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Everything posted by rayhne
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I'm in the process of winnowing out mods, as in which have I actually used. Settlement Management Software may go (Don't know how it might work with Sim Settlement anyway). Pet Call Feed Dogmeat is iffy. Despite reported problems with Don't Call me Settler, I really want to keep using it. I plan on turning off pretty much everything except the naming, the adding of job title (wonder howthat works with Sim Settlement), and Animal Paradise. (I love having dogs and cats showing up and populating the settlements)
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Okay. It just looked like everything in those patches were being over-written by your workshop patch.
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Which mods does the workshop rearraigned patch cover? Auto Doors, BTInteriors, MojaveImports, OWR, Renovated Furniture, and SnB? If so, do we need the SnB BA2?
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I go for many for settlement mods. Also use Better Companions (which replaces several companion mods.) What are the Vault 88 mods? And which fusion core mod do you use? Merged so far (separate patches): Better Explosives - Superlite.esp Better Explosives - Far Harbor.esp Better Explosives - Grenade Frequency 60.esp Better Explosives - Perks redone - No Trajectory.esp LegendaryModificationMisc.esp LegendaryModification - DLC Far Harbor.esp AA LMSE_FarHarbor_BetterSettlers_Patch.esp AA LMSE_VariedRaiders_Patch.esp AA LMSE_Far Harbor_VariedRaiders_Patch.esp AA LMSE_VTWorkshop_Patch.esp WorkshopRearranged_AtomicRadio_Patch.esp WorkshopRearranged_AutoDoors_Patch.esp WorkshopRearranged_BTInteriors_Patch.esp WorkshopRearranged_OWR_Patch.esp WorkshopRearranged_RenovatedDecorations_Patch.esp WorkshopRearranged_RenovatedFurniture_Patch.esp WorkshopRearranged_MojaveImports_Patch.esp WorkshopRearranged_FriffyRugs_Patch.esp WorkshopRearranged_FriffyCurtains_Patch.esp WorkshopRearranged_SnB_Patch.esp I tried to merge the scope one but it didn't work. (can't remember why)
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Urhm .... ::embarrassed shuffling::
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How much of Settlement Resources Rebalanced is actually being used in the guide? It looks like several things ... food output, water/power adjustments, crops ... are being over-written.
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point .... Thank you.
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Any suggestions on what can be merged? I'm close to my limit but would like to add Sim Settlements as well as addons.
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I wonder if it has anything to do with the 'Loose Mod' entry which appears in LM but is not in BMD.
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I'll experiment for a bit; see if I have a problem.
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What fixed LM?
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Settlement Resources Rebalanced limits settlers to 22.
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Will have to look at it. Do they uses resources from other mods? And does the Settlement resources mod that is in this guide limit the number of settlers? (Rethinking using that mod ... so much of the guide overwrites it anyway.) Also have to rethink mods since I am very close to plugin limit. Hate to suggest this but maybe Sanp 'n Build should be removed as a master.
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With Sim Settlement, do you have the option just to build yourself and only use the Sim for certain areas? How does it use resources? I've just restarted and am working at balancing the look.
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My guess is that it's in the modern weapons patch, since LM isn't a part of the core. (and since I don't use that patch, I should be fine.)
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What? So we have no option other then to play it at hard? Because, no.
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SRLE Extended: Legacy of The Dragonborn
rayhne replied to Darth_mathias's topic in Skyrim Revisited (retired)
There is a new Diverse Dragon Collection out, which means the Diverse Dragon/Deadly Dragon patch and the SRLE No Dragon LOD doesn't work with it. -
Yep. Definitely will need changes in patches.
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Synth Overhaul has been updated and is now a fmod so you may want to update with what options you think we should have for this guide. It may also change some things in your patches.
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I am willing to try them out, though I am close to my plugin limit.
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Because they make the raiders and supermutants tougher and I die way too much already.
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I use the crafting workbenches. It's the spuermutant and raider mods I wasn't planning on using. I neglected to install the crafting patch the first time I used the fmod.
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I meant SuperMutant Overhaul armorsmith.
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In the crafting patch, the Hotkey Manager has a space in front of it, which keeps it from getting an icon.
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What cheat temptation? I didn't have the crafting patch installed ... now did so. I was getting errors because I wasn't going to use the two overhauls.

