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Everything posted by Darth_mathias
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Skyrim Revisited Pre-Release Feedback
Darth_mathias replied to Neovalen's topic in Skyrim Revisited (retired)
Hi Neo i just wanted to check if it was ok for me to make available my Custom SR Conflict Resolution for my "SRLE Extended" (that what we have decided to call my little collection of mods now) the only difference between yours and mine is I have removed ELFX - Exteriors.esp as Immersive content doesn't work well with it. -
Custom LOOT Metadata Rules added to the first post on the first page Also added Mod merges added to the first post on the first page I hope all this info is of use, If I have messed something up let me know or if there a mod merge you think I really shouldn't of done again let me know.
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Added Links to all mods currently used in this Pack on the first post on the frist page. next thing does anyone know if there is a text file that show all LOOT User Meta Data as I have added custom rules.
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yes you are right, I really should read the mod page before adding mods, Ultimate combat will be removed for now until a compatbilty patch is release i will keep an eye on it.
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yet furthur changes: Removed:Vigor - Combat and Injuries Removed: SkyTest USKP Patch (this has been merged into the lastest Version of the CR) Added: Revenege of the enmies Added Revenege of the enmies SIC Compatbility patch Lastest CR: https://copy.com/sNyrOZ328gbxvr1y
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I have used Ultimate combat, revenege of the enmies and combat evolved together in the pst with great success so I am fairly confident they will work well together I was looking at TK Dodge and it says it is not curently compatbile wit with FNIS 6.0+ which is in SRLE for this reason it wlll be left out for now but I will keep an eye on it. I will look at TK HitStop
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well just got in from work and my wife has just given a big telling off for add Vigor - Combat and Injuries before she can test it out. Who giude is this hers or mine..... we all know its hers now don't we so Removed: Vigor - Combat and Injuries. i like Ultimate combat and Enemy AI Overhaul - Revenge Of the Enimies no Scripts Version i am unsure ok TK dodge, and action combat will be to try it out before adding. will need to also add Revenge Of the Enimies SIC compatbility but that in the installer anyway. My only concern is scripts and how heavy SRLE is already
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Skyrim Revisited Pre-Release Feedback
Darth_mathias replied to Neovalen's topic in Skyrim Revisited (retired)
Neo has already removed Stable UGrids to load from SRLE -
ok Everyone on my first post where i have all my mods would you like me to add links to the nexus mod pages?
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Skyrim Revisited Pre-Release Feedback
Darth_mathias replied to Neovalen's topic in Skyrim Revisited (retired)
if the help you to narrow down the glitche iwas having always seem to occur out in the world and not in mines but it was very random could play for an hour ming away happly and no glitch or it happen the first time I mine. i do seem to have it sorted for the moment though -
I will say for certain we will be avoid performance heavy hitting mods a much a possbile so things like JK's and Expanded Towns and Cities. the aim is to try and make enough changes to the base SRLE to help furthur improve the visuals and gameplay without sacrificing to much performance and I think I have a nice balance here. That said I will always consider any feedback given by you, cos it is you guys and girls that are driving this development. We currently have 4 follower mods included I am thinking on a few more Arissa - The Wandering Rogue for one a maybe Vilja in Skyrim and I am always on the look out for nice armor mods to. I will definatly be checking out Rayeks End. since it look to be in a more useful location Changes: Removed: Deadly Combat after reading this https://steamcommunity.com/app/72850/discussions/0/523890681422555089/#p1 and noticed it has long term issues with save game bloat. Removed: The Scarlett (don't go with my current character but is an awesome mod and worth checking out) Added: Males of Skyrim - https://www.nexusmods.com/skyrim/mods/61937/? (finally some love to the males as well as the ladies) Added: Rayek's End Revisited (Mazz's End) - https://www.nexusmods.com/skyrim/mods/71081/? Added: Vigor - Combat and Injuries - https://www.nexusmods...im/mods/72180/ (Dont forget the Attack Speed Fix, and the Campfire Support Patch; like I did) Added: Arissa The Wandering Rogue - https://www.nexusmods.com/skyrim/mods/53754/? Added: Arissa Customizer - https://www.nexusmods.com/skyrim/mods/67219/? Latest CR https://copy.com/tO6Id1lpGAJ6YYgo EDIT OK it looks like in need special permission to use the pack developmnet tools so until I get that I can't create a pack yet
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what fix did you do to the INi file? I will look at males of skyrim (my wife has already mentioned this mod to me) as I have given alot of love to the females but not the males (expect for the companions) I already have some custom followers that I am happy with. I did have hunterborn intalled but it got annoy as I spent more time cleaning animlas carcus then actually playing the game. dont think i need revenge of the enemeies with deadly combat. If someone could point me in the right direction on how to start to devlope this into a proper pack that would be awesome. EDIT Well it look like males of skyrim will be added so my wife will be doing so work on the CR so expect that soon.
