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statmonster

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Everything posted by statmonster

  1. Cave Giants and Tundra Giants are definitely from SIC. See the list of creatures https://skyrim.nexusmods.com/mods/24913. Given that, I strongly suspect you did not install SIC 5.1.1 correctly (or at least it's exactly like what happened to me when it was not installed correctly by MO). Do you have the meshes, etc. for these giants in your SIC folder on MO? The 6.0 RC will provide the ESP that calls for these creatures but you need the meshes or textures from 5.1.1. so that they will not be invisible.
  2. Do all the patches and edits for Moonlight Tales need to be redone with the update to 1.07?
  3. Make sure SIC 5.1.1 loaded its textures and meshes. I had the same problem when MO failed to load these. I had to use MO integrated FOMOD installer to do this. It's a bit tricky as if you merge SIC 6.0RC you will have some files in the folder just MIT all of them. Look and see if you have the ones for your giants.
  4. Solist wrote: "@Neovalen - with the removal of Better Skill & Quest Book Names, is there a feasible replacement for books having the skills they increase appended to them that you'd recommend? Frankly, I love having the skill books easy to recognize as I scan full bookshelves and losing that feature will be teh.suck." Apparently Neo does not (anymore) - he thinks (legitimately) that it is immersion breaking. I think I'm planning on leaving in Better QS Books. The little star on the binding does not do it for me. It sucks to: 1. Accidentally read a book to level up a skill you don't want, 2. (When using RND) read a skill book while you are tired and only get 1/2 a level or so and 3. Accidentally sell a Quest book that you wanted to hold onto for clues. I'm also a bit concerned that the new mod author's practice of moving some books when he resizes them might cause conflicts with other mods that move things about - though I think Neo said he checked this and it's not an issue.
  5. Been watching this closely... can't wait till I get home tonight to try it! Yeah, it does look interesting. Now when will they have the WereSkeever?
  6. Merged as in merged using WyreBash? OR do you mean that they are all located in the same directory?The latter. Yes, use the "Merge" option in MO when you install the mod.Ah. Alright good. I always do that. If you do not then everything would just be replaced with only the patch. That is unless you renamed it I guess =)I often like renaming things so I can keep track of which version of the various patches I am using. I understand this is frowned upon.
  7. Merged as in merged using WyreBash? OR do you mean that they are all located in the same directory?The latter. Yes, use the "Merge" option in MO when you install the mod.
  8. 1. I have not used, no idea. You might try loading this up in TES5Edit along with some likely candidates for conflicts - maybe load your game w/o this and see what other mods might be trying to write changes to the same area and then load them and this mod together in TES5Edit and see if you can see any conflicts. (I don't know where this is so don't know what might conflict - likely thoughts are WATER's plants, Laterns, Perseid's Inns, newly added spawn points from SIC (if any), maybe 3DNPC if any of the NPCs are in the same area of any of the quests go through the same area - maybe some Navmesh issues for 3DPNC and/or Cirwindn or Live Another Life? But this is largely speculative - load them up and take a look around - Live Another Life is great for generating a character in various locales for doing this sort of thing.)2. My understanding is that it just replaces all the music files - sounds like it should be OK. If it is also adding scripts (which I don't think it does) then could cause things to bog down. 3. I use this a lot and don't seem, to have any issues with it. My understanding is that Neo is planning to incorporate this once they come out with an all-in-one ESP. 4. I used to use this, seemed OK. However it is big and sprawling so I wouldn't be surprsied to see some issues. It's quests in particular might be a source of conflicts. Needs to be cleaned. (Loads of ITMs last I checked.) Another potential issue is that the mod frequently changes which means you have to stay on top of it to search out issues which new version might introduce. However, the big (potential) red flag is that the author used TES5Snip to edit early versions of this and those edits are still in there. This has the (strong) potential to cause a variety of unexpected issues with your game. Nevertheless there are a lot of users of this and I'm not aware of any specific issues identified so might be OK. 5. Leveled list would probably need a Bashed Patch - which might be an issue. I think creating a Bashed Patch causes issues for Realities needs and Diseases t I'm not sure, might also cause issues for Skyrim Immersive Creatures but I don't think so. It looks like the Trade and barter issue with the bashed patch has been fixed by BOSS adding the delev/relev tags - but make sure you have these tags active for this mod in WB. Examine your Bashed Patch in TES5Edit. 6. I'm not aware of any issues but I would imagine it's scripting could cause stability issues. I use Vilja which also makes use of very intensive scripts, etc. to modify pseudo-follower behavior without any observable issues so it might not be such n issue. 7. I think I have heard UFO has not been updated and causes issues with some heavily scripted NPC mods. (Is there an issue between UFO and Convenient Horses? Not sure but I vaguely recall something this.) I use EFF (extensive Follower Framework) and this seems to work well, with no observable issues. EFF generally seems to play with other mods better than UFO - lots of mods seem to note they have compatibility issue with UFO, virtually none with EFF.
