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MonoAccipiter

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Everything posted by MonoAccipiter

  1. That's correct, a CR patch is a conflict resolution patch. You can make one with TES5EDIT, and SR:LE has a suguide on how to make one for an SR:LE install. :)EDIT: Ninjaed! (and with a much more elaborate answer, I have to admit)
  2. You change the "bAllowScreenshot" value in your Skyrim.ini to "0". ;)
  3. The last line allows for higher resolution face tint textures (e.g. warpaint).
  4. Good. I tried to stay as neutral as possible, cause I wasn't too sure what to read from your post. Hope you didn't take any offence. Yes, you should be able to activate and add you Skyrim copy to your steam library (i.e. all the games associated with your steam profile).
  5. Some of these mods are Workshop-exclusive, and you therefore can't download them without Steam. Describing any workaround would most likely violate the author's wishes and the wishes of Bethesda (AFAIK all Skyrim copies need to be activated through Steam, so you should have an account), I'm sorry. If you have access to the workshop, I suggest you take a look at Nearox' guide.
  6. I'm sorry if I came across as irritated. My post was intended to be friendly in nature. ;)EDIT: CJ, where exactly in the start of my load order should I shove Interesting NPCs?
  7. I think what Nearox meant to say, is that if you open up TES5EDIT and have a look at the records you posted about, you would see what mods conflict (red colours) and what kind of conflicts there are. This shouldn't require much skill. Often the best way to learn is to fire up the program and have a look at some examples, like the records Nearox has written about in his subguide. ;)
  8. SOURCE This is Arthmoor's reply to a question regarding LCTN records: Another user replied to whether the "TIFC - Info Count" (which I assume is what you meant by Dialogue Topic) records were to be ignored: The first one speaks for itself, but the second quote is rather tricky. Make of it what you wish, I hope it helps anyway.
  9. I believe the REGS - Cities file will cover some of these mods, the patches are for conflict resolution and are only needed in case you have the mods Nearox and CJ2311 have listed for you. Some files, such as Dawn of Windhelm, have (separate) replacer esps included in the pack. This is mostly specified in the guide.
  10. I guess I'll fire up ETaC again and get a closer look at some areas to be able to provide a more comprehensive list. I'll take a look at Riverwood, DC and Kynesgrove for sure.
  11. That explains it, I've never actually played them myself, but I thought they looked good. As for ETaC building, I didn't play with the mod very long, but I remember at least some of the buildings in Morthal looking out of place. I believe this is because they used Whiterun's farmhouse model. One of the buildings were situated at the part of the town which is across the bridge, towards the swamp/mire. I also thought the new "Direlight Farm"-building looked overly bright and colorful in comparison with Falkreath's other architecture (it also looks odd that it uses paint, which I've never seen on any other building in Skyrim). Also, I find that the beverages added have labels that look way to modern. That being said, I still think missjennabee has done a great job, it's just that I like it when mods feel like they're a part of the game (like Nernies additions to Solitude and Immersive College of Winterhold), and ETaC just doesn't feel that way because of its conflicting design. By the way, since I don't use ETaC, using the normal Hearthfire Chimneys file should work fine, right? + Does the merging of mods mean we'll see a less modular pack going forward?
  12. Have you guys considered MadFrenchie's Fight Against the Thalmor mods? They add some interesting areas in addition to the quests.
  13. That was actually fixed in the 2.1 update :P Thumbs up!
  14. I just noticed that REGS -Resources.esm doesn't forward USKP's changes to several merchants' chests, is this intentional? USKP's added item is this: PerkMasterTraderGold [LVLI:0010C1CC]EDIT: It also overwrites USKP's sound change to "FoodAppleCabbageStew". USKP's change is adding this (I believe it's already there in all of the other stew records): NPCHumanEatSoup [SNDR:0010E2EA]Is this intentional?
  15. Indeed, it does have its charms. The graveyard in Falkreath for example is something I'm sorry to have to give up. I agree with the fact that it's strange that all of the buldings look the same, but what bugs me about ETaC is how some buildings have completly different colours and style than the rest of the town (e.g. some houses in Morthal looking like they belong in Whiterun's sunny tundra, not a village situated in the middle of a swamp). Thanks for the Better Towns Textures link, it looks really good! :)
  16. I have all the time in the world. There's an ESO beta this weekend, I have plenty of homework to do, and I'm sure I could find some time to work on some of my own projects (an overhaul for Wyrmstooth's Fort Valus amongst them). I'll be patiently waiting. As for how I feel that ETaC's changes doesn't fit with the towns, I guess a good example would be how Soltitude looks with REGS installed. The buldings added (the cobbler, baker etc) looks like they could've been a part of Soltitude in the original game. Same bulding materials, and design is especially important. I guess what I mean to say is that missjennabee has done a great job with her added buildings and npcs and everything, but small details (like the new brews in Falkreath) that doesn't fit with the feel of the game just bugs me too much. Anyways, I'll be waiting for the update. :-)
  17. So I can drop ETaC? I tried playing with it, but I just can't handle the conflicting architecture in some of the towns (e.g. Morthal). Perhaps some of Immersive Settlements' modules will look better. Soltitude looks good though, but it's already got a bathouse at the docks, are you sure it need another one?