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ok notes from my wife already: Changes: Moved: The Ordinary women above Bijin Merged in install order (had purple textures on some people, and some had no faces this should fix that) Dropped: College Entry Requirements (doesn't add anything to the grand scheme of things) Dropped: Automatic variants (VRam was hitting 3.8GB in places, this is just to high for my liking so something has to go and I chose this) Added: Windstead mine (one of my wife's all time favourtie mods) - https://www.nexusmods.com/skyrim/mods/57879/? Added: Merta Assassin Armor UNP (HDT High Heels System NOT required version) - https://www.nexusmods.com/skyrim/mods/60195/? Disable Ore Guardian Spawns in SIC MCM to avoid mining animation glitch unsure changes at the moment: I might drop The Scarlett (this home mod doesn't really fit my Argonian battle mage build), might go back to jaggersfeld or maybe Brezzehome fully upgradable not sure on this my wife suggested adding The College Of Winterhold NPC Improvment https://www.nexusmods.com/skyrim/mods/67359/? (I am not to unsure about this one what do you guys think?). If any of you guys and ladies find a mod you think would go well with the setup then leave a comment below. one last little thing would you guys and ladies like me to try and develop these mods into a proper pack? If so then I will have to look into how to do this, cos at the moment I have no idea how to build packs.
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Skyrim Revisited Pre-Release Feedback
Darth_mathias replied to Neovalen's topic in Skyrim Revisited (retired)
Hi Neo with regarding my mining animation bug I was having, I deactived Ore guardian spawns in Skyrim Immersice Creatures MCM and then mined even peice of ore I could find round skyrim and it didn't bug out. So maybe you should add "Disable Ore guardian spawns" to your MCM menu instructions. lol I also noticed you added Northfire's Skidmarks 1K-2K to SRLE I was about to addd to my little list but now I don't have to. also Neo my wife has been helping me out with my "Mods on top of SRLE" and she mentioned that skyrim has never look better. So since SRLE is the base I am using I throught i would let you know. -
and we're back I have skytest and skytest intergation project placed after OBIS - Organized Bandits In Skyrim and before Respectful Guard Animations in my install order ()left hand pane) I just let loot sort out load order. you need to also thank my wife cos it was she that have encouraged me to keep this little guide going. Gopher's Predator vision mod "SEMI" works with Vividian ENB in that Predator visions AKA Heat Vision Works fine Night Vision AKA Night eye does not since I am playing as a Argonian this time I and live without night vision. Just make sure to install the mod after character creation and you have left the alternate start dungeon area ie when loaded into the world. Also my wife will now be testing out my little mod suggestions (so i expect she will make some suggestion of her own to me). She will also be dealing with conflict resolution from now as she knows TES5edit better then I ever could.
