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Vond

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Everything posted by Vond

  1. It's included in SR and had a few tvinga that needs fixing for compatibility etc that are easy to fix however
  2. Maybe starting new game could fix? Wouldn't be too hard to check, alternate start in Whiterun and see if they are still invisible If the issue is lingering residue from skymomod then that would help/work indeed
  3. Is that not how everyone kills flies?!
  4. That is definitely a possible explanation yes, as scripts are likely still running
  5. Looking over those 2, I'm not quite sure what the best practise would be with patching them. 0009E0BB should probably be left alone completely, while 0004DEE7 looks like it could safely have SkyRe's stuff imported. Thoughts?
  6. Could you add a pic of WiC in the WB installer window? Cause that sounds very odd, I never had any problem installing WiC normally thru WB As for mods that are causing issues in Helgen I wouldn't know as I haven't used the normal intro for a long, long time I'm afraid
  7. Ah thanks was just about to make a mod page. :) Updated it with some screens for the gallery atleast!
  8. As a fan of good football, I'm looking forward to it. Dortmund has been "my team" in the Bundesliga since I was little too so quite excited, both teams have been extremely impressive in CL this year... Even if it's not a team I follow closely like my local team and Tottenham (like most swedes, I have a fav team in Sweden that I follow and one in England that I follow just as closely. This has been the way in Sweden since the 70's or so). And on saturday we get a little sneakpeak as they face off against eachother in the league as well, even if the game doesn't really mean anything for either team. Bayern clinched the title long ago and Dortmund would have to fall apart completely to lose their 2nd place finish.
  9. Been watching this closely... can't wait till I get home tonight to try it!Yeah, it does look interesting. Now when will they have the WereSkeever? While I doubt you're being serious, lorewise they almost could. ;) Elder Scrolls lore has included werewolves (all over), werebears (skyrim/solstheim), wereboars (high rock), werevultures (valenwood), werelions (elsweyr), werecrocodile (black marsh/morrowind) and weresharks (have a wild guess :D)
  10. OK here are screens of some of the gates. Just used the "cow tamriel xx,xx" to a few of them from the main menu to have a look. There's not that many of them added btw, 13 in vanilla locations and 2 in Dawnguard locations, which is a good number I think since it's means you're likely to stumble upon one (or some) of them, but you won't run into them a lot. I feel they blend in quite perfectly. These are 6 differens gates obviously. :)
  11. Merged as in merged using WyreBash? OR do you mean that they are all located in the same directory?The latter. Yes, use the "Merge" option in MO when you install the mod.Ah. Alright good. I always do that. If you do not then everything would just be replaced with only the patch. That is unless you renamed it I guess =)I often like renaming things so I can keep track of which version of the various patches I am using. I understand this is frowned upon.I do the same ;)
  12. Atleast they gave you some quick replies, even if it didn't help any. But yeah a 64bit executable is something people asked for since release, I'd consider the odds of it happening quiiiiiiite slim
  13. Werebears are actually very lorefriendly! Included in Dragonborn, and it was a surprise to most people they were NOT included in vanilla-Skyrim considering in Elder Scrolls lore they're the most abundant breed of lycanthrope in Skyrim. :)
  14. JaySus did update the description page for his mod not long ago (I suppose that's when he added the info about people trying to sell his assets in second life or something) so I guess he is still around. Doesn't necessarily mean he'll respond though. :(
  15. Tales of Lycanthropy has been replaced (as in the authors have replaced a new mod to replace it) with Moonlight Tales - Werewolf and Werebear Overhaul. As name suggests, it also includes playable werebears, among many other things. :) Where ToL was really nice, this looks amazing. https://skyrim.nexusmods.com/mods/35470
  16. Not sure if this stuff is wanted here, but for those who keep adding mods that Neo has added to SR and thus just installed Book Covers Skyrim, there's need for a SkyRe patch as well for that mod which was for obvious reasons not covered there. Blatantly stealing the way he updates those things, here you go: Open TES5Edit. Select Book Covers Skyrim.esp and SkyRe_Main.esp then click [OK]. Expand "Book" under Book Covers Skyrim.esp and select the "0001AD18" node. Right-click the column for Book Covers Skyrim.esp and select "Copy as override into...". Select "<new file>" and click [OK]. In the resulting text box type "SkyRe-BCS Patch". Drag the "DATA - Data" from SkyRe_Main.esp to SkyRe-BCS Patch.esp". Repeat this for the "0001B019", "0001B01A", "0001B01B", "0001B01C", "0001B01D", "0001B22E", "000ED5F8", "000ED604" and "000ED606" nodes. Click the [X] in the upper right hand corner, uncheck "Backup plugins", and click [OK].
  17. They're ruined and closed and thus can't work again. Also, this mod doesn't add them to cities - Open Cities Skyrim does that. This mod only adds them in the wilderness. Monuments to remember painful events isn't exactly unheard of though. :)
  18. Well, a place to start is to look into removing a heavily scripted mod (or a few) and see if you notice any difference
  19. Seems that way indeed
  20. That explains why I had no idea about the feature you were going on about. ;) Felt stupid I had missed such a feature before I switched to MO for installing (WB only for bashed patch now)
  21. Thank you kryptopyr for putting into the words the questions I've had that made me cautious trying SkyTweak out. :)
  22. The thread under this one... ;)Â https://forum.step-project.com/showthread.php?tid=2252
  23. I have increased the memory to the highest it will go to and still work (which is sadly for me just 1300-1350mb even though I have 8gb RAM, as MO can't use the 64-bit version)
  24. The only advantage of using it is it takes up less esps btw, as it merges the 4 dynamic patches into one (more than 4 if you use more skyproc mods obv). Until qotsafan has updated next time you'll need to edit PostASISPatch manually to be able to use the merged SUM.esp, as it lists ASIS-Dependency.esp and ASIS.esp as masters even though they really aren't, easy enough to fix in tes5edit though for the time being. And yes, that *could* be the reason but it only happens when I try to run it from SUM, and if I try to run ONLY ReProccer from SUM I will get an error message. If I run the normal ReProccer.jar it works. Might be some problems with the skyproc library that reproccer uses, I wouldn't know sadly.
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