  18. Use the latter method, and unless you have a really slow internet there's really no reason to keep any installed files in your download tab (of course there are exceptions, but generally speaking this statement is true).
  19. Looks like important news. Hopefully it's only temporary. I don't like the dude's attitude one bit though. Just as arrogant as Starac. I have to agree with you on this one Octopuss. He deserves every bit of praise he gets for his work, but sometimes some modders seem to lose sight of the "we"-part of the community. Without in any way defending people who exploit others' work or in any other way abuse this system, I think that every now and then it would do us good to remember that the only reason we're able to have this community at all is a company called Bethesda Softworks. And while we of course have to pay for their game, they have supplied us with the tools to create pretty much whatever we like (with certain limitations). In a way Bethesda Softworks has given us the materials and tools to build a cathedral, and instead of working together we're running around building our own pieces, fearful of anyone who might take our work in a direction not of our choosing. This conflict of attitudes is the reason we've lost great modders like Wrye, Giskard and Starac (either due to the community or the modders themselves). Wrye's musings on this subject is an interesting read.
  20. [Display] iMaxAnisotropy= iMultiSample=In your skyrimprefs.ini
  21. Try turning off the "ForceLodBias="-setting in your enblocal.ini, it caused problems similar to what you're describing for me.
  22. Thanks for the replies, guys! I've readded the Whiterun Market mod, and installed the rest of the pack. As I'm unsure of exactly what the Interesting NPCs patch for RRRE does, I'll be adding it back and removing the records from my merged patch (considering the fact that I'm way off the esp limit, that shouldn't be too much of a problem). Is the broken navmesh in Oakwood something TES5EDIT would clean (cause I've already done that) or do I need to open up the Creation Kit? Glad you liked the look of Snowbound Acres! It has some nice interiors too, including a tavern with a unique layout (afaik) and some Dunmer lighting. The local historian is an interesting chap! He doesn't talk too much, but you can piece together some of his story from having a look at his home. He's also got two unique skill books and a safe which any thief might want to have a look in. You might want to note that the town's smith is a master trainer, although if I am to be completly honest, I would consider the climb up to Snowbound Acres harder than the act of leveling Smithing in Vanilla Skyrim. ;) If there's anything else I can do for you, I'd be happy to help. @Z The RRRE author says installing the mod on an existing game can cause problems like the ones you are experiencing. Might that be your only sin? EDIT: I understand the balancing issue with the Telvanni Bug Musk Merchant. I personally use Scarcity along with Trade and Barter (with the author's recommended setting for medium difficulty), and I'm constantly running out of money, even after collecting the massive Wyrmstooth Bounty.
  23. Thanks! I patched a few conflicts into my merged patch anyway (including merging the Realistic Room Rental Patch). I guess I'll have to learn to like Whiterun outskirts market. As for Oakwood versus Aurora Village, I favour Oakwood for silly reasons really. It's a bit smaller and more unique architecture wise, and I like the name better. May I humbly suggest you take a look at this? It's a nice little village predominately populated by Dunmer high up in the mountains above Falkreath with a really unique atmosphere. I think it's as well made as, if not better than, most of ThirteenOranges' villages. Another mod of his named Telvanni Bug Musk Merchant might also be worth having a look at. It doesn't do much, but a bit of memorabilia never hurts your immersion. EDIT: You're not supposed to download the 1.26 update for Nernies City and Village Expansion?
  24. Hi! First of all I would like to state that I think you've done a great job in putting together such a great pack; it's very tidy, has easy to follow instructions and great mods. I have been using several of these mods for a while, but I've been looking to expand and I therefore find myself in want of trying this pack out. That being said, there are a few mods that, for me, just doesn't feel right (which is why I won't comment on their inclusion, it's simply a matter of preference). Because I wish to avoid including them in my mod setup, I therefore have some questions about compatibility. The mods are: Drinking Fountains of Skyrim Skyrim Sewers Daggercross Alley Apple Garden SkyFix - Tidier Warmaidens Workshop Whiterun Outskirts Market Patch Sky Haven Temple Merchants and MoreIn addition, I favour Oakwood over Aurora Village (though I understand why you included it). I see many of the mods I have mentioned aren't amongst the patches' masters, is it therefore safe to assume that one could simply drop them? I am decently experienced in the use of TES5EDIT, so if you don't find it too much of an ask, I would be very grateful if you could point me in the direction of the records I need change/remove in order to be able to drop Skyrim Sewers. I use the "No Mercy"-patch in addition to the one for cities. I have had Interesting NPCs installed for a while now, and I feel it would be a shame to drop it. Should I just go ahead and install the patches for the mods included or do you recommend something else? I'd be willing to have a look at making a pack patch (i.e. merging and changing, where appropriate, the individual patches) for Interesting NPCs with TES5EDIT , if that would be of any help to you. Thanks in advance, and once again, great job!
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