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redirishlord

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Everything posted by redirishlord

  1. This could push TK Children out of my line up. The playable option is, well, optional so that's nice. If there was a Prince & Pauper patch (or better yet additional included clothing for all the children) plus patches for Inconsequential NPCs and the New Lands (FS & WT) I'd be having xmas in July.
  2. @ Teabag: I used Live Another Life to start as a Companion (thanks for that suggestion), very cool option btw. I picked up the Novice tome from Farengar and promptly tried it out, works great, perfect option for the Battle Mage on the go (need to take off my gauntlets with SSR, who has time for that? Oh, yeah my Nightblade character on the other profile. Gotta love haivng options). >> ninja'd, but nice observation Kryptopyr, I missed that (I guess the mage did too).
  3. I added Unlock to my MO profile a bit ago, but haven't used it yet (restarts & testing have kept me at level < 12). This sounds more in tune with Morrowind (as I remember it) with various leveled spells.
  4. I haven't seen a post from/for JawZ's new sky mesh, which is available on his ENB forums ELE page along with the latest release of ELE. Sounds like it might supersede his comment above, I just downloaded at look forward to some clear weather in Skyrim to give it a thorough examination.
  5. Nice tip, that sounds very interesting, and with MO could nave a dedicated profile including supporting mods for a stealth game.
  6. These are just my quick & dirty merges, that passed a "proper merge script error test". By "proper" I mean that after running the merge script I exited TES5Edit and re-launched it loading only the merged plugin (and its masters get loaded by TES5Edit automatically) and then running the error check. The proper thing to do (which I have so far put off, and need to take a TES5Edit crash course using the wiki on this site) would be to open my load order in TES5Edit, troubleshoot for conflicts, carry forward desired changes, and then do a truly proper merge.
  7. I have the ACE Smithing tree, but the majority of ACE perks use vanilla ids, so I'm hoping I retain SPO functionality/compatibilty, but I really need to pose that question to Kryptopyr (probably on the Nexus mod page, but I could also copy it to the SPO page here). * Edit: I see the problem, I didn't place SPO in the list (on this forum, it was correct in my load order when patching) correctly - which is as follows; Merged Plugin: Smithing Perks Overhaul_Remade.esp ACE Archery Dragonborn.esp ACE Archery.esp ACE Armor.esp ACE BYOG.esp ACE Enchanting.esp ACE Magic.esp ACE Melee.esp ACE Realistic Fighting.esp ACE Smithing.esp ACE Speech.esp ACE Synergy.esp SSR_ACEArmor_Patch.esp. Sorry for the confusion. I've reviewed all my merged plugins in Wrye Bash and edited the load orders in my previous post.
  8. I actually wanted to keep the ACE smithing perk tree (& did) as well as CCOR/SPO compatibility. I need to check in TES5Edit to make sure I'm getting benefits from SPO and avoiding conflicts, but it all looks good in game so far. If you like SPO for perks, just drop ACE smithing from your line up. I let MO handle my BSA, no unpacking. When running the merge script I use the default options, except in the two cases marked with * ACE is great with Stealth Skills Rebalanced Full (& Kryptopyr's other mods) and Deadly Combat (I prefer it to Duel & it includes hit locations without killing my Papyrus, disclaimer: I do not use Frostfall).
  9. Really informative discussion all, I feel I can make better decisions after reading. That and I should start shopping for a 4gb gpu (assuming a second gtx 670 won't play nice with Skyrim/FNV).
  10. Wow, those covers. Losing star on spine doesn't seem a problem, you're right better ways to accomplish same. Very excited to have your work in my game, glad it's proceeding well.
  11. Are you not already an MO kid? I finally switched from Wrye/BAIN a month or so back, and I'm really enjoying the additionAl features of MO. I didn't like having to load mods individually instead of just dragging and dropping my entire archive by STEP section, but ultimately sml price to pay for switching up to more features and support. As far as reducing my number of plugins to where my load order slides into Skyrim like a hotdog down a hallway, I always seem to find a few more to shoehorn into the mix.