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hey guys hope you had good Christmas here is my latest conflict resoultion update. https://copy.com/y741eX6Qy8q6yCsJ I have updated it to compatible with the latest Immersive Content - Realistic Outdoor Lights I will be away on my honeymoon until the new year so if there are any issues with it I will not be able to look at it until then, but if you found one let me know and I will try to sort it out when I get back. Happy new year to everyone
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Skyrim Revisited Pre-Release Feedback
Darth_mathias replied to Neovalen's topic in Skyrim Revisited (retired)
I am beginning to suspect you might to on to something cos for me the bug doesn't always occur everytime you mine it is pretty random. So maybe it occurs when one of those SIC mining guardian creatures is going to appear but the SIC and CCOR scripts conflict and bugs out the game (or something like that.) anyway I am not going to be around much for a week or two so I won't be able to test, so I will take this opportunity to wish everyone a Merry Christmas and a Happy New year. -
Skyrim Revisited Pre-Release Feedback
Darth_mathias replied to Neovalen's topic in Skyrim Revisited (retired)
well you can eliminated Enhanced Camera since I dont use it. -
Skyrim Revisited Pre-Release Feedback
Darth_mathias replied to Neovalen's topic in Skyrim Revisited (retired)
ok that does narrow it down a little then since it is a animation bug one could logically say it could be FNIS casuing this issue -
DROPPED Immersive Citizens - AI Overhaul (by Shurah)
Darth_mathias replied to EssArrBee's topic in Skyrim LE Mods
ok something for me to keep an eye on then. BTW I don't merge your plugins -
DROPPED Immersive Citizens - AI Overhaul (by Shurah)
Darth_mathias replied to EssArrBee's topic in Skyrim LE Mods
OK I dont what it was they just stood there for like 20 mins, after I quit and reloaded they started behaving normally again. the only mod i can think of is immersive whences ICAIO patch -
you might want to also look at Recorder Customizer - https://www.nexusmods.com/skyrim/mods/69086/? by ClearanceClarence Arissa Customizer - https://www.nexusmods.com/skyrim/mods/67219/? by ClearanceClarence Sofia Customizer Redux - https://www.nexusmods.com/skyrim/mods/61348/? by ClearanceClarence to changed the Body type to UNPB. Also recomemend getting InigoMCM - https://www.nexusmods.com/skyrim/mods/70035/? by CDCooley you'll need to add the LOOT Rule: Inigomcm.esp Load After Inigo.esp if you're going to use immersive weapons you can drop jaysus swords as this in included.
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Skyrim Revisited Pre-Release Feedback
Darth_mathias replied to Neovalen's topic in Skyrim Revisited (retired)
OK I dont know if this is FNIS, Archery Gameplay Overhaul Over Or XMP Skeleton so I am wondering if anyone else has had this issue. When I have a weapon drawn and go to mine ore vain, my animation bugs out. I get forced into 3rd peroson no mining animation occurs and I draw my weapon, I then cant't change back to 1st person when I move my mouse I just spin on the spot I cant eve bring up the items menu or even the main menu I have to quit skyrim using ctrl Alt Delete. when running FNIS I select the "skeleton Arm Fix" but since I am using AGO I also select that as well. Any help would be awesome -
DROPPED Immersive Citizens - AI Overhaul (by Shurah)
Darth_mathias replied to EssArrBee's topic in Skyrim LE Mods
I use SRLE so any conflicts are taken care of with Neo's patch I also do have immersive Wenches I have installed the compatibility patch. This little bug is by no mentions game breaking just "immersion breaking" just throught Shurah should be aware. -
DROPPED Immersive Citizens - AI Overhaul (by Shurah)
Darth_mathias replied to EssArrBee's topic in Skyrim LE Mods
hello I throught I would just mention that ever since I updated to v0.2.3, I have noticed that the miners in the Quicksliver mine in Dawnstar don't actually do anything they just stand inside the mine near the enterance you can talk to them and the will responsed but they dont move i.e they dont mine any ore. I have noticed this both on an old save game and a new character. EDIT: I can confirm that it is ICAIO cos deactiving the mod and the miners are well mining, reactiving and there just standing around near the enterance of the mine doing nothing.