so it can be easier to get for anyone who wants it.
  9. The _KRY suffix is her old style keyword, the new ones drop it. Not all of her mods have the same convention here yet - but she does not think it's an issue.
  10. Thanks! Not intentional, but as I understand from kryptopyr the suffix _KRY is not important. My tentative understanding is that it is the formid of keywords that matters not the actual text - though this latter us just speculation on my part. (Is this what you are referencing or something else?) I would of course appreciate any insight on how these actually work from any of the gurus out there. I'll have a look when I get a chance though.
  11. I am pretty sure you do not - instead you need to build your own patch - follow the link for an outdated version - then go through the history to see if any of the changes to either Pack require new patching.
  12. I put it at Bottom of Compatibility Patches. It just needs to go after SIC (and WAF and CCF). It's masters are Skyrim, Dawnguard, WAF and SIC. It could probably stand to have its list of keywords pruned a bit - I just grabbed all the ones from WAF, CCF and CCO.
  13. Here's a link to a quick little patch that should fix up any playable items in SIC by matching their stats and keywords with equivalent item's stats and keywords from WAF and CCF. I did it to make sure the armor I looted from various SIC enemies had the same properties as the same item from WAF and CCF. Let me know if there are any issues. https://www.dropbox.com/s/bf0dmrxn8qx4075/WAF_CCF_SIC%20Patch.esp?dl=0
  14. I'm about 1/2 way through building a patch for WAF, CCF, CCO and SIC - if I feel energetic I may add ICH to it...
  15. What the ICH issue - SIC's "new" armors (helmets) are pointing to the wrong meshes?
  16. ICH? Immersive Convenient Horses? Internal Combustion Harridans? Ah - Improved Closed Face Helmets!
  17. I have been perplexed why some of the keywords from WAF have not been working on the play through. It looks like the issue is that any armor worn by an SIC created character uses SIC added armor which have different armor ratings, monetary values, weights and keywords than identical items from vanilla as modified by WAF, etc. it looks like we will need a SIC-WAF patch to apply the WAF values: armor, weight and keywords to the appropriate items in SIC. It looks like there's about 150-200 clothing and armor items that need to be looked at.
  18. Suggestions as to where to put Blackreach Overhaul by Aiyen in our plugin load order? It seems to conflict with Realistic Shelter, Bathing in Skyrim and Realistic Water Two in Blackreach.
  19. Thanks for the update! If we are not using Interesting NPCs, then we do not need a patch for Riften. Is this right? (i.., is there none needed to make JK's Riften compatible with CRF?)
  20. I've done about 35 hours in a play through with the brighter Vividian ENB setting for nights and dungeons. Overall I'm a quite pleased with it - it looks nice and is quite playable. I still use torches occasionally - mostly for investigating dungeons post combat. I'm using 99% of SRLE (I dropped OBIS and NPC KO), plus about 66% of REGS and a few additional follower mods, Kryptopyr's sneaking and smithing mods and the like; I also use the improved ASIS ini files and use the NPC Perk fix, NPC potions, additional spawns, and the AI combat fix from ASIS improved inis - its been quite stable with only about 1 CTD per dozen hours.
  21. This can happen when your skin mesh or texture has the wrong path - I've had it happen with NPC mods. Are you using M or F characters (or does it happen to both)?
  22. If I remember right, EBQO needs a lot of compatibility patching too.
  23. I have turned off the auto-get-dressed function in Skyrim Bathing. I have reverted to the FNIS animations and checked the option to unequip all slots. So far I have not had any further shield-glitch issues. Here's hoping this fixes the problem - I'll post again if it returns.
  24. I was looking through Dawn of Riften and ELFX in TES5Edit. There seem to be a number of lighting issues that should be addressed - or is it generally just a good idea to ignore these and let ELFX overwrite DoR?
  25. Skipping installing HDT or BBP armors or clothing (such as MrTroublemaker's or mine) is not such a big deal. If you don't install them, all your going to see, in addition to missing the BBP effect, is that the proportions of high weight NPCs will be different when wearing some of the armors or clothing and there might be a few seems visible. This is because Exeter did not use a UNPB body for all of his meshes and I'm pretty sure Immersive Armors and aMidianBorn don't use them for any meshes. (I know I adjusted some of the aMidianBorn ones to UNPB, I can't remember if I modified any IA ones in the Lore Friendly set.) But I would recommend installing the HDT skeleton as without that any HDT mod you install will likely cause a CDT. I think we are likely to start seeing HDT capes, hair, equipment and other such items for which you will want an HDT skeleton. The XPMSE HDT skeleton also includes the new nodes for hooking weapons and equipment for shields, daggers, bows, quivers and swords.
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