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redirishlord

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Everything posted by redirishlord

  1. I see, makes sense to drop and let ETaC cover such. I'm anxious for the ETaC v13 patches to be released, so I can upgrade from v12. Thanks for tweaking REGS Cities to a Solitude / Windhelm treatment.
  2. I wasn't suggesting any work for you CJ, I was saying her last post on her I&T page mentioned she had an upcoming update, which since it hasn't arrived yet I though it might include compatibility for those other mods (fingers crossed).
  3. On the Inns and Taverns page is a response from Mena' to a post 31 May 2014 mentioning an upcoming update, perhaps that will address the various CRF / ETaC / TES Arena Legendary Cities incompatibilities?
  4. You could try EK Limited Items https://www.nexusmods.com/skyrim/mods/11322/?It runs a script to enforce limits on carried items based on size class, it takes backpacks and such from other mods into account.
  5. I use TES5Edit, not that complicated. You can use vanilla npcs as a template to cut and paste from. Open 3DNPCs.esp, view a vanilla housecarl & use right-click edit on a perk to copy the entry. View the Interesting NPC in its esp and right-click add a new perk then right-click edit to paste in the info. If you make a mistake, don't save on exit, if you're happy with your changes save the updated esp. To be safe, copy the original 3DNPC.esp to a safe location before you try editing.
  6. I haven't had trouble in Whiterun, although I can't claim to have tested the other cities yet.
  7. Ewi is at it again, now with 200% more dwemer-love. This pair of mods gives a dark bronze base with lighter edges for a realistic weathered looking dwarven metal. Dwemer metal uses Langley's textures as a base (with permission of course), Dwarven Centurions are 1k (including ballista, sphere, spider and steam variants). EWIs dwemer metal EWIs dwarvencenturions Upon further review, Dwemer metal covers all the textures Dwarven centurions does and more so DL that if you want the full deal.
  8. Good looking out, won't be long before all five cities have Dawn of JK compatible treatments, gotta catch 'em all.
  9. I tried and dropped this mod as both my usual male and occasional female characters didn't have issues with vanilla quivers and this mod caused quivers to clip into the body.
  10. Isn't the meta.ini file created by MO after installation, for each installed mod folder?
  11. "and my character is using magic when it crashes" I would suggest using lighter versions of BFS & DSI if possible (low res DSI for instance). If that doesn't help, perhaps a less intense magic overhaul.
  12. FWIW Hidden Hideouts City Edition is fully navmeshed.
  13. That's outstanding. I'll happily remake my various TES5Edit merge script plugins in favor of some of those mods being imported into my bashed patch.
  14. How's that coming along (I see you've been contributing to testing over there)? I'm really excited about the new WB, but woefully under equipped to grasp the mechanics (and even less qualified to test the WIP).
  15. Thanks for the response (and doing so in text rather than video, I'm old school). I've updated my TES5Edit, cleaned the plugin again, and removed the dwemerhome.esp edit to FormID 0010650A. I'm having trouble tracking down the navmesh you mention, I see 5 in that cell, none with the same FormID referenced in your post. EDIT: I found the FormID and made the change indicated to be met with the message - Changing FormID [0203883F] in file "dwemerhome.esp" to [0010650A]Record is referenced by 1 other record(s)Error: FormID [0010650A] is already present in file [02] dwemerhome.esp!!! Errors have occured. It is highly recommended to exit without saving as partial changes might have occured !!!
  16. I'm a fiend for a new Forsworn faction enhancement, but I'm concerned by TES5Edit reporting a deleted navmesh in New Markarth Adventures when I cleaned its 28 UDRs & 668 ITMs. Thanks for th tip, I look forward to checking it out further.
  17. Great intel, thanks its quite helpful as I sort for a new run. Are you considering removing Inns & Taverns from the list? Been using Hidden Hideouts Immersion versions, City is very handy if you need to enter discreetly. Thanks for the tip on Corners, I'll check that out. The description indicates it adds a location outside the abandoned prison, so should be helpful for that AS-LAL option.
  18. Brilliant! Thanks for posting the link, I love stuff like this.
  19. Your link leads back here, try this - https://www.nexusmods.com/skyrim/mods/54326 Great find btw, I'm downloading it now to poke around its content. Sounds like the author may not be inclined to continue beyond what's already done: "Not sure how much I will work on this. Don't play Skyrim anymore. But at least I uploaded what I have for you guys to try out I'll see what I do judging by the response I get from users here" Interested parties might want to post encouragement on his mod's Nexus page. EDIT: TES5Edit finds 129 ITMs, after cleaning TES5Edit still reports a variety of errors, unfortunately I'm not TES5Edit-savy enough to make sense of what's being reported.
  20. I've been enjoying EBD - EveryBody's Different Redone by MongoMonk quite a bit, primarily as a gender animations & lore-friendly racial height fixer, but the texture & facepart randomizer is quite nice as well. It is skyproc patcher based and plays nice with SUM (allowing me to have a combined DSR / EBD plugin). I set the femine animation fix, which unchecks the reverse gender animations where present. I use the following settings for race heights (you can of course recommend what you feel is most lore friendly as I have departed from that a bit for personal taste); Female offset height: -3 Nord height min/max: 101/107 Breton height min/max: 95/101 Imperial height min/max: 95/101 Redguard height min/max: 98/104 Orc height min/max: 104/110 Altmer height min/max: 107/113 Bosmer height min/max: 92/98 Dunmer height min/max: 98/104 Argonian height min/max: 98/104 Khajiit height min/max: 92/113 * * I made Khajiit height encompass a range from Bosmer to Altmer to roughly simulate some of the different lore breeds. There are a variety of texture packs available to give an "AV" type section to random NPCs, you can disable this feature (and the face parts randomizer feature) for unique NOCs (so that Skjor doesn't look like Fabio if you have ApachiiHair).
  21. I believe Wet and Cold adds face covers, and NPCs randomly wear them or other hoods, etc. in cold conditions. I think you're getting expected behavior.
  22. I've been using the General Stores version of All Homes Remodeled by Galadriel that covers vanilla and HF homes. Works well, integrates seamlessly, and the GS piece works with other GS housing.
  23. Why are we assuming the bunny is innocent? Ewi does some fine work, although I thought some of his Fallout landscapes were a bit to Sahara for the American west, at least until I saw some scalloped dunes off the Columbia Gorge that made me think twice (was sure we didn't get that around here).
  24. This is now version 1.201, seems stable and offers weapon "field repair kits" (FNV flashback, anyone?). This might just be ready for STEP Extended consideration. A note on compatibility from the author: "Compatibility: Works with all mods that add new weapons/armor/NPCs without the need for patches. If degradation is enabled, all tempered items will now be considered unique from each other even if they look identical in your inventory. Hotkeys to equip items may function differently now. To counteract this, this mod offers options to configure hotkeys to automatically equip a weapon of a certain type from your inventory. This mod will automatically configure itself to Requiem 1.8+'s tempering system. An additional patch for Requiem is available" Finally, if you weren't aware, this mod adds NPC looting of fallen targets, enemies may loot your kills.
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