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EssArrBee

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Everything posted by EssArrBee

  1. Yeah it is, but the plugin shouldn't be needed. Bash is supposed to import everything from it. I'll have to look it over and see what's up.
  2. You don't. Just tick it after you run the bashed patch.
  3. Yes, but it also should be in AMB content add on and EBQO updates. I'd really like if both were updated. The content add on is being worked on , but EBQO… well just keep bugging will.
  4. Either I'm going completely crazy or Farmhouse Chimneys is missing from the guide. It's in 2.2.9, but not the new version. Did the propagation get messed up somehow?
  5. You can use it if you want. A lot of us have the mod as well, but the author doesn't want anyone to redistribute the mod. It would still be in STEP if the author hadn't taken it down.
  6. Do use the mining animation. Just equip the pick axe as a weapon and bash away. I think it may be a bit faster if you hotkey the pick axe.
  7. That's how all video game plants look. It's just a 2d mesh with some leafs on it. I think vurt had just started texturing when he did WFO.
  8. Are you in contact with the author? Ask if we can use it for our merged project.
  9. The problem with archery is that what works and what is natural aren't the same things. Archery has always been about what works. Archers even carry three or four arrows in their draw hand for faster shooting close range. Quivers may be put in tons of positions on the body. It's very subjective and not at all like the world shown to us by Hollywood. For instance, I switched to shooting left handed since I'm left eye dominant eventhough I'm right handed. I also keep two extra arrows in my bow for speed shooting. It works quite well.
  10. I only tested Step Core. It doesn't add tons animations, so issue don't really present themselves. I still need to do extended since it does more with animations.
  11. Go to xEdit support forum and find the bash tagged script. It's way more useful than doing it yourself.
  12. I completely endorse for extended. I spent a ton of time with this mod. Don't know if all my screens are still up but I posted a bunch and still have a bunch more I didn't post. They were really more of the same though. There is the compatibility patches on a separate nexus page that should be checked anything we need in STEP.
  13. Fallout gremlins.
  14. Did you add BSAs that are grayed out?
  15. Don't clean navmeshes. It's not even that easy like ITMs and UDRs. I'm just saying that I don't know what option to choose with the latest merge script since up until the latest version the only option was "Renumber FormIDs". I haven't had a chance to review the newest one and won't be able to until next week.
  16. Are you using merge plugin script 1.8? I haven't updated the guide for that yet. The directions are for 1.75 and fnvedit 3.0.32. Fnvedit 3.0.33 is required for the latest merge script. Enb/enboost is different for everyone so it's kind of a guessing game. If I put every little quirk in the guide it would be an extra 10000 lines. I don't even know all the ways to get it to work with different systems.
  17. CQLA has done quivers for other mods is what I meant by patches. BSW does not.
  18. If you want to do similar texture packs for C&PD and F&L to replace all the vanilla textures that the guides don't touch then it would be best to do so on the FO3 and FNV nexus sites. We could probably set it up after 2.2.9.1 is released since that is moving along pretty quickly.
  19. Alright. I'll say to install both files, but we will just hide the Skyforge textures. I think it's a little better with the SMIM meshes, but it is still to funky.
  20. Can't you just hide the texture/meshes from the offending mod?
  21. Okay, I added a picture of the Skyforge with Embers HD textures and SMIM meshes. The regular forge with SMIM meshes doesn't work with Embers HD textures.
  22. Everyone seems to like the embers, but not the forges file. I might try them out loaded before SMIM and add a few more of the forges that way. Lets accept the regular file anyways. If anyone has any objections or anything else to add speak up.
  23. I've been using this mod for a couple days now with STEP Core. It works great and even adds the palyer's shadow plus first person horse riding. I think it should considered for testing simply for the subtle enhancement it offerers. I haven't tested it with STEP Extended yet, but I don't see any reason it shouldn't work. I also have the FNV version added to F&L, Kelmych has the FO3 version added to C&PD, Neo has the Skyrim version in SRLE, and Hishutup has it in Mythic Dawn (you really need a proper abbreviation hishy, get on board with the rest of us! ). All versions are by the same author and it's not unfriendly to lore or the vanilla game or anything like that.
  24. With all the weird issues people were posting lately that I have no idea how to fix, it was nice to get something that I knew how to fix right away.
  25. I kinda agree, but would like something that is between the vanilla and this mod.
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