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MonoAccipiter

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Everything posted by MonoAccipiter

  1. If referring to the sorting order of plugins, I believe it should be something akin to this: STEP & REGS (as sorted by LOOT)STEP PatchesREGS Compatibility PatchesBashed PatchSkyProc Patches & FNIS (LOOT should be sorting them last AFAIK) If referring to the sorting of mods in MO you can simply put the REGS mods after the STEP mods. As long as the SkyProc patches are run from within MO they will patch all the mods you have active.
  2. The version called "Better City Entraces - JK's Whiterun (Outskirts) Compatible Version" should be correct. Which version to use was changed in version 4.0.1 of the guide, and the "REGS Compatible Version" should now be outdated.
  3. Hi, Spiffy. Did you use the newest version (it was released around the time you posted this) when testing? The author said he reduced clipping and readjusted some house positions. If you did, I'd suggest posting your pictures on the modpage, a lot of authors are welcoming of suggestions and/or bug reports (which I guess you could file this under). Also, hello again to CJ and Nearox! I'm slowly crawling my way back into Skyrim after a very long break (due to some real life problems), and hopefully I'll get around to installing this and enjoying the fruits of your hard labor. If you need any help, don't hesitate asking.
  4. Origin of the Mages Guild is a mod by Giskard, that allows you to restore the mages guild to its former glory after becoming archmage. As the mod author describes it: Requirements Shivering IslesDragon Captions Resource Pack
  5. Yes, it does the exact same thing as Kvatch Rebuilt, although with a different approach. Whether one or the other is better, I cannot say, but I believe Kvatch Rising was Giskard's attempt at a more lore friendly mod (i.e. no arena). I quote: Kvatch Aftermath is older, and more similar to Kvatch Rising, but I've seen that Kvatch Rising has been update more recently than any of Giskard's mods. Hence it's probably the one to go for when choosing between those two. I'm not really looking for anything else than to raise some awareness about these mods which have fallen somewhat of the radar. On the mod pages: I'm going to find it difficult to do anything else than recommend people to take a look, as I have no idea how the mods are in comparison to the state of everything else, but I know they were fairly popular and appreciated previously. That's why I'm hesitant to making them, as I can't really say whether I think it's a good mod, as much as whether I think it looks like a good mod. ~Mono
  6. I'd be willing to make some mod threads if I actually get around to start looking at stuff again, but I can't say how long that will take. I can see the benefits of having them, there's just the fact that there's so many mods (perhaps I could make a thread for all of them, with your blessing?). As for compatibility, that case has two sides. On one hand Giskard was always very adamant about his mods not touching anything else than what he was intending to change (such as Kvatch in his two mods restoring it), and attentive to people wanting to have other mods. However he was also of the opinion that solving conflicts through such things as cleaning (which I believe started his conflict with Arthmoor) and load order was trying to make the game work where it shouldn't, so he never produced any amount of patches AFAIK. However most of his mods touch things few other mods deal with (the mages guild, the elder council, kvatch) and he mostly adds spaces instead of editing them IIRC. Hopefully I'll be able to invest some time into this in the near future, as I feel it's unfair to put the workload that is troubleshooting these great, but huge mods all alone. ~Mono
  7. Hi, hishutup. First off, great guide, it has inspired me to pick up Oblivion again when I find the time. I was wondering whether you've considered any of Giskard's mods (would probably go under "Unique Locations and Adventures") such as The Origin of the Mages Guild and Kvatch Rising (and some mod allowing you to join the elder council which was adopted by another modding team). I realize they might not be well known, since Giskard had a falling out with both Nexus and Arthmoor, so he kind of withdrew from the go-to sites, but he's still a very talented modder with a lot of unique ideas. All of his mods can be found on his own website https://www.theengineeringguild.co.uk/forums/, but some of his Oblivion mods are available on filefront. I never got the chance to play all the way through them myself, but they seemed very interesting, and were very popular for a time. If this has been taken up before, I apologize. Kudos for all your hard work nevertheless. ~Mono EDIT: Bah, I've not been active in this forum for a long time, and immediately after making this post I stumbled upon your thread on how to make suggestions. Yet, I haven't really played all the way through the mods and can't really vouch for them in any way (I've had them installed and played through some parts, but that was a long time ago), and I'd still appreciate a reply on whether you are familiar with them before taking any further steps. Sorry if I messed up.
  8. ICoW's conflicts with BOYD consists of it not having death scripts on people it has made essential, if I remember correctly. As you probably understand, this doesn't really require patching, as there's no need to have a burial rite for someone who can't die. :)Now, I can't see your second picture (for some reason my ubuntu image viewer doesn't like it), but the first one looks like it should be ignored (at least in TES5EDIT, as neither of those records would be completly accurate ASFAICT). Considering Inns and Taverns adds The Thirsty Mammoth there, I would leave it as is.EDIT: Statmonster: 1: CJ has removed the buildings that doesn't fit into their areas. (it doesn't really have that much to do with lore, more to do with architecture that wouldn't be in that kind of area) 2: I haven't gotten a chance to look at it myself, but I know REGS has previously tried to maintain full compatibility with TC, so I would assume that the newest additions adhere to that philosophy. 3: ASFAIK Raven Rock Expanded is completely safe. Haven't had any problems with it myself. 4: CJ has removed plenty of grass markers in areas where they "conflicted" with ETaC/REGS additions. I myself have been heavily involved in this troubleshooting, and I think we've got rid of most of it. Hope that helps.
