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Everything posted by rayhne
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Will that patch work for Load or do I need to do some tweaking? Never mod. Not sure why I'm even using that mod.
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And I question from me concerning the MODWiki weapons patch. Since I don't use most of the weapon mods. can I simply remove most of the leveled lists that have items in the patch but no mod installed with those items?
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Okay, the icons thing looks like it is caused by Loads. And I bet that's corrected with the weapon patch.
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Hmmmm ... icons for weapons are not showing up.
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Just did an error check on all the patches and there is an error in MODWiki-Core for WorkshopMenu01Build (Structures).
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So I got my patches ready, the ENB installed, figured out why the icons weren't appearing for the clothes from that mod, still not gotten icons for the two pistols and batons you get before Sanctuary. Ready to play. Let's see what happens .... ::BOOM!!!!:: Anyway, has anyone else had problems with iHud since HudFramework was updated?
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SRLE Extended: Legacy of The Dragonborn
rayhne replied to Darth_mathias's topic in Skyrim Revisited (retired)
Update DynDOLOD Resources --> 2.22 -
I always put Scrap Everything at the bottom. I get the occasional crash, it really depends. It's the slow downs that kill me. :/
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What does fPlayerDisableSprintingLoadingCellDistance=0 do? I only Scrap in settlements, never outside it (except for the occasional eyesore on the very boundary of Sanctuary).
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Sweet Trinity, that explains so much!!!! I was not able to load saves made in .... where was that? One of the settlements. Also tended to crash when exiting certain buildings and could not load a save anywhere near the Boston Bugle building. I use Scrap Everything and as much as I hate to admit it, can't really play without it (as I love building settlements). Per earlier discussion, I'm not using the worldspace or navmesh patches. I don't think I was using bUseCombinedObjects=0 but will now so hopefully that will help. I hate to play without Beantown Interiors. PoE and Stumble Upon are new to my game. (I assume those are what you mean by worldspace mods.) As for the icon, funny thing. Half of the items I added keywords to show the icon, the other half doesn't. Will play with it.
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So after much thought and some cringing I've decided not to use Realistic Junk as it is doing much more then I need done. I toyed with adding Crazy Earl's Salvage Yard and/or Immersive Scrapping but have decided not to. Right now I'm working on my patch and popping into the game to check out if they are working in the short run. I also realize that I'd forgotten to do the ENB; everything looks dark and foggy. :p There are two things I'm doing that I'm thinking you might be able to advise me on. I'm using a mini-quest mod that adds t-shirts. How would I get them to have an icon? A couple mods add comic books and I'd like to have them have their own subcategory (Comic Books). Do I add the tag to the INV_Tags and then to the lyrconf file?
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I'll have to look at those. I've been using the safe reworked one.
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I got everything set up and now I'm kind of afraid to play ... :P
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It looks like the Homemaker update causes an error in the ModWiki patch. WorkshopMenu01Build02Homemaker03Lights. Well that explains the sometimes weird icons... I use Beantown Interiors, Stumble on, and POE. Password appears twice in the tags ... is that supposed to happen?
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So I've been looking over the tabs and tags and subcategories/rollups and I think I'm finally working it out. I'm not using Weaponsmith so I don't need those Mods subcategories. At first I was royally confused by your Aid subcategories and then I realized that it made sense and cleaned up that area a great deal. The weapons subcategories confused me until I figured out that you are sorted by weapon type rather then ammo. BTW, I need to remove some things pertaining to Lexington Intereries and Subway Runner from the NavMesh and World patches .... do you know way to find those errors?
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Thank you. And that makes sense. Some mods I've been using for a while and just in the habit of adding them. :) And now to give you a much-deserved break. But I will be back ....
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:P to you .... Okay, next question, oh wise teacher. What are the CC Sets and CC Kits? I've removed custom combat armor for now but may re-add it once I've worked out my merge patch.
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This is fascinating. So I'm using Custom Combat Armor (wondering if I need it really). How would that fit into this guide/patch? I wouldn't need Concealed Armor or craftable armor sizes In Leveled Items, you remove the LegR, LegL from the armor. Is there a reason for this? (Please let me know if I'm being a pest.)
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That's what is referred to as a roll-up in DEF-UI. :) Every time I work with a guide like this, it is a new learning experience. :)
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Never mind. Those are the rollups, right?
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Are the subcategories new? How do they look in the PipBoy?
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I was looking at the way you divided food, adding plant, cooked, poison and was wonder how those sorted out.
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Okay, now I get it. I tend to build my sort but not as detailed you seem to be going for. Is that what the instance naming is for? I'm assuming that it is not complete since some of the tags you have set up aren't in the xml? What I'm doing is making a copy of your core patch and then looking it over and making changes. It's a good learning experience. I've gone through it three times and learn something new each time. After this explanation I'll probably go through again, in a limited manner since I've done so much already.
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Looking at the main patch I'm confused by some of things in the Misc Items and Books. For example, it looks like you've change [Perk: Mag] to [Magazine]? And whay the change from {Mod} to (Mod)?
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All of the changes to the Instance Naming rules in the ModWiki Core, do those pertains to particular mods?

