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TechAngel85

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Everything posted by TechAngel85

  1. Discussion topic: Wyrmstooth by Jonx0r Wiki Link
  2. It'll be most similar to when SE released. Mesh and texture mods should not be affected unless Bethesda does something with new shaders that requires a texture to have something it doesn't; as was the case with landscape mods on SE released. However, I haven't heard any mention of graphics/texture updates for the AE release. From what I've seen, they're mainly just tossing in a bunch of the CC content. It would be nice if they actually went through and fixed some long-standing bugs, but that didn't happen with SE and is not likely to happen with AE.
  3. I reached out the Arthmoor and he considers them to be separate settlements, despite the name similarity. You can see that conversation here for confirmation:
  4. I always thought this was two separate towns because there is a very small difference in the name: Helarchen Creek Heljarchen However, you caused me to look deeper and it seems the names are interchangable: https://en.uesp.net/wiki/Lore:Heljarchen I find it odd that Arthmoor would do the same town in town different places in different mods.
  5. Sounds like it should be fairly easy to replicate. Create a favorite group, upgrade one of the items (I assume they mean at a forge) or drop it and pick it back up (this seems obvious if you drop an item it would be removed from the group?), and then try to equip that group using the group hotkey.
  6. Correct. They will use whatever textures are installed. The sunset files are like a picture of clouds during a sunset. Theses aren't like normal clouds in that they are static for the hour or two they last.
  7. Yes, that is correct. This both do the same thing and Odin for NPCs does a lot more.
  8. Nope. Different style vs vanilla so that would likely break mandate.
  9. Yeah, if a mod from LE gets ported then we should opt for the SE version.
  10. CW doesn't add new clouds, though I does redo sunsets, which are colored clouds. It only adds additional cloud layers for weathers via plugin. There are 28 layers that could all be filled with clouds for each weather in the game. CW simply uses more vs vanilla and then adds it's sunsets.
  11. It hides the edge of the world (horizon seam), for those not using Cathedral Weathers. Still looks fine and works fine with Cathedral Weathers, too.
  12. ENB Rain doesn't conflict with DROPS. I removed that from the instructions.
  13. Any mod you find in v1 isn't going to have much conversation on the forums about it, if any. That's when I was still basically running the show alone so there was no one to discuss things with...that includes staff and the 2-3 users that actually participate in some of our discussions regarding mods for the Guides.
  14. I set all my menus to 60, as well, and noticed some smoother effects on the loading screens when I did so (used to flicker a bit). Granted, think I have vsync off due to dev and testing.
  15. This mod does the same as the one below but the latter covers WAY more (52 spells for Odin vs a handful from this mod), so if Odin is accepted the Odin INI from this mod needs to not be used. I'm not using this for Odin. I use the latter for Odin: This mod's primary purpose is to distribute Skills and Perks, altering the gameplay around Skills and Perks. It's a Skills and Perk mod and I would never consider it anything else.
  16. Yeah, it's not a bug. It just forces this behavior, which is was the default behavior for LE, I think. They changed it for SE and this mod puts that behavior back.
  17. Yes. Marked this accepted. No idea why it was under Testing as it's in the old LE Guides and SE v1 Guide.
  18. I'm fine with that. If we need any specific INI settings maintained, we can do so by including our own with with Patches.
  19. I just used 50% to give it a 50/50 chance of giving perks out to NPCs or not.
  20. I have "ODIN Spells For Spell Casters Only" installed.
  21. The instructions are old. That is the Dev Guide and shouldn't be followed. Many of the settings were moved to the advanced GUI since those were written.
  22. If DynDOLOD is going to be moved to Utilities, it would make sense this one fits the bill, as well.
  23. https://www.nexusmods.com/skyrimspecialedition/mods/12650
  24. Seriously? First time that's been an issue. I'll try adding exclusion before disabling.
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