  12. I've only completed Ogmund's Tomb, so far. I've been tweaking my Skyrim setup, switched off ELFX and on to Relighting Skyrim, Jawz has updated ELE btw. I've been distracted by setting up Fallout TTW, and dogfighting in Star Citizen (so many games, so little time). I've been having great success with merged patches. * I've reviewed all my merged plugins in Wrye Bash and edited the load orders (3, July, 2014) I'm looking forward to the spider oriented dungeon PP did, but I need to level up my latest character. I'll be exploring both that & Bleak Falls Barrow at level 20ish, I've never done BFB that late in the game before. I've got the mod Lorraine the Bandit in the mix, and it sounds more interesting with higher level monsters in BFB.
  13. I like "Nightingale Hi-res Retex with Torn Scarf and Variants by AlphaDragoon and InfiniDragon" myself, nice pic btw. The cape and scarf variants offer optional difference from vanilla while the base is still true to the original. I feel like the "Prime look" gives the male costume a "jaws" appearance, and I guess the female has a flower motif? The materials appearance seems very modern (more so on the honeycombed texture, but also the leather. It probably make good bike armor, but doesn't fit Skyrim IMO.
  14. Great video comparison, thanks for posting it. The cobblestones look very detailed, I imagine that would really pop with enb & parallax. I'm excited to check this out in game. * after reading the mods forum & description sounds like Parallax is incompatible (because the mod ignores it in favor of its own meshes) and so is Tamriel Reloaded Roads (texture variety will require editing 90+ CK entries, I'm paraphrasing the author's post). So basic Tamriel Reloaded okay, just not the roads optionals, and the mod is an upgrade to parallax for roads (parallax meshes are ignored).
  15. Yes, I make an individually named overwrite "mod" for each profile and drop all their profile specific files in there; bashed patch, dual sheath redux patch files, fnis files. Place it/them right before the "real" overwrite folder.
  16. He should meet you at the entrance, should be hard to miss.
  17. Perhaps Alternate Start is allowing Victor to move on to his next waypoint, Novac. Have you checked there after leaving Goodsprings? IIRC Victor doesn't have anything to say in Goodsprings that can't wait 'til Novac.
  18. I dislike it a lot less than DoubleYou, but would vote against it regardless. An HD improvement on the vanilla, any deviation should be towards the thieves guild armor not off in a new direction. The honeycomb kevlar looking option would be great for FNV, maybe with some kind of nod to Batman, I'm wandering off topic.
  19. I believe Kryptopyr has updated most of her mods within the last week, its great to have this level of support. Downloading is a challenge currently, with all the Nexus trafiic, just have to be persistent and patient.
  20. I had the "issue" myself when I switched from WryeBAIN a month or two ago. BTW, you can have a separate Bashed Patch for each profile, I was excited to find that out.
  21. You're gonna need multiple installs, I suggest within each games directory (SkyrimMO, FNVMO). Each install can have multiple profiles, but an install won't handle multiple games, if I understand correctly.
  22. I use Deadly Combat with all it's default options (although I set the movement penalties for encumbered/heavy armor back to vanilla). I need to recheck my script latency since some recent updates/additions, but it wasn't a problem before. BTW you can do the same using Convient Horses, first page of its MCM has a script latency check you can enable, lag of 50ms - 100ms playable, I think I was averaging 75ms - 85ms before and it was fine. Remember, you can merge all those ACE plugins, I even threw in the Stealth Skills and DLC patches.
  23. I found that the reminders seem to be a "toggle" and that they persist/recur. I've inadvertently unendorsed a few mods after getting in the habit of hitting the reminder without thinking. Might be worth checking the mod page if you think you've seen the same reminder more than once. Anything that lets mod authors feel the love, I support.
  24. I've hear that the Guardian Stones (or was it Anise's Cabin) is at the juncture of several cells and thus is crash prone. You're experiencing CTD between Solitude and Folgunthur, could that be a similar "4 corners" type cell location where you are doubling up Solitude assets and Morthal swamp &/or Folgunthur (quest?) assets subsequently overloading "because skyrim"? What if you head from Dragonbridge to Morthal along the road and then north to Folgunthur (avoiding that Solitude baggage)?
  25. "If you can get the update" was where I left it last night, I'll keep trying. Thanks for the update though.
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