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Astakos

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Everything posted by Astakos

  1. ^ Yes. This is terrain parallax incompatible texture...not a bad *_p.dds.
  2. Congratulations dreadflopp! All the best for a happy family life! @ mavanaic Why would you ever want to do that? It is like negating one another (for the most parts tbh)...!
  3. Animal Tweaks has a SkyTEST patch in the files section.
  4. Darth, EMD is buffing the majority of the dragons to quite high stats even if one is using the the "slightly mighty dragons" option. Also the MCM setting for dragons difficulty of Deadly Dragons no longer works on the majority of them as the attached script has been removed from EMD plugin that is loading after DD. So...yeah, dragons with EMD are pretty impossible in lower levels.
  5. Darth I would highly suggest that you load RoTe before OBIS and not after. Although I ma not using RoTE (and never will ) but I think it will break a bit the consistency of OBIS if you load it after it. Let OBIS overwrite all of RoTE's edits to bandits! Just my 2cents though...
  6. There is no such thing as non-existent items in leveled lists. Bad conflicting leveled lists yes... Next time you will see a barefoot NPC use MFG Console to get his/her ID and then have a go in TES5Edit to see if there are any noticeable conflicts
  7. It may be a bad mesh or a screwed up leveled list. This needs investigation from your side depending on your load order. MFG Console, TES5Edit and perhaps nifscope are your friends in this endeavor!
  8. The easiest way for you to find out is: 1. Install MFG Console 2. Open the console (~ key) while in the room that the pelt is 3. Click on the pelt and note down its base FormID (make sure that mfg says that it is coming from CollegeOfWinterholdImmersive.esp) 4. Open TES5Edit 5. In the upper left corner type in the Form ID from step 3 and press Enter. 6. In the right pane note down the nif file (mesh) associated with this object. IIRC it should be under the signature MODL - Model Filename 7. Find this nif and open it in Nifscope 8. Expand in the upper left pane the "0 BSFadeNode" -> Expand NiTriShape -> Expand "BSLightingShaderProperty" -> Click on the BSShaderTextureSet" underneath it. 9. In the bottom pane expand "Textures" and you will see the appropriate textures for the referenced object. It may look a bit complicated but it is actually quite easy once you get the hang of it. This is the only way (if you do not want to use CK) to find out a mesh or textures for any required mesh. Now, in order to make the pelts parallax you will need to find a suitable *_p.dds file and edit the nif file to include it. This is something that I cannot help you as I do not know which nif you will be editing and which parallax texture you will find appropriate.
  9. Yeap this is a great mod indeed! It is becoming embarassing that I keep on forgetting what mods I have installed! This happens when a mod list grows larger and larger... Just a tip though...if you have changed the PC's jump height and you are using Moonlight Tales remember to not alter Werewolf's jum height from the default setting in the MCM.
  10. ^ This exactly! Tks cstarkey42!
  11. I can send you the compiled script if you want...I can also post it here. Thing is I do not know if I am allowed to do so or if you are allowed to attach it to your guide...that is why I asked. EDIT: If you want to compile it yourself, download the v.2.2 as indicated in the OP from STeve40 and then make sure you add the two lines indicated by KeithinHanoi in his post on page 9 to the source script. This is the "LvlPredatorScript.psc" inside the Data\Scripts\Source folder. You can edit this file with Notepad++. Then if CK is not your friend you can setup Notepad++ to act as the compiler in order to produce the appropriate pex file. You can see how you can do that here. If you still need any assistance let me know...
  12. Darth also have a read at the last page of that thread where Keithinhanoi (I have so much missed his posts!! ) recommends an edit in that script as to avoid papyrous spam when combined with USLEEP/USKP. If you need any assistance in compiling this script let me know ( I have mined compiled). Although I do not know if you can post the modified/re-compiled script to the guide without Steve40's consent who is basically MIA. I do not know how these rules go...perhaps the more knowledgeable guys about permissions from this forum may jump into!
  13. Something I forgot....for those people that do the vanilla cart start and not using AS-LAL options, then I do not recommend starting the game with Steve40's script as due to the way it works, it may add a couple of predator spawns while Hadvar rides his horse which may glitch the game. For any other alternative start scenarios, this script is perfectly fine!
  14. It is not a matter of USLEEP compatibility for the reported crashing nor for the script. I have my own compatible with USLEEP into the main plugin itself so that is not an issue. Well, the reported crashes in HF built-able house areas (especially Lake View) are a fact and I was thinking that this maybe due to SkyTEST adding extra spawns to these areas. Perhaps the spawning areas conflict with HF scripts and/or placement of objects; so I was thinking of modifying the main esp at to exclude spawns in those areas. Don't know...just a thought as i really have not delved into SkyTEST long enough...actually have it installed only for a couple of days with not much testing conducted due to not having enough time to do so. About Steve40's predator script (which for the extra spawns of SkyTEST I do recommend) you can find more info here. It is also mentioned in SkyTEST's description page FYI.
  15. Darth, By the way, have you encounter any issues with SkyTEST crashing the game when you try to build a HF house and especially in Lake View area? There have been some reports about it but I have only started using SkyTEST (testing it actually). Also, have you tried the predator script from Steve40 or you are using the one from USLEEP? So far I was using (actually still a WIP) a modified by me version of Animal Tweaks and I thought that I should just give SkyTEST a try...
