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WilliamImm

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Everything posted by WilliamImm

  1. I was saying, it shouldn't install the Realistic Needs and Diseases version of Disease Descriptions if Realistic Needs and Diseases wasn't installed.
  2. I've also been running around with this active, and boy, it sure is great.
  3. Also, Disease Descriptions should be installed the vanilla ESP (simply named Disease Descriptions.esp) instead of the RND version if RND is not installed
  4. Marking thread as solved.
  5. And, asking Arthmoor about why not all meshes from this were included in the USKP:
  6. In short, it means that the mod is overwriting another mod (plus), being overridden (minus), or both (plus and minus). It's basically a shorthand way of seeing if a mod's resource files are conflicting with another mod.
  7. Yes, that would be exactly how you would do it. I'm planning on doing the same thing anyway as part of a update to the mod. It's still obvious (to you) when you have trapped someone, but the trapee wouldn't notice it as much.
  8. You can't check for ESP record conflicts with just MO, you actually need to open up both files in TES5Edit. Sent from my Nexus 4 using Tapatalk 2
  9. As for if the armor is enchanted or not, it's not enchanted.
  10. EPSG changes the spell to use different impact effects than the broken Soul Trap effects. The linked mod replaces the broken effect file with a working one. I guess they don't conflict directly, but the effects won't show up with EPSG, instead, it will use different effects.
  11. Balbor's ESP replacers still seem to work fine with 1.3.Good to hear! Need to check the stas.xml though in regards to 1.3 changes. Qotsafan's XML is being used in this guide, and it works with 1.3.
  12. Balbor's ESP replacers still seem to work fine with 1.3.
  13. It's the lighting. The armor looks the same color in the same light, back or front. Sent from my Nexus 4 using Tapatalk 2
  14. Neovalen is currently using ELFX because a) RLO doesn't seem to have many active developers and b) the ENB preset Neo's using, Unreal Cineama, was made for ELFX. Then again, Neo isn't using the enhancer for ELFX.
  15. DO. NOT. USE. THE. INTERGREATED. FOMOD. INSTALLER. ON. EVEN. BETTER. QUEST. OBJECTIVES.
  16. Well, it's not a fault of the retexture, because it's part of the vanilla armor. tormimator: to me, the designs on the back of the armor look the farthest they could be from cloth in the modded version. They would withstand a skeever or an ogre, really. Sent from my Nexus 4 using Tapatalk 2
  17. Yea, qot appears to cover this in his patches, unless I'm mistaken.
  18. So, I did a bit of in-game testing in the place that you can always reproduce a dragon. IE: Helgen. And, well, it works. Volume is a bit disproportionate (a fair bit louder than the normal roar), but at least you can hear the words being spoken. Tor Suul!
  19. Poll has been reset, since, while prepearing a new SR installation for testing, I decided to take screenshots of my character wearing the armor outside of Helgen Keep. Yes, it's at a really early stage, so no ENB or major lighting mods were installed yet. In order, vanilla/HRDLC, modded, w/ragged optional, w/glow optional: From the front: From the back: (Note: It's the same color as the front, just that the lighting's different.) The armor does look a lot better outside of a lighting studio, I must admit...
  20. I've updated the masterlist with all of Qot's current patches (as of 3.7). Shouldn't have to require user rules for them anymore.
  21. First thought: Didn't Qot already do compatibility patches for this mod? Oh, he removed them with 3.7. Sent from my Nexus 4 using Tapatalk 2
  22. I'm aware of this. Basically, you get all the former promotional DLC for free in a bundle. Given that Origins's ultimate edition is sometimes available for $7.99 on Steam, it's good to get all the DLC for, well, a loaf of bread. Sent from my Nexus 4 using Tapatalk 2
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