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Darth_mathias

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Everything posted by Darth_mathias

  1. My Semi-retirement had nothing to to with any user what so ever I had already stepped back from doing things back in August after the birth of my twin daughters. then Paul sent his plan for his Requiem build which i gave some advice on. I really only come out of retirement to reorganize my guides wiki page to look like Pauls as I felt the style worked so much better then I had. Then some of the bigger mods got updated I decided to pull Morrowloot and an important NPC Retexture was released that I had been waiting on and this meant the CR's to be updated a tested as well. But now everything has stabilized again I can go back to my Semi-Retirement and can enjoy my newborns and my teenage daughters plus Lexy kept glaring and rolling her eyes at me every time I sat at my computer and booted up MO. As you guys you need to keep your ladies happy other they can make your life quite difficult To coin a phase from Lord of The Rings "One does not simply walk way from Skyrim Modding" so I will be back in time.
  2. i believe faendal and sven are both part of Followers Hirelings and Housecarls by mizzog i would start there.
  3. make sure the textures and meshes are actually active from the NPC Retexture section.
  4. I am sure users will appreciate that and i sure there are other in the community that would like to help out. yeah but modding will take time to get but I am sure it will. yeah I sure after a few months I'll get the modding itch again. I just feel a bit burned out at the moment with modding everyday and guide maintenance. My new babies and new job are occupying most of my time now. I just need to take a step back breathe and clear my head and recharge my modding batteries. I have put it after Aurora - Standing Stones of Skyrim in the gameplay section. conflict resolution isn't all the difficult really cos come even i can do it. it like anything just time a practice pattern do eventually fall into place. If you want to really learn why not have a go and doing the conflict resolution yourself using CR sub guide.
  5. paul just a suggestion for your patches now you merged them all together I would give serious thought to a fomod as that would make them easier to install in the long run.
  6. yes the guide and the forums will stay up. That is correct the guide and forums will stay up and available for as long as possible. I was going to mention if someone else wishes to take over maintenance in my absence they are more then welcome to do so.
  7. To be honest my passion/desire to do that just isn't there anymore maybe in a few months when SSE is stabilized that might change I don't know. sorry but if the passion isn't there then there no point me continuing but the guide it will remain up and usable.
  8. OK guys bit of sad news with Neo closing up shop and my team off doing other projects I have decided it is time to stop updating this guide cos honestly the passion to keep do this just isn't there anymore. It been a great ride and fun while it lasted.
  9. I too need to decide what i am going to do with my SRLE Extended LOTD now that Neo has closed up shop.
  10. that's a mistake you need to keep RaceCompatibilityUSKPOverride.esp i'll fix that.
  11. my bad it goes at the top before RDO - Cutting Room Floor Patch.esp i'll fix that. Edit: don't merge the main mod merge only the patches so i fix that too
  12. only thing i can suggest is to copy and paste the texture and meshes folders manually or just remove the esps and have the original mod active in the left pane.
  13. think i have narrowed down my issue to friendly hud this is what i get on a fresh install with only friendly hud installed in NMM Error [modfriendlyhud]game\modradialmenupotions.ws(593): 'alchemy_extender' is not a member of 'handle:W3PlayerWitcher' Error [modfriendlyhud]game\modradialmenupotions.ws(594): 'alchemy_extender' is not a member of 'handle:W3PlayerWitcher' Warning [content0]engine\environment.ws(30): Global native function 'EnableDebugOverlayFilter' was not exported from C++ code. Warning [content0]engine\environment.ws(32): Global native function 'EnableDebugPostProcess' was not exported from C++ code. Warning [content0]engine\showflags.ws(11): Global native function 'DebugSetEShowFlag' was not exported from C++ code.
