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Everything posted by Astakos
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Well...he is a fast learner!! :)
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SRLE Extended Mod Suggestions
Astakos replied to Darth_mathias's topic in Skyrim Revisited (retired)
How did your character broke by just updating DunDOLOD? You did not follow the update procedure? Just curious.... -
Skyrim Revisited Pre-Release Feedback
Astakos replied to Neovalen's topic in Skyrim Revisited (retired)
There is also an IASetHeroicImperialnoHelm that is exactly what you guys are looking for. But that means that you have to edit the ecks_iadistributionscript.psc and recompile it as for all instances (or the ones you want) of Rikke to use the Heroic Imperial Armor without the helmet. -
IIRC Darth you can selectively disable a specific NPC from using any DFD dialogues. It is in the MCM menu.
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Wow!!! You are on fire cstarkey42!! Thanks for that!!
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Skyrim Revisited Pre-Release Feedback
Astakos replied to Neovalen's topic in Skyrim Revisited (retired)
U do not need MFG Console??? ok... As for Rikke...there are 3 instances of her in the game...which one r u talking abt? Actually the only one that has a helmet in her outfit is the instance that is involved in Civil War. This is FormID 000D0573. If you look further down in TES5Edit you will see the DOFT-Default Outfit record. In there you will see that the outfit allocated to that instance of Rikke is ArmorImperialHeavyOutfitOfficer [OTFT:000AD241] This outfit has a helmet...if you delete the helmet from this Outfit then Civil War Rikke will not wear but also anybody else in the game that has this outfit assigned to. Build references in TES5Edit to see where else this outfit is given...and experiment a bit! ;) The other 2 instances of Rikke (000132A1, 000EA583) do not have a helmet allocated. -
Tattoos disappearing when stripping clothes
Astakos replied to George79's question in Guide Support & Bug Reports (retired)
Have you completely stripped your character before going in Racemenu and then applying the tattoos? -
Np Lexy!
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Hi Darth, I just noticed that you have included Arthmoor's "Whistling Mine" into the guide. You can set a LOOT rule to load it after ICAIO; WM's cell records on NPCRefs should win over the ones from ICAIO. I do not know if you have conflict resolved the following records into your CR.esp: Cell \ Block 7 \ Sub-Block 3 \ 7F00234D <ARTHWMBadnirHouse> \ Temporary \ 000AE77A <BadnirRef> Cell \ Block 8 \ Sub-Block 7 \ 7F001D9A <ARTHWMAngvidHouse> \ Temporary \ 000AE77F <AngvidRef> Cell \ Block 9 \ Sub-Block 7 \ 7F001D9B <ARTHWMGundingHouse> \ Temporary \ 000AE77C <GundingRef> ...but if you have CRed them you can remove these records from your CR.esp and just load WM after ICAIO. The persistent flags that ICAIO sets for these records are not needed...have checked that with Shurah as well. Just a heads up mate...
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Dynamic Distant Objects LOD - pre 2.xx
Astakos replied to sheson's question in DynDOLOD & xLODGen Support
Hi sheson, Thank you for this update! Just a minor clarification though...in your requirements section (both in manual and Nexus description) you mention PapyrusUtils 3.1...you mean 3.1+ or v.3.2 is not compatible after all? Thanks! :) -
SRLE Extended Mod Suggestions
Astakos replied to Darth_mathias's topic in Skyrim Revisited (retired)
This exactly!!! Throwing this mod in an existing mod list and try to make it compatible...NIGHTMARE!! It needs a mod setup around it and a loooooooooot of spare time to do so!! It is an amazing mod though!! -
Skyrim Revisited Pre-Release Feedback
Astakos replied to Neovalen's topic in Skyrim Revisited (retired)
Thank you for this! :) -
Conflict Resolution question
Astakos replied to Yippee38's question in Guide Support & Bug Reports (retired)
You must substitute the "GetWantBlocking" condition block with the MQ102 condition block from AS-LAL. Not have both conditions. -
Skyrim Revisited Pre-Release Feedback
Astakos replied to Neovalen's topic in Skyrim Revisited (retired)
Hi Neo, I think that you will find this patch interesting as it makes Wet & Cold (with Ashes) to work in tandem with WAF and CCF for the various scarfs, hoods, facemasks, etc. Thanks! -
GUIDE W3R: The Wild Hunt Revisited (Witcher 3)