  16. Wow..you surely want your combat to be as hard as it can get!! I would suggest the following load order: RoTE Duel Combat Evolved Vigor ...but be prepared for some "mission impossible" fights even on Adept level!! Try it...but make a save available where you don't have all these mods installed as to revert if you find it too difficult. Also for Combat evolved I would suggest to try first the modular version and choose Core...This is basically the combat styles and AI which are pretty interesting. It does not include Spells, Magic, Stealth etc and game settings (GMST) that in most cases clash with Ordinator if you are using it as per SR:LE Extended. Also the core version does not include the module "Guards Attack Hostiles" which there have been reports that make the guards attack the player under certain circumstances when combined with Imeersive Citizens. Problem is that both mods are changing tha base guard factions and Shurah (authot of ICAIO) is not very happy with CE interfering to his modifications. Happy gaming! :)
  17. Yeap! Same boat here! I really like Ultimatum a lot and it's in perfect harmony with Arthmoor's one!
  18. You are very right!! I completely forgot abt json files! Yeah, the best solution would be to rerun the patch. Thanks Neo! On a separate note...new version of AS-LAL...Arthmoor has put another condition that needs forwarding as well for \ Dialog Topic \ 0002BDDD \ 000EA261. The one that checks the stage of "DialogueWhiterunGuardGateStop" quest. SR:LE is only using the NPC Enchant Fix part of ASIS; so basically the inis are not that much needed!
  19. I am not using ROtE as I do not like this mod at all, but from what I saw in TES5Edit it has its own combat AI for 3 combat styles. So I would say load ROtE after ERSO as to preserve the AI that author has chosen. Enhanced mighty dragons is on my test table at the moment but there is no way I will be using Dragon Combat Overhaul...my mod list really does not get along with ApolloDown!! Good things is that Erkeil's mods are getting recently uploaded to Nexus as he left modding and gave his mod freely to the public. P.S. If using Combat Evolved then ERSO Enemy AI Overhaul will be redundant as both mods are doing the same thing (CE much more). Try ERSO without CE.
  20. It will be the best idea although you can remove them manually and then Clean and then Sort Masters.
  21. Ultimate Combat is surely the heavier mod from the big 3 combat mods in terms of scripts. I have tested it in the past (not extensively) and had some noticeable lag here and there. Mind you, my mod list is quite heavy; so that might have played its role. I do not know why but I keep on coming back to Duel as my primary Combat mod. It has always worked for me the way I want combat to be. I have combined it with ERSO Enemy AI Overhaul + Vigor Combat & Injuries and I really (I mean really) like what I am seeing. Now, before jumping onto me for using Duel because it is part of "Nazeen's Dangerous Mods List"; I can tell you that I have my doubts about being part of that list. A recent discussion between Nazeen and LongRaam (author of Duel) can be found at Duel's Nexus page. Everyone can read it and is entitled to his own conclusions. I am using Duel for at least 3 different playthroughs...changed for a bit to Deadly Combat...then tried the most recent version of Ultimate Combat...back to Duel! No save bloat whatsoever in all of my playthroughs. Duel has a minor bug that happens on specific occasions but it is easily rectified in-game and author will provide a fix soon enough. Of course I have tested for quite sometime Battle Evolved and though I liked it I still found it to be a little "Overdone" for what this mod wanted to achieve...especially these mages!! God!!! All these are just my personal taste after trying the majority of combat mod combinations out there. So far the lightest and most interesting combination for my liking and for my heavy mod list is the one i described above. Hope that helps a bit!
  22. ^IIRC it is incorporated into the STEP Patch.
  23. Great! Enjoy it Darth! :) P.S.: I would be very interested to hear your opinion abt Ultimate Combat after you play a little with it. I have always found it a bit script heavy with a bit of delayed staggers.
  24. I don't understand. How can possibly Thunderchild influence the frame rate when opening the skill menu? I have it in my mod list for quite some time and never experienced anything like this. Not to mention that Thunderchild has been in the MMO pack for at least a year and nobody ever mentioned anything like it. Darth, I would recommend (for your own sanity) to take a step back with SR:LE Extended. I can surely understand that you are very excited and very much looking forward to extend SR:LE but you really need to take one step at a time. Have a base SR:LE installed (I know you have), have all your inis finalized the way you want them, test SR:LE a bit to make sure everything works as intended and then start building upon it. I have the feeling that your excitement about extending it and the storms or mod recommendations from all users have made you a bit "lost in translation". I have the feeling that you feel like you need to test every single mod recommended and then give an answer to the user that recommended it. No, DO NOT DO that! That will only ruin your experience with SR:LE and will only let you to problems that cannot be easily identified. One mod at a time mate...one mod at a time nad your life will be easier! ;) I know that my life has been a lot easier ever since I started doing that. In the beginning I was like..."My God I want the entire Nexus installed"!! Well, that has led me to a myriad of troubles. Hope this helps you a bit!
  25. This is a nice post from ElminsterAU and the one above that from zilav that you may find quite informative abt modgroups.
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