  9. Looks good guys. Might I point out that Snowbound Acres has a compatibility patch for Point The Way (a step core mod)? Also, it has a texture pack with the textures from HiRes Roadsigns (a step extended mod), some users might be interested in that (I know for sure it bothers me that ThirteenOranges' mods hasn't got those textures on their signs, haha). I might be able to play some Skyrim this week, so I'll be sure to snap some screens if I come across something odd (that looks like it could be caused by one of REGS' mods).
  10. #Helgen Reborn - Cyrodiil Frontier Patch.esp
  11. I quote from the mod's description: As for the well in Riverwood - is there a well in Riverwood?
  12. Actually, Neovalen. I think that's the flag for 'being overwritten', not overwriting; which is odd. It's probably not anything dangerous, but you could just double-click the file and go to the conflicts tab to see what it conflicts with (which should be something in the overwrite folder).
  13. I've had Oakwood in my load order for quite some time, and it has yet to cause any problems for me. The same applies to all of his other town-mods and some of his quest-mods, but I haven't been able to play through all of them yet (i.e. they're in my load order, but I haven't interacted with them in-game).
  14. "This mod is best used with a new game (install this mod before you start the game, loading a save from Helgen is not a new game), to ensure all the beds and persistent furnitures stay in correct position. Installing/Removing this mod mid-game will most likely leave some stubborn furnitures stuck in weird places. If a particular inn is totally messed up, that's mod conflict." - perseid9 Could that be what you've done?
  15. Having Skyrim installed on an SSD, I have limited space and therefore delete files, but if that's not a problem for you, hiding files works just as well. Not to mention the fact that if you blunder and hide the wrong file, there's no harm done. You can simply unhide it.
  16. Yes, the asterisk implies all files with that name and a postfix (e.g. if there were two files called dlc2basaltcolumnsingle01 & dlc2basaltcolumnsingle02). However, you don't need to re-install all the files where you misunderstood these instructions. Simply open up the mod, navigate to where the folder is located, and delete the corresponding files.Anything that would normally go in the "~Skyrimdata"-folder should always be top folder in MO (e.g. .bsa-files; .esp-files; folders called "textures" or "meshes" and so on).
  17. You shouldn't have to do that for any files as long as you install the plugins in the top level folder (e.g. with "textures" and "meshes" etc).
  18. You need to move that file out of the "Improved Closefaced Helmets version"- folder and into the "aMidianBorn - Content Addon"-folder, you can then delete the now empty folder "Improved Closefaced Helmets version"-folder. The problem was that due to your folder structure, MO would put the plugin file in a sub folder instead of the data folder, when you launched Wrye Bash.
  19. If you (as in all of you) want to cling to that illusion, I suggest you consider rephrasing your posts next time you enter such a discussion. You might also want to consider the fact that not everyone is a native English speaker, and might not take everything the same way you would. The way this mod page turned into a character assassination is embarrassing. I will say no more on the matter, and I suggest (although you, of course, have no obligation to listen to me) you do the same thing.
  20. Did you remember to download the optional "aMidianBorn - Content Addon" file from the Nexus? Check the file in MO, if it isn't there, go to BoS' page, re-download and re-install that file, choosing merge when asked what to do. EDIT: You should download the optional "aMidianBorn - Content Addon" file from BoS' Nexus page, and make sure you use the plugin version found in the "Improved Closefaced Helmets version"-folder.
  21. You have an old version of the masterlist, try running BOSS once (through MO if you have that) to have it download the newest masterlist. The version I am currently using is 7845.
  22. Most texture replacers don't have plugin-files. The only reason Book of Silence has one is because it adds several variations of some existing armours (e.g. Thalmor Glass Armor & Steel Glass Armor). Was that what you were wondering about?
  23. You need to navigate to the folder including the version you want (in SR:LE's case Males/Better Males Body and/or Females/UNP/MAIN) right-click it and click on "Set data directory". You should then see a folder called "meshes" and one called "textures", and MO should tell you that it looks good. You can do this twice (one for each gender) and simply merge the second time, or you can drag the "textures" and "meshes" folders over from the one you want for males, to the one you want for females (or vice versa). The first option is probably the least confusing of the two.
  24. Hi, Ghostwise! I understand why this might be confusing, but it's actually rather simple. BOSS uses a masterlist with rules for where to put every plugin in order to have them in the correct order, but it hasn't been updated with all the newest mods, so some plugins don't have rules. By default this results in BOSS putting them at the bottom of your load order, which you probably understand isn't always ideal. What BUM does is it allows you to add new entries to the masterlist, meaning you can add a rule for where you want it to place for example REGS - Better Docks.esp. By following the instructions in the load order instructions you basically tell BOSS "Hey, go put REGS - Better Docks.esp after where you would normally put BetterDocks-MP-DLC-Compatible.esp". For this purpose you don't need the mod already in the masterlist.
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