  9. I had an invisible skeleton problem recently. The problem was that MO was not installing SIC 5.1.1 correctly and thus i was missing meshes and textures but did install the 6.0 update with the ESPs ok. Diagnosing the problem involved finding out that I was missing the meshes/textures. Solving it involved using MO's integrated FOMOD installer to install 5.1.1. Maybe your issue is also that you are missing graphical files. The likely candidates seem to be SkyTest or AV. You might consider checking these to see if you failed to install any files. Alternatively I remember six months ago SkyTest gave me the occasion invisible creature. I think that was solved by updating.
  10. Why are these still standing after 200 years if they are so dangerous? I could see one or two in some forgotten out of the way place. But who leaves symbols of an alien invasion in their major cities - especially if the might be dangerous in the future.
  11. I think the barter limits don't activate unless you activate them.
  12. There's another update (still version 1.5) to Apachii Hair Retexture ( https://skyrim.nexusmods.com/mods/35092 ). It redoes some of the retextrues for some of the main file.
  13. I saw Grimmy Bunnyip's Sky Tweaks ( https://skyrim.nexusmods.com/mods/33395/ ) suggested over on STEP. Looks like a lot of MCM menus to tweak various in game settings and statistics. Might be very useful - assuming it works of course! Has anyone else used these? Any feedback? Looks like it might be able to replace several mods at one blow by just setting values in the MCM.
  14. Some of these look really good. Not sure if they are "STEP" but certainly will consider using them myself.
  15. Maybe I am misremembering the sequence of events (re. deleting old ESPs, running SUM, etc.), I'll try to check it again when I get a chance. I saw it generates the new ESPs for AV & DSR while running SUM (during stages 2 and 3 respectively) - I thought that was odd but figured maybe it might delete them when it it created the merged patch (SUM.esp) but it did not. Instead it left the AV and DSR esps active and created SUM.esp but did not activate it. I deactivated the AV and DSR ESPs and activated SUM.esp and everything seemed to work fine in game.  AFAIK.
  16. I deleted the old ESPs and they regenerated when I ran SUM.Â
  17. That's unfortunate. With just AV and DSR (with SR plus about 30 extra mods) the default 750 is more than enough.
  18. You can increase SUM's memory. It's in the same page where you set it to create a merged patch.
  19. I had the same issue and resolved it the same way. A note to deselect the  AV and DSR ESPs and select the SUM ESP would clarify things.Â
  20. I didn't have any issues picking up with a saved game.
  21. Neo thinks it's still unnecessary. But I hear that WilliamImms has updated BOSS to show delev and relev tags for T&B - so I guess it will work now. I'm not sure but it looks like WB may be ahving an issue with RND too - some of it's changes seem to be dropped in the Bashed Patch. Since I'm trying to use High Level enemies (scaled version) with SIC I would like to use one - I think...
  22. How do you get it to update the tags? Mine looks like it has no tags (when I look at the bottom right hand corner of Wrye Bash) - though BOSS just updated. Should I just manually add delev and relev via WB?
  23. What did that involve? Will it work in WB now?
  24. Are Bashed Patches being generated in too automated a fashion? Maybe just running WB on auto-pilot just generates more issues than naive users like me suspected, and that this requires more attention than just opening up WB and selecting Rebuild Bashed Patch after installing our mods.
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