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EssArrBee

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Everything posted by EssArrBee

  1. FCO only has on plugin that doesn't get merged to Bashed Patch. So merging them into one plugin would net a zero reduction in plugin count that is left active. That's why I don't make merge instructions.
  2. Okay, I misread your first post. I had it backwards.
  3. You have to disable the mods after the merge, why would you move the plugins?
  4. For ILO, looks like you just need to extract the .fomod into your download folder. The Ultimate Edition ESP looks like it's still something you just put in the optional folder. The installer checked everything for me properly so I didn't have to mess with it.
  5. Discussion thread: Immersive Citizens - AI Overhaul by Arnaud dOrchymont/Shurah Wiki Link Videos: Immersive Citizens - AI Overhaul (Weather Influence) Video Testing with STEP:Testers will need to make a LOOT rule to sort Immersive Citizens - AI Overhaul.esp after hearthfireextended.esp, if also testing Hearthfire Extended. This instruction came from the author.A patch may be required for some records such as Ownership and Locklist. The author explained that the Lock List records were added so some doors would be locked while the owners aren't home. This is mainly a balance for thief characters.The following mods can be disabled for testing because the enhanced/fixed AI does the same things as these mods: Run for Your LivesWhen Vampires AttackTurn off the "Go Home" feature in Wet & Cold Looks like this one goes the distance for AI or NPCs. Tons of stuff for the behavior that adapts to different circumstances. Looks very promising.
  6. Discussion thread: Retexture for Bread - Hearthfire by quilb Wiki Link Bread retexture for the plastic looking stuff in HF. Vanilla almost looks like the props that you would buy to decorate a dining room.
  7. I meant to look at it last night but I got stuck testing some Skyrim stuff. I'll try to remember today. The reason you could hide it was that the bashed patch took care of merging everything for you.
  8. Hey since we're testing in HF, let's also do Retexture for Bread - Hearthfire. I'll link it later when I'm not on my phone.
  9. If the author would just move those references to a test cell or interior cell it would be fine. Yeah, not sure if ditch WMX, PN, and EVE just for some cool scopes.
  10. Yeah, I'd install. It's probably for the tent and bungalow. RWL has less performance impact.
  11. I know that dragbody has a huge armor mod somewhere on the internet but it's invite only. He can't upload it to the nexus because it uses tons of copyrighted stuff like armors from other games.
  12. Alright this is is what I got planned for the weather mods. It's only two right now, but I'm going to add Project Reality soon. https://wiki.step-project.com/User:EssArrBee/FalloutNewVegas_Weather_Mods Tell me what you guys think.
  13. May be time to bump this mod up to Core with SRO gone. Not sure why it isn't right now anyways.
  14. I was on an extended break from the guide. Real life plus skyrim set me back quite a bit and a bunch of cool stuff just gets forgotten.
  15. Yes, Unmanaged: Dawnguard is the entire DLC, while the Cleaned Dawnguard ESM is just the plugin.
  16. Leave green disabled, re-enable purple. That is a mistake in the guide I haven't corrected yet.
  17. Should check if they all merge to the Bashed Patch before merging them together.
  18. I really like the option to stop the negotiations with this mod. That makes it pretty awesome. I'd say this is definitely good for STEP. Whether it's Core or Extended though... that is kind of on the border of pushing the intended way the game lays out the quests.
  19. What are the meshes this mod provides? I don't think those are necessary.
  20. I have this installed and started a new game today, so I'll be seeing how well it works. I've got Timing is Everything installed to, so if they work together that would be even better. Being able to delay the DLC stuff and control some of the main quest would be a godsend for the leveling in Skyrim.
  21. That's probably AutoSave Manager. THis mod came out a week ago.
  22. CASM allows for binding to the hotkey you like in the MCM. Right now it's only for the CASM autosaves, but I expect this mod to expand a bit.
  23. I added the smoke effect to the Far Grid which means like 15 cells or something. You can just barely start to make it out from a certain distance. I couldn't see it all the way from Angi's Camp overlooking Falkreath, so I had to skip down the mountain a little ways. You can also see I forgot to turn my AA/AF back on after messing with the settings.
  24. I guess you could just make a custom mod rule for this like SkyFalls has? That might be the best way to do it. I just read the manual and did the first thing it said. Probably should have read the section.
  25. The thing about this mod is that Cipscis will probably add a bunch of stuff over time that lets you make different types of saves (autosave, quicksave, full save) and lets you save under a bunch of conditions (after quest completion, after level up, after exiting combat, after exiting dungeon....). It should become quite customizable with time if the mod ends like the FNV version.
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