Oh crap my bad brother :) thnx for the response. That was just a quick pick (never knew the word "s.natch" was censored on this board :S) of what i found in the last conflict, i was curious of this is as intended. Ill form up everything I find and post it ASAP (everything to help), those where just 2 quick grabs to showcase. - Exa
LOD of them trees are a bit off yep... STEP Extended had it a bit better in that regard. But ENB Realvision was sooo over saturated on its recommended settings, that i cant really complain about Vividian :)
There seems to be a lot of problems around ELFX... I didnt get any answers on that last issue I posted regarding ELFX (insignificant mods like Atlas overwriting some values of ELFX *more details in that post). But isn't it better to publish a isolated ELFX patch for the public with a more dominating load order? *I already did some development myself to make the improvements (but i am not involved in the active development of this mod pack or the mod ELFX to publish it). And loaded the patch near the end of my load order (under ELE).
Oh wow... I didnt want to mention it, because the original intro is scripted to hell. And i kinda made peace with the notice that this will always break when modded. But yeah the horse thief, screams and then just disappears from the cart. Like hes been scripted to dead.
Nice one, i made the decision to overhaul my mod pack with SRLE because most of it are inline with what i want. I noticed that some insignificant esp's like "Atlas Legendary.esp" is overwriting ELFX not covered within the conflict resolution. Example specifics: "Atlas Legendary.esp" DLC01FalmerValley "Forgotten Vale" [WRLD:03000BB5] DLC1HunterHQWorld "Dayspring Canyon" [WRLD:03001DB8] Is this as intended?