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Smile44

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Everything posted by Smile44

  1. TBH this guide is a little out of date and was meant as a discussion point. It was very stable but there was the occasional ctd, very random but rare. Far better would be to install SR:LE as it is currently. Then add the Base Requiem Pack on top. You would need the Patches for SIC, Falskaar and Wymstooth as well as RND and you should be good to go with all your big mods. This is very stable, I have not used Interesting NPCs for a long time though I liked it so I can't vouch for it as such but it may well work soon as Azirok is making a patch for it. It's a bit of work to install it all but you will get a fantastic looking and challenging Skyrim that is very stable (depends on your system). It will also teach you how to use MO, BOSS, BUM, WB, TES5Edit to name a few (assuming you don't already know these tools). MO allows you to have multiple profiles so that you don't have to keep re-installing your mods everytime you want to test something, Hope this helps, :)
  2. I'm using all of his landscape mods on top of SRO and am very happy with it - the Forts, caves and mines have all the detail and atmosphere you could possibly want IMHO. :) EDIT: Actually on my current test I've got them loaded after the Vivid mods in SR so not entirely accurate in my last statement.
  3. No you wont and that is the point, It is Requiem's changes that we want, adding things that change Requiem's stats etc.. runs the risk of unbalancing the game. Of course to make NPCs harder in the game there will be huge conflicts there and these do not need to be addressed as they are being Requiemified (if that is a word). So we need to be careful about what is placed after Requiem for that reason. If a mod that loads first does similar things to Requiem, do we need that mod? I would say not! but of course I have no idea what the Fox says. :)
  4. Those overwrites suggest that Requiem is addressing those issues just as it already adds armour and weapons from other mods I am not using COP in my build at present so will have a look when next in town to see if the old people look old. Of course elderly NPCs generally do not have any good loot so not bothered by COP if the faces are fine. Still will check it out. All equipment / clothing mods of any kind should be compatible if loaded before Requiem this includes those added by CCF where they may be relevant. Anyway all this digging around is helpful in the long run - helps to trim the mod list down further. :)
  5. Why? For the joy of a naked courier running up to you saying: "I have a package for you, your eyes only!". :) Sent from my XT907 using TapatalkYou've hit the nail on the head there Neo, so to speak.
  6. Some of these things are overwritten again by the Requiem - Dragonborn plugin, which should load much later than Requiem, not to mention Requiem - Hard Times or the Requiem - USKP plugin which should load just before the bashed patch. Check with those loaded before making any patches for COP. :)
  7. I agree Z, it fixes lots of things and is fully customizable so no real issues. With the SFW option you have a much better rendered male shape, up close there can be some unnatural shaping in the vanilla bodies particularly in the arms and of course feet. Just meshes and textures so sling it in. :)
  8. I do believe this mod has always had one. Has it been updated? :)
  9. I find the lighting works fine as is ELFX Enhancer loads after all my lighting mods including realistic nights which I will be adding as an optional but just before Requiem.esp. There may be conflicts in TES5Edit but that does not mean you need to do anything, it is the last mod to the right of the screen who's edits are loaded into the game so if those are what you want then happy days, if not then patch or change the load order, but you need to be careful about what you do load after Requiem, as little as possible is the best rule. :)
  10. Hi, thanks for your input. As you said I stated that this pack is meant for use with STEP CORE, this is partly because it is the aim of STEP to use CORE as a base upon which to add packs. I don't recommend using Extended for Requiem because there are far too many unnecessary mods in extended before you even get into incompatibilities. It would be better to add mods to CORE rather than cut back from Extended. The Extended "pack" for that is what it is, is not an ideal base for an overhaul such as Requiem it is meant for a different style of game based on vanilla stats and difficulty. A detailed look at the mods in Extended with Requiem is on the Requiem Extended thread as you have also mentioned, I see no need to repeat the information. Ultimately my pack is to get more people playing Requiem so that we can have more and greater input from many more people instead of just a couple of people as it was when I put the pack out there. Now there are a great many discussions going on about both Mods and patches. I maintain an up to date profile for CORE Extended and SR for testing purposes and separate ones for overhauls such as Vega and Requiem. I am slowly working towards building a "pack" that is based around Requiem but is built with that in mind from the get go so that mod recommendations are added into is as you go which was my original plan but I changed it due to wanting to fit into the STEP plan for packs which are essentially addons to CORE. I do still intend to build this more complete pack when I have time. That said there is lots of good work being done by others looking at compatibility with Requiem all of which will either educate me further which is always welcome or start to come back to my view that less is more when it comes