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Everything posted by Astakos
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Arthmoor's 4 city mods are compatible with ICAIO. I am using them without any issues whatsoever. Minor TES5Editing is needed but really nothing much. IIRC Shurah had confirmed that Artmoor's Towns are compatible.
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Skyrim Revisited Pre-Release Feedback
Astakos replied to Neovalen's topic in Skyrim Revisited (retired)
Hi Neo, Just curious...how come you added to FNIS the "FNIS Behavior 6.2 AddOn 1"? Isn't it mainly for tktk1 mods which SRLE does not use? Unless ofc you are thinking of adding UC shortly... -
Dynamic Distant Objects LOD - pre 2.xx
Astakos replied to sheson's question in DynDOLOD & xLODGen Support
Hi sheson, Your thoughts abt this mod/fix: College of Winterhold Bridge LOD Fix 1.1 As per mod author the issue discussed (I have encounter it as well) cannot be solved via DynDOLOD. Will that be the case even for future version for DynDOLOD? Thank you! :) -
I would highly recommend Elysium Estate Great house mod, very close to Whiterun.
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Hi Darth_mathias, In Immersive College of Winderhold you will also need the Apophysis patch as SR:LE uses this mod. Also, since SR:LE supports BBP skeleton choices (via HDT) why you have other options in 360 skeleton mod? Thanks! :)
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Dynamic Distant Objects LOD - pre 2.xx
Astakos replied to sheson's question in DynDOLOD & xLODGen Support
Hi Sheson, Papyrous Utils has been updated to v.3.2. Are we good to go with this new update? Thanks! -
DROPPED Immersive Citizens - AI Overhaul (by Shurah)
Astakos replied to EssArrBee's topic in Skyrim LE Mods
Thank you very much Shurah for your reply. Will do as you recommend! Great update by the way...I just need to find some time to redo everything ETaC-oriented as to exclude Rorickstead! -
DROPPED Immersive Citizens - AI Overhaul (by Shurah)
Astakos replied to EssArrBee's topic in Skyrim LE Mods
Hello Shurah, Thank you very much for this update. Apologies for posting these sort of questions here but the comments section in Nexus is locked... Having a look at TES5Edit I noticed that in some of your quest edits, the conditions from Hearthfire that are not forwarded (especially the ones that check if a child, mostly Britte and Sissel, belongs to an adopt-faction). Is this intentional? I am asking this because you do not list HF as a requirement for your mod so I do not know if you have checked up against it when editing your quests. There seems to be an NPC (actually a horse; xx7180F3 <EnnisHorse>) that has a very weird name (non-English alphabet - Bjφrnbδr) and is not referenced (used) anywhere. Is it needed for some purpose? There is a quest conflict with AS-LAL at conditions at "001034DF <WERoad01>". I remember you saying that you mod is compatible with AS-LAL...what's the deal for this conflict? I am loading ICAIO after LAL.Thank you! -
GUIDE W3R: The Wild Hunt Revisited (Witcher 3)
Astakos replied to Neovalen's topic in Unsupported Game Guides
^ Yeah, I am using both mods and really love them! Tonight I will try the new version of Super Turbo Lighting mod 2.0 that I have been waiting for quite some time. Let's see how it looks...!!! -
Skyrim Revisited Pre-Release Feedback
Astakos replied to Neovalen's topic in Skyrim Revisited (retired)
This patch does nothing more than disabling RS changes to college cells that CWI touches. IIRC these cell are not even included in Neo's custom RS esp. So, you are good to go by just using the ELFX patch from CWI installer. -
Yeah it is a great mod. I am using it on top of...well...my huge mod list. Have not noticed any tremendous frame drop (just a bit actually) and it is fairly compatible with a lot of STEP, SR:LE and REGS mods. It works also nicely with Immersive Citizens as Shurah had assisted the author with some design problems he was facing! Great mod from a great author! I am not using all of mod's optionals though...just the main file and the Haafingar Oak Trees. I am loving these trees!! Oh, it works beautifully with DynDOLOD!!!
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Hi viper37, I did notice that you are using "Falskaar - HearthFires Patch" mod. I was never aware that Falskaar conflicts with HF, so I went ahead and downloaded the mod to see what is all about in TES5Edit. Well..yeah...there is no need for that mod. It does not have any patching effect nor any conflict resolution logic. All this esp is doing is forwarding location records that do not need to be forwarded, simply because this "conflicting" data gets merged at runtime so it is not..."conflicting" So, save yourself an esp slot and get rid of this mod. It is redundant!
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Thanks Kesta! Nice little utility! It works with Win10 alright.