Astakos replied to Neovalen's topic in Unsupported Game Guides
Ha ha ha!!! LOL!! -
Conflict Resolution question
Astakos replied to Yippee38's question in Guide Support & Bug Reports (retired)
1. Yes it does matter. You need to right click on the SR Conflict Resolution.esp section of "Conditions" header and select Add. 2. At the bottom of "Conditions" section for SR Conflict Resolution.esp 3. The entire block 4. Always SR Conflict Resolution.esp Hope this helps! -
GUIDE W3R: The Wild Hunt Revisited (Witcher 3)
Astakos replied to Neovalen's topic in Unsupported Game Guides
It is a great game Darth! I am sure she will enjoy it! -
I assume you are merging using Renumber Conflicting and then for record copying you are using the Override method, right? So what exactly the problem is? When merging the moonpath.esm + moonpath_quests.esp (in general I am very much against of merging together esms and esps) you have FormIDs renumbered and the ones that are renumbered are conflicting with the non-renumbered ones from your patches? Why don't you then merge all into one file and then esmify it? This way whatever FormID get's renumbered that is referenced to the patch then the patch's FormID will get renumbered as well. Also do not forget that if the supplementary plugins (i.e. patches or the quest. esp) contain navmeshes then you need to delete the NAVI record form you merged esp nad regenerate it in CK. I do not know what's inside moonpath.esm or the other plugins you mention as I am not using this mod but it looks to me that what you are trying to accomplish may lead you into heavy troubles. Why don't you consider leaving the esm intact (always a great idea) and then merge the rest together as a separate esp?
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Why? I cannot understand what your problem might be. Care to explain?
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Merge plugin renumbers, which means assigns new FormIDs, only the conflicting ones within a merge i.e. duplicates. If you are using or add another plugin later on that reference these renumbered FormIDs, which means that this new plugin is having one of your plugins included in your merge as Master, then do not include that master plugin in your merge. In most cases you can always merge a master plugin with its patches or with other plugins referencing it as master.
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Skyrim Revisited Pre-Release Feedback
Astakos replied to Neovalen's topic in Skyrim Revisited (retired)
@ FourOne NPC protected Redux has an uncapped follower version which is more or less what you want..BUT...makes the NPCs protected. That means that they cannot die in raids, attacks, etc and only the player can kill them. If you do not want that feature (which actually is the main feature of that mod), a very good alternative to what you want (strong followers especially on high levels) is Endgame NPC Overhaul. Have a look but it needs a bit of CR as to be adopted to SR:LE! -
Skyrim Revisited Pre-Release Feedback
Astakos replied to Neovalen's topic in Skyrim Revisited (retired)
Changing expected records from another mod (WAF, CCF, CCO-R) to those of USLEEP or of any other mod before those you are only reversing what mod author wants to achieve in these mods (WAF, CCF, CC0-R. So yeah, it is not recommended and you should not carry forward any changes to them. @ Neo The following need CR due to new version of WAF: Conflict with AOS: Weapon \ 000461DA <CrGiantClub> Weapon \ 000C334F <DA06GiantClub>Weapon \ 000CDEC9 <C00GiantClub>Weapon \ 00079B1D <DA02Dagger (already in SR CR.esp but NAM9 & NAM8 no longer need forwarding) Thanks! -
Skyrim Revisited Pre-Release Feedback
Astakos replied to Neovalen's topic in Skyrim Revisited (retired)
I believe Chesko recommends that as to be on the safe side for users that manually extract the BSAs into SKyrim's Data folder or if using MO and want to update they do not click on "Replace" (or even install it as new) but rather click on "Merge". It looks to me as a precaution measure; otherwise if all done properly there is no risk in extracting the BSA in MO. -
Thanks afonik but I think that 1 esp for just having a winterhold carriage is a bit too much. Besides I am still using and enjoying BFT...no noticeable bugs for me. The only issue is the clipping with Arthmoor's Towns/Villages but I am trying to work on a patch for that. It is just that I need to learn a lot "navmeshing" things in CK and veryyyy little time to spare!!
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Second it!