to overhauls. In other words if greater gameplay challenge is what you are after then you need to cut down on unnecessary mods and only keep the ones that you cant live without, if you want Skyrim to be majestic eye candy etc.. then you don't want or need an overhaul like Requiem - that said though my game looks immeasurably better than vanilla (1024 max textures) whilst leaving plenty of processing power for game play. As for mods you mention above, Coin re-placer is covered but not the Harold or Dumec parts so a patch or loading it after Requiem would be prudent. WAF and CCF are compatible but only if you do not build the stats into the bashed patch - requiem does not alter stats but uses multipliers to change them so what ever stat is loaded before Requiem will be changed by it but only in line with everything else. Requiem does allow the forging of arrows and bolts but you do need the correct crafting manuals first before you can work with any given material. That siad nothing beats actually getting in there and trying it out then see what you think it really needs to improve it for you. :)
  11. I like what you have done with the page all good recommendations and you have clearly done lots of valid research which helps the cause. I agree with your choices for what to leave out, I would also suggest leaving any mods that add extra general wildlife to the game such as AIMP, and anything that adds birds, the sounds are nice but otherwise pointless if you are all about the challenge of working your way up from a nobody to a true Dragonborn - future king of Skyrim I mean you're not gonna emerge bloodied and beaten from a dungeon full of undead or sneakily spying out the mages and or archers in a camp and then suddenly stopping to wonder "Is that a Norwegian Blue? Beautiful plumage" (OK I may be getting carried away, unlikely to spot a Norwegian Blue as that breed of parrot is usually only found nailed to a perch in dis-reputable pet shops). Anyway all good. :)
  12. New guide uses ELFX instead of RLO but it does use CoT now as well as the CoT Weather Patch. :)
  13. Probably more like "Emilio" the butler in "Mr Deeds". :)
  14. Actually you were right it was my error, I had to add lots of mods for the pack and clearly forgot that one. I added it sneakily when I saw your post so thanks for pointing it out. :)
  15. All of these are included in the weather pack as well as instructions for getting them to work together and loaded correctly in BOSS. Note the instructions in the pack assume familiarity with Boss Userlist Manager. :) LINK
  16. SR is STEP related but is otherwise a different project. So just follow the SR:LE guide as is. SR is not designed to work as a pack add on. SR does work well as a base for other packs to fit on top of, but will eventually obviate the need for further addons as it grows. :)
  17. True, but I had little clue about anything but Boss and NMM, before I discovered SR. :) Edit: It is useful to learn how to use the tools, whether just starting with MO and BOSS or getting to grips with all of them, at present SR is the best resource for learning these tools. You don't have to install all of SR to get an idea of how the tools work, at least at a basic functional level to be able to install STEP confidently.
  18. All of those plus Boss Userlist Manager (BUM). Have a lok at Skyrim Revisited, it is an excellent way to learn how to set up Skyrim with all the correct tools, as well how to use them and what they are for. The guides also help but it is useful to be working on your set up whilst learning how to mod Skyrim properly. Once you get the hang of it, you can put together STEP or similar with confidence. :)
  19. Oh I will do, I'm looking forward to seeing it in action, have been waiting for an ENB preset to go with it so that I can see it at its best. :)
  20. Yup that is true just wasn't sure that it applied in this case. Not at my pc so unable to look the .fx file to check what else is involved with that file. Bye the way Aiyen I really liked your preset, found nights and dungeons a little too bright, for my tastes but loved the colour balance. I have not yet used the latest version but am looking to try it out with my weather pack as an alternative as well as looking at this new mod Realistic Nights. I still have not gotten around to testing. RCRN yet, need to get on with that but between RL and looking at spawning / overhaul mods I have not had the time. :)
  21. Correct line as standard reads: //#define APPLYGAMECOLOURCORRECTION Like this night vision does not work But if you remove the // part then night vision does work. I don't believe adding a 1 or 0 to the end does anything useful AFAIK. :)
  22. Can confirm that both work well, no issues have come up and both seem to work as intended in Falskaar. :)
  23. Absolutely, there are always problems when it comes to removing mods, adding them in though is usually less problematic - I think that HT is just an optional addition, the separate USKP patch is a must and should not cause any problems for you. :) (That said if it's working don't mess with it).
  24. Hard - Times is only an .esp file so it should not cause any major problems if you were to install it mid game. It does not modify any scripts. BUT A new game is always the best way to make sure you avoid and save game issues, in theory it is best to start a game and complete it without adding or removing any mods in between (extremely hard to do). :)
  25. It does make things harder but not impossibly so, you can just as easily kill them as they can kill you, it's just that there are more of them so you need to be careful, use followers, or sniping tactics - shoot, kill, run, take up a new position and shoot again. :)
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