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statmonster

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Everything posted by statmonster

  1. I think it is just replacing CCO_WAFTrueWeapons_Patch.esp, which already has BUM instructions: BOTTOM Compatibility Patches.
  2. I made the same assumption but upon review capitalization does seem to matter - I think the pure lower case items are meshes newly added by this mod.
  3. In CCOR the instruictioins say not to install: meshes/armor/AmuletsandRings/EbonyRing*.nif (Gemling Queen Jewelry is superior.)meshes/armor/AmuletsandRings/GoldRing*.nif (Gemling Queen Jewelry is superior.)meshes/armor/AmuletsandRings/JadeRing*.nif (Gemling Queen Jewelry is superior.)meshes/armor/AmuletsandRings/SilverRing*.nif (Gemling Queen Jewelry is superior.)Does capitalization matter? That is should we install goldringamethyst_1.nif (which does not appear to be in Gemling) for example? I assume it does matter for your instructions... (to avoid issues with missing meshes).
  4. "Weapons & Armor_TrueWeaponsLvlLists.esp (Changes appear identical to main plugin. Possible error in installer.)" I thought this was not so much a mistake but rather a file to help make sure the bashed patch worked right. Since WAF is high in the load order its leveled lists will tend to get overwritten by other mods. This auxiliary .esp is a file top load late in the order to make sure those changes are carried over in the basked patch's leveled lists - thus they are identical. Of course if you are going in and building patches in TES5Edit this is unnecessary - but krypto' wanted something useable by people who don;t know how to use TES5Edit - or so I assume. Of course with CCOR 1.6, it looks like CCO Compatibility Patch for WAF True Weapons (where CCO_WAFTrueWeapons_Patch.esp has been renamed as Weapons & Armor_TrueWeaponsLvlLists.esp) replaces this anyway so you neither need to hide via optionals nor delete it. PS - Moving into an optional ESP with MO achieves much the same thing (as deleting it) without having to delete the file (in case you want it back later). Thanks again for all your work on SRLE!
  5. Anyone else having problems brawling Mikael in the Bannered Mare? I can successfully brawl Uthgaard down by the stables. But when doing Carlotta's favor quest and I brawl Mikael I win, he goes to his knees, says 'you sure can throw a punch' (or something like that) but then stands up and when I talk to him he is back in the regular conversation choices (including giving me all the options for Carlotta's quest). He never says he will leave her alone after the brawl. Does anyone know how to manually advance the quest A Few Words with You (aka Favor13) (either via brawl or persuade) so I can just get him to submit and clear out the quest? EDIT - Well fourth (or fifth?) time's a charm - either that or being very careful not to get any extra blows in on him after the one needed to knock him down.
  6. Yes, I always get the Dawnguard patrol. (Very rarely will the cart run over their dog.) About 25-50% of the time I get ~2 wolves spawning with the deer that races across the path - Hadvar sees them, dismounts, fights them, but then just stands there as his scripted AI has no instructions what to do if he ever gets off his horse before reaching Helgen. I got three wolves in a row this evening and was fed up with it.
  7. I can't make it into Helgen in the vanilla start without the wolves going into combat with Hadvar causing him to skip the intro. Argh.
  8. You can do this bit it's a really bad idea. Neovalen is going to update his patch and you will want to use that, if you have them all combined together it means you have to make all your changes all over again. I have 3 merged patch esps - SR, SR-REGS and SR-REGS-Statmonster - the last one has additional patches for mods I have added above and beyond the other two (for example follower mods such as Vilja or Inigo).
  9. I didn't use a filter at all and found most of them. I only use about 2/3 of the REGS mods though. I just go through all the new mods line by line and see if they conflict - it's not quite as tedious as it sounds.
  10. Does SR LE need its own MCM menu now? (https://www.nexusmods.com/skyrim/mods/62613/?) I'm not sure what it would do, but everything goes better with MCM!
  11. What and how does one do this? "Copy the textures/meshes face gen data from all 4 of the mods into the merge mod. The script is still needed." Do you mean copy the folders such as RS Children Overhaul\meshes and RS Children Overhaul\textures, etc. with the .dds and .nif files into the merged folder? Or is there some record in TES5Edit one is to copy within that program? Thanks.
  12. No - I was referring to Neovalen here.
  13. He made edits to add an additional file for SDO-Skymills (and maybe also intended the changes that would occur if you reinstalled the camouflaged update to the Tundra Ground file - I think he meant to use the new one given the other changes but am not positive). But as a user, if you installed the old file, you need to know if you should get the new one with (with the identical name and the extra folders) and install it or not. As I said (and you probably figured out if you read my gibberish above) I am uncertain and somewhat confused !
  14. What does "The merge script does not appear to copy the facegen data files properly for this merge. Manually copy mod assets to the merge directory in order" mean? Should one manually merge all four RS patches and not bother with the merge tool here? Or us the tool on some of them but not other? Or use the tool and then copy over the facegen data?
  15. Note the sneaky update to one of the Vivid Landscapes patches. Vivid Landscapes - Tundra Ground from Skyrim HD 2k 2.8 was first loaded on 3/7 or so and then uploaded again on 3/9. The first version downloads a 5989 KB file called Vivid Landscapes - Tundra Ground from Skyrim HD in 2k-49344-2-8.7z. The second downloaded a 9890 KB file called Vivid Landscapes - Tundra Ground from Skyrim HD 2k-49344-2-8.7z. The second one has two additional folders in it called "lod" and "terrain". Given the timing of his updates I don't think Neo used the second larger version - it might be worth checking whether this is worthwhile.
