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Everything posted by EssArrBee
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SKYRIMLE Physics Impact Damage Fix (by flexcreator)
EssArrBee replied to DoubleYou's topic in Skyrim LE Mods
Yeah you should mess with stuff over 60 FPS and havoc physics. They don't play nice without one another. Sent from my iPhone using Tapatalk -
I may not have had the conflict resolved between BLESSINGS and mystery modder when doing those shots. I thing the descriptions require forwards from both mods. I'll check it out for the patches to double check that I don't mess it up. EDIT: NVM, I don't know what is wrong. I'm perfect yet again. :p
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DROPPED Cultist Mask Decapitation Fix (by pauderek)
EssArrBee replied to rootsrat's topic in Skyrim LE Mods
We actually aren't accepting anything ATM with a release pretty close. But, something like this might be one of those post release updates and you should stick in your load order probably right behind the argonian decapitation fix right now. -
Ask and you shall receive, my child...
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SKYRIMLE Physics Impact Damage Fix (by flexcreator)
EssArrBee replied to DoubleYou's topic in Skyrim LE Mods
This mod takes velocity into account so that skull was probably moving fast enough to kill. -
Wrye Bash won't launch after reinstalling Skyrim
EssArrBee replied to kayte's question in Wrye Bash Support
Reinstall wb again and then try it again. Use the standalone version. MO is really amazing and STEP is moving forward wih MO being a bigger part of the guide. Sent from my iPhone using Tapatalk -
ACCEPTED Static Mesh Improvement Mod - SMIM (by Brumbek)
EssArrBee replied to z929669's topic in Skyrim LE Mods
Look SMIM has new mills that need to overwrite sky mills but rwt has stuff for water meshes that need to overwrite SMIM. Skyfalls has two waterfall files that need to overwrite rwt so it is circular. Install skymills & falls overwrite with SMIM then install rwt and hide the two files with MO. You have to remove them ahead of time with any other manager. Sent from my iPhone using Tapatalk -
SKYRIMLE Physics Impact Damage Fix (by flexcreator)
EssArrBee replied to DoubleYou's topic in Skyrim LE Mods
No, it applies the setting to moveable statics like rocks, buckets, carts... all that stuff. What happens is that the damage is now increases the faster the object is moving. Go to Solitude get on top of the buildings and spawn some carts or rocks, then just let them fall on people. It is really satisfying to kill people without worrying about crime. -
Okay you do not need to add those mods manually. The mods that are there are not ALL the mods that are going to have there LVLN and LVLI lists merged to Bashed Patch. Those are special mods that have Bash Tags which are special modifications made to the LVLN and LVLI lists. Even if the mod isn't in that list, the Bashed Patch will still add it's LVLN and LVLI records if it needs to. Otherwise it will leave the mods alone without disturbing anything. The Bashed Patch was actually made to intelligently select what to do with those LVLN and LVLI records. Just select Rebuild patch and then click build and the bashed patch will take care of the rest.
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Okay so the LVLI and LVLN are records known as the leveled lists. They are the lists of different items in the game that spawn when the player reaches certain levels. Some mods modify the existing leveled lists, add to them, or subtract from them. To get all the mods that make changes to work together the LVLI and LVLN records need to be combined. The Bashed Patch takes all those records from your mods and merges them inside the bashed patch,0.esp. It does not take the whole mod and install it inside the bashed patch, only the records it needs. After you generate the Bashed Patch you still need those mods because they have lots of other records that cannot be merged, so just leave them where they are at.
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Yes in the Bashed patch menu leave that automatic ticked and it will merge all the leveled lists. The other mods you are trying to add do not need to be listed in that box because those mods do not delevel or relevel the lists. They only add new things, so they get added automatically.
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You can't add anything from MO folder, the Bashed Patch is only created from Wrye Bash. When you generate the Bashed Patch it takes the LVLI and LVLN from mods that have it and combines those records in the bashed patch,0.esp. Those mods' plugins still need to be checked in your load order because only those LVLI and LVLN records are merged.
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What mods are you trying to add? In the WB mod list you can only merge the mods that have green text.
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You need to start Wrye Bash through Mod Organizer. Then in wrye bash you go to the Bashed patch,0.esp and right click->rebuild patch. It will tell you want mods are mergeable, there should only be a few. Click build wait for it to finish, the close WB.
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Confirmed, SMIM actually includes the mesh too. SMIM-> Windmill Resized They are the same so Windmill Resized should be dropped. Thanks for pointing that out Sakedo.
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Pretty sure I've made note to address them, or already taken care of it for 2.2.8. Might need to make it current for 2.2.7 as well, though. I think we should just say 'don't use the nexus ENBoost' and then users will just use the STEP instructions we provide them. This will help if we ever decide to turn on any effects... *cough* shadows *cough*... *cough* SSS *cough*... Maybe we could bug Aiyen to make a very minimalist profile that only has shadows and parallax and very little performance cost.
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ACCEPTED Skyrim Project Optimization (by rgabriel15)
EssArrBee replied to Besidilo's topic in Skyrim LE Mods
Not sure, but I think you can make changes to incorrect attributes. Wiki Tools-> Edit with form then find the tab and untick the performance version box. -
Thank you for your review. The College did feel a bit off. You join them, do three quests then you are the leader. Same goes for the companions Sent from my iPhone using Tapatalk
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SFO 2.0 is coming which means about 20 updates right after so this would take a while to patch. Sent from my iPhone using Tapatalk
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SKYRIMLE Physics Impact Damage Fix (by flexcreator)
EssArrBee replied to DoubleYou's topic in Skyrim LE Mods
No weapons and spells have their own system because crime has to taken into account. This lets you kill people without committing a crime. I can see making elaborate traps with this. I could put some stuff up high somewhere held by a board or bucket, then shot and arrow at it and watch everything fall on someone. Sent from my iPhone using Tapatalk -
SKYRIMLE Physics Impact Damage Fix (by flexcreator)
EssArrBee replied to DoubleYou's topic in Skyrim LE Mods
I looked into this and you can have some fun with it. Go to tall building were you drop stuff on people and spawn some rocks. Then just push the rocks off the ledge on to the people. Good times bro, good times. Sent from my iPhone using Tapatalk -
Hmm... Mods that add FLOR or TREE might include Vurts stuff so might no be compatible with SFO unless we do something to it to patch it. I doubt vurt would do something like this. He doesn't seem like the ck hacker type to me. Sent from my iPhone using Tapatalk
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DROPPED Cultist Mask Decapitation Fix (by pauderek)
EssArrBee replied to rootsrat's topic in Skyrim LE Mods
Okay thanks for that confirmation, good work. More fixes the better as far as I'm concerned. Sent from my iPhone using Tapatalk -
Skyrim Revisited Pre-Release Feedback
EssArrBee replied to Neovalen's topic in Skyrim Revisited (retired)
I believe Extended Followers Framework has inherited the changes. Sent from my iPhone using Tapatalk -
Will can address that when he has more time, or I will patch that with the STEP patches. I wouldn't move EBQO mods around since they touch so many quests, it is hard to mess with without breaking something else. Thanks for the help, I will make note of this stuff to have if we accept this mod to STEP.

