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Gekko64

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Everything posted by Gekko64

  1. well done, thanks for the good work!
  2. found another nice mod by Scrabbulor, Companions & Followers. adds a dozen adventurer NPCs who travel around the world, so it's good also for those who don't plan to ever use them as followers. great, I missed the adventurers from populated lands roads and paths :D
  3. that's not it, me and many others are running it without issues.
  4. they cannot be smartly combined. and adding it to the archive is indeed all that's needed. the only thing I'd do is update the readme so that it states it's supposed to load after Xathra's Post Reproccer patches.
  5. it's like a mini radiance, it adds a couple events. thief trying to mug you, mammoth poachers and wild dogs trying to eat chickens. lemme know your email and I'll send it :)
  6. I'd recommend against using the merged immersive patrols, because you can use this with the non-merged version: https://www.nexusmods.com/skyrim/mods/50389/? also, IP used to include an Immersive Events module. It's supposed to be merged into Immersive Factions now, but it really isn't. I can send you the plugin if you want, it was last included in 1.6 iirc.
  7. by Garfink's description, Requiem sounds just like Morrowind XD
  8. yeah, I'm also wondering why he's not just using Requiem since he wants an hardcore gameplay... maybe he already tried it and preferred SkyRe :D
  9. nice idea, I might just try that someday! thanks for the suggestion.
  10. I'm just not quite sure why he felt the need to do that. In Morrowind you could get high level loot from high level enemies, like golden saints and ascended sleepers for example :)
  11. you know what I'd like? a stripped down version of Morrowloot that adds handplaced loot ( a la OOO, to reward exploration ) , but doesn't mess with leveled lists ( so you don't have to lose your mind trying to make it compatible, since it's incompatible with everything and its dog ) .
  12. I'd avoid the latest Asis ini, garfink. it seems like the author just blocked ALL skyre perks just to be safe, which is overkill imo. instead, check the comments section and there's a useful post by raulfin who explains what exactly you need to add to perkexclusions. you can also check the latest changelog and manually add the things you need: https://pastebin.com/0wQjqYBe
  13. yeah, the skyre patch makes AOS compatible with SkyRe and it's included. the one I'm talking about is called Skyre Patch Patch, and it used to go below qotsafan miscellaneous patch at the bottom of the load order. qotsafan's patch is now obsoleted by xathra's work, but the Skyre Patch Patch still works fine. it's here, from michaelrw page: https://www.nexusmods.com/skyrim/download/1000076353 edit: it's actually called skyre after patch now, doesn't matter. same CRC, it's the same file. double checked in tes5edit just to be sure.
  14. I'd avoid extended encounters for the time being, it often fires 2 events simultaneously which results in big battles, not very immersive imo :D asis is configurable, you can customize the extra spawns or just disable that feature like I do. Radiance integrated seamlessly with the game, it's very immersive and well done. revenge of the enemies doesn't use scripts so it's 100% safe, but imo it makes some enemies overpowered. Random encounters is also configurable, AND it also spawns modded creatures from SIC and MoMod. excellent mod, make sure you get the MCM version by lifestorock. I use immersive patrols, skytest, random encounters, asis and radiance together, it's not too much. I think it's just right :D
  15. thanks for the info dreadflopp, makes sense. I'll move no spinning death above dco :) edit: actually it turns out I'm using the version that does not make changes to dragons. I guess I had already thought about possible conflicts XD
  16. no can do! you get a crash on startup if you load DCO below Dance of Death, and no spinning death is below dance of death. what does moving no death animation before DCO fix exactly?
  17. I wanted to point out that michaelrw used to offer a Skyre Patch Patch, intended to be used by those who used qotsafan's patches. I can confirm it still works nicely with xathra's patches, therefore it should also be included in the fomod imo :)
  18. told you so about populated series :PWhy don't you use skyre races and skyre combat instead of resplendent racials and duel? imo it all blends together better that way...
  19. Garfink check out the ASIS comments section, seems like raulfin found out what's going wrong with those dualwield perks ;)
  20. good to know. did you already notify the guy who's making the improved inis? seems like something he should add in his next update.
  21. thanks for the tip about which perks to exclude! care to explain why you added draugrs to spellexclusions? btw some guy had a question for you on the asis nexus page :D
  22. Kepler is a wolf and Fermi is an Husky, sometimes you find them outdoors. but it's random so not easy to check :D
  23. btw, I don't have a problem with regular wolves, only the named Kepler wolf from skytest. maybe it's automatic variants, since Fermi works as intended while Kepler ( who gets affected by AV unlike the other ) does not.
  24. lemme see if I can stumble upon those two buggers..
  25. thanks for the handy installer keith :)
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