  16. So um - Who is LOST and what are all the revisions he just made to the guide? Especially the one that said "aMidianBorn_ContentAddon.esp gets deleted - so these steps are redundant"
  17. I saw that ETaC added a patch for Winterhold Rebuild - ETaC - Complete - Patches - QWR I was wondering if people plan to move to that or some other Winterhold mod now that Expanded Winterhold Destruction Ruins seems to be hidden for who knows how long.
  18. Keith - that's really nice that you fixed up Nyhus. I think these are some interesting mods that add in new cultures and areas but have hesitated to put them in my game as they seemed slightly unstable. are you planning on taking a look at his other mods? One giant merge that put all four in one cleaned plugin would be great.
  19. Yeah - It was quite good. Looks very good, no serious bugs, interesting (if absurd and predictable) plot, fun gameplay - except for the rediculous QTEs. Due to its linear nature it lack the replayability (or modability) of Skyrim.
  20. I tried one pack (Folkstead) - CTD when starting in or COCing to Vrostheim, weird red brick textures in Morreath, no issues in Folkstead. I run SRLE plus much of Regs (nothing from Steam though) plus a variety of follower and armor mods. Not sure why I had the CTDs but it might be idiosyncratic. (Does EGs put anything on the island NE of Windhelm?) The weird red bricks can easily be fixed by replacing a couple if textures. (Rename Riften stone walls and drop them in the new mod folders.). These red stones liked like they might be suitable for an Indian desert theme so I think I see where the author was going but the area was pretty lush and had regular bricks mixed in and just turned me off. Still looks like a three minute copy-paste-rename fix. Overall they seemed interesting and probably worth investigating further.
  21. Disparity has several options in the MCM menu, as well as some interesting reality - gameplay trade offs to make. The weight = strength works well for most male bodies (Big Fat Bastard excepted perhaps). However it does not work as well for most female body mods. Basically most male weight sliders are increasing muscle while female ones are increasing fat. Still you can toggle weight - strength off in the menu. (IIRC the default is off.) However there are some other realism toggles too. One of the more dramatic (and probably realistic) is that females do 30% less physical damage. This is quite realistic (and probably understates the true difference) given the massive advantage human males have in upper body strength. But it would make playing a female warrior type very difficult - probably realistic but maybe not ideal for gameplay. Again this can be toggled on or off and starts off by default. (If widely used I suppose the theory of comparative advantage says we ought to expect to see more female mages and thiefs and male warriors and related combat types.) I can see why Bethesda avoiding including factors like this in their game design to appeal to as wide a market as possible, but they would make for a more realistic game. FWIW, I spent a bit of time poking around with it in TES5Edit and creating some characters. There seems little that would conflict with SRLE, except maybe a few changes like in the patch with orc animations. However, there were a few things (such as racial abilities and class based stats bonuses to health) that did not work as they should - these might have been due to my load order or a poorly made patch on my part, but I don't think so. So I am waiting to see if if these are addressed or an update put forth before using it further. The other issue is balance - the stacking of some of these changes has the ability to create PCs who are quite a bit stronger at the start of the game. This can be toned down quite a bit by using the customization options in the MCM, but if this is not done then many low level PCs will be much tougher. Still (lest this sound too negative) overall this is a very interesting mod that should create a more immersive experience and continues in the tradition of Kryptopyr's great gameplay mods.
  22. "New Today" resets at midnight in the UK so you can't see stuff that came out prior to 7:00 EST/4:00 PST. I think it's OK as she seems to use multipliers to achieve the ends she pursues. The dangerous setting she has is the changes to weapon speed, but (1) I don;t think the uncapper hits this and (2) this can be disabled in the MCM if it causes an issue. (Making it work with some of the combat mods that change weapon speed might be an issue but I don't think those are in SRLE.)
  23. "Took me the whole week, days and early nights, and let me a left red eye in real life that scarried people outside earlier in the day." - But you're game looked good in the end right? And what's more important in life? :)
  24. I don't get "Special Installation: After installation, install this unofficial patch to disable automatic inventory sorting. This prevents items such as iNeeds Waterskins and Cheeses from being moved to inventory when consumed. This will also prevent any similar issues with other mods." Where are they going currently? Don't they go from Food to Misc/Clutter (or whatever the right hand category is) when emptied of water? Or is this something special with vanilla NPCs inventory systems? Never mind - "* When using ''Extensible Follower Framework'' water skins used by companions are placed into the "Inventory" menu instead of "Equipment" and therefore the remaining 2 charges cannot be seen. Manually move them to the proper inventory to resolve."
  25. I looked at Gopher's Element Dragons review in Skyrim Mod Sanctuary as well as some of his 6+ hours of play testing - ED is massive and impressive but seems overkill and unbalanced. All in all Deadly Dragons seems better. Also, I have found the animations for bathing in Skyrim to be a bit wonky - they often lead to corruption if you have a shield on your back (or favorited). (I suspect there is some sort of issue in the hand-offs between DSR, Bathing and maybe Immersive Armors and maybe even FNIS.) Furthermore, how often do you need to see you PC naked and soaping up? Sure once or twice is interesting, but every day or so? It just gets tedious. So I think I will just turn off animations in here. I already turned off the standing animations for iNeeds - watching the PC eat a bit of bread or gulp a tankard every ten minutes is also tedious. I kept the seated animations if I want to have a meal with followers rather than grabbing a bite on the go. Overall I like immersion mods that require you to manage resources (acquiring and carrying food and water or finding a place to sleep for the night) and also that drain excess gold from the PC (but I already use a pretty brutal setting on Trade & Barter to help with that), but not ones that just make the game tedious by showing the same animation over and over. Also, Kryptopyr's Disparity looks really good. Adds in Oblivion style classes, adjusts races, genders and standing stones, etc.
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