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Skyrim Revisited Pre-Release Feedback
Astakos replied to Neovalen's topic in Skyrim Revisited (retired)
Hi Mator, This is a nice post with some useful tips. I use a somewhat similar approach to yours when using Merge Plugins Standalone; but...cannot deny that there a lot (I mean a lot) of times that i feel kinda "nostalgic" for the the Script version. Reason solely being that I love working in TES5Edit environment...just make me feel that I have a bit of a better control on the outcome of the merged plugin. There are of course cases (various NPC mods comes to mind) that the plugins I am merging need conflict resolution on the final merged plugin. This cannot be done with the standalone version as you need to conflict-resolve them in this very first session of the merging process and before you save the merged plugin. Otherwise, you might end up with master dependencies (that depends on whether any FormID on the individual ones has been renumbered) on the merged plugin of some of the individual plugins that you have already merged. Unfortunately this is not possible (from what I know) within the standalone version as there is no way that TES5Edit can be called upon before saving the merged esp for the first time. This is the sole reason that i keep using the script version. Please do not get me wrong...standalone is a great great tool with a lot of potential; just not suitable (pls do correct me if I am wrong) for every single occasion out there! -
Skyrim Revisited Pre-Release Feedback
Astakos replied to Neovalen's topic in Skyrim Revisited (retired)
Neo, just a recommendation... As many users are adding mods on top of SR:LE or not using some mods of SR:LE or even merging mods that are not yet merged in SR:LE; I think it will be a good idea if you could share your LOOT order somewhere in the guide for comparison/troubleshooting purposes. It may solve some of the questions asked. Thanks! -
pack A Real Explorer's Guide to Skyrim
Astakos replied to CJ2311's topic in Step Skyrim LE Packs (retired)
Yes a patch it is indeed needed. IIRC author of RRR has stated that he will not be making any further patches than the one already made for ELFX. So I guess it is up to Jawz to look into it should he has the time and permission, as the patch requires CK work. Until then I am afraid there are only 2 ways of getting rid of the flickering lights in inns: 1. Use RRR basic version and not enhanced. 2. If using RRR Enhanced then remove via TES5Edit all the parent [CELL] edits that correspond to these inns. Thanks! -
Dynamic Distant Objects LOD - pre 2.xx
Astakos replied to sheson's question in DynDOLOD & xLODGen Support
Hi Sheson, Your thoughs abt these mods that extend beyond the "borders" of Tamriel? a. Nyhus and the Border of Cyrodiil b. Folkstead and the Border of Hammerfell c. Haafstad and the Border of High Rock IIRC in an older version of DynDOLOD I experienced an "out of bounds" error when running the World script. TBH haven't tested it with v.1.46 as I had excluded these mods from my load order but now they have been updated, correcting a number of kinks, and I would like to give them a go. Thanks! -
Skyrim Revisited Pre-Release Feedback
Astakos replied to Neovalen's topic in Skyrim Revisited (retired)
Yeap that's right! So i see...there lies the question of @dstansberry...for mods that are in bsa format and the guide says "Do not install..." instead of "Post installation delete"...I misread his question...apologies! -
Skyrim Revisited Pre-Release Feedback
Astakos replied to Neovalen's topic in Skyrim Revisited (retired)
Actually you can choose which files to install and which not during any mod's installation in MO that does not have a FOMOD installer. You just switch to manual in MO's installation window and in teh data folder you expand the appropriate directory and untick the ones you do not want ;) -
Skyrim Revisited Pre-Release Feedback
Astakos replied to Neovalen's topic in Skyrim Revisited (retired)
SR:LE instructions are always set to extract BSAs. This needs to be configured in MO, so it automatically extracts BSAs. As per SR:LE guide: Select "BSA Extractor" in the left pane. In the right pane, double click the value to the right of "enabled" and select "true". Hope this helps! :) -
Skyrim Revisited Pre-Release Feedback
Astakos replied to Neovalen's topic in Skyrim Revisited (retired)
Neo, Chesko has stated in the compatibility section of Frostfall and Campfire (IIRC) that he is using/has copied over 3 files from PapyrusUtil v.3.0. PapyrusUtil used in the guide is v.3.1; therefore FF overrides these files with an older version. Shouldn't we hide/not install them if we are to keep SR:LE's current mod order or install PapyrusUtil after CF & FF?? Thanks! -
Skyrim Revisited Pre-Release Feedback
Astakos replied to Neovalen's topic in Skyrim Revisited (retired)
CACO_CCOR patch and CACO_Campfire patch are not needed with the newest updated version of CACO. CACO has now built-in compatibility with Campfire v.1.4+ and CCOR 1.7. I assume these patches are only good for people using earlier versions of both said mods. Speaking of CACO_CCOR patch...just noticed that it is not included in the guide as a "not-to-include" plugin. -
Can I ignore these errors during the merging?
Astakos replied to bt4's question in Guide Support & Bug Reports (retired)
Well, from what I have seen it is not exactly this way Neo. The NAVI record of each esp (patch or mod) corresponds to the navmesh mapping of the individual esp and this alone. So, effectively, when merging various plugins containing navmesh records (which means there will always be a NAVI record), either the patched themselves or the patches with the main mod, the last plugin's NAVI mapping will take effect in the entire merge. This is not right as there are other navmesh records in that merged esp that are not mapped into the NAVI record. Therefore the only solution to this problem (and to also have your peace of mind) is to delete the NAVI record from the merged esp and then open it up in CK and save it. CK will (re)generate this NAVI record taking into account all the added navmesh records and map them properly into the newly created NAVI record. Although it is not a difficult process, things might get a bit tedious if the merged patch has masters that are not ESMs. Then these plugins need to be esmified in WB, re-dated in LOOT and then Ck will open them up in the right order in order to have the NAVI record generated correctly. I have run into in-game problems in the past when I was not following this procedure. Ever since this is a MUST from me. Kudos for this process, reasons behind it etc goes to missjennabee (author of ETaC) who had explained it me very back in time. Hope this helps a bit! -
Skyrim Revisited Pre-Release Feedback
Astakos replied to Neovalen's topic in Skyrim Revisited (retired)
That is what I am doing as well! Time to mod a bit more Witcher 3!