  14. help I am very confused about this: Error [mod0000_mergedfiles]game\player\playerwitcher.ws(29): Property 'expandedBestiaryCategories' already exists in class 'W3PlayerWitcher' Error [mod0000_mergedfiles]game\player\playerwitcher.ws(31): Property 'expandedBestiaryCategories' already exists in class 'W3PlayerWitcher' Error [mod0000_mergedfiles]game\player\playerwitcher.ws(38): Property 'expandedBestiaryCategories' already exists in class 'W3PlayerWitcher' Warning [mod0000_mergedfiles]game\components\inventorycomponent.ws(248): Native function 'SplitItem' was not exported from class 'CInventoryComponent' in C++ code. Warning [mod0000_mergedfiles]game\components\inventorycomponent.ws(252): Native function 'SetItemStackable' was not exported from class 'CInventoryComponent' in C++ code. Warning [mod0000_mergedfiles]game\components\inventorycomponent.ws(255): Native function 'GetCategoryDefaultItem' was not exported from class 'CInventoryComponent' in C++ code. Warning [modmapquestobjectivesfull]game\commonmapmanager.ws(118): Native function 'GetMapPinTypeByTag' was not exported from class 'CCommonMapManager' in C++ code. Warning [content0]engine\environment.ws(30): Global native function 'EnableDebugOverlayFilter' was not exported from C++ code. Warning [content0]engine\environment.ws(32): Global native function 'EnableDebugPostProcess' was not exported from C++ code. Warning [content0]engine\showflags.ws(11): Global native function 'DebugSetEShowFlag' was not exported from C++ code. Edit: think the problem is Primer and my serve lack of understand of the Script merger and what is it actually doing. this is has really pee'd me off Primer will dumped unless i can figure it out. I Give Up. that's it I have had enough i quit.
  15. Ok guys i have added RDO to my guide this bring it up to date with the latest version on Nexus. I have also added the RDO patch from Paul's guide for Sofia so don't forget that.
  16. Oh right we still need rest of the Arthville patches thou as I have removed those conflicts from the CR as a first step towards moving to become a bit more modular.
  17. my ini setting are like that no i moved Verdant after Grim Grasses and nothing changed however removing verdant removes the grass from the road. I will investigate further. I can add this is the CR but best to also tell Enai Siaion. yes as it make BFT compatible with Arthmoors villages with fiddling without the MCM and removing those cart in those locations. Paul has tweaked things on his page it is now the the CORE Pack download manually and extract the Arthville Patches archive then install into Mod Organizer
  18. mmmmm maybe the merge order is off a little then. Edit: This is my current Trees and Flora Merge Order: Tamriel Reloaded Trees.esp caribougone.esp SFO - Expanded Diversity.esp Skyrim Flora Overhaul.esp CPTs Megapatch.esp Apple garden.esp fallentreebridges.esp Unique Flowers & Plants.esp Unique Grasses.esp Grim Grass.esp Verdant - A Skyrim Grass Plugin.esp Grim Grass Verdant patch.esp SRG Enhanced Trees Activator.esp
  19. I have PM'd Neo about me and Paul taking over maintaining his guide the decision is up to him.
  20. this is what i mean there wouldn't be that much grass on the path or near the cart. while this is in no way Game breaking it is (at least for me) Immersion breaking. while I am usually not to bothered much about Immersion this one is slightly bugging me.
  21. OK guys I am considering dropping Verdant as there are a lot of things with this mod that is really really annoying and break my immersion (yes that dreaded dark word) grass on main roads for example the stables around Whiterun. I mean come on that's a trading city there wont be grass on that road with all the foot and cart traffic.
  22. 13/10/16 Added: Bard Instrumentals Only - Sing Upon RequestUpdated: Campfire (SRLE Base mods)Frostfall (SRLE Base mods)miscellaneous MergeSRLE Extended LOTD Integration GuideRemoved: Fading Pride.
  23. Or we could maintain SRLE Base it if Neo grants us permission to do so.
  24. OK I've added campfire and frostfall installation to my SRLE Extended LOTD Guide if anyone interested https://wiki.step-project.com/User:Darth_mathias/SRLE_Extended_Legacy_of_The_Dragonborn
  25. Frostfall has been updated with a new shiny installer.
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