Jump to content

Astakos

Citizen
  • Posts

    705
  • Joined

  • Last visited

  • Days Won

    10

Everything posted by Astakos

  1. ^Have a look at USLEEP's sticky post in Nexus Comments section!
  2. Neo have you updated your TES5Edit version? Zilav posted a new one today...
  3. Hi Neo, I have verified with hothtrooper44 that the "Hothtrooper44_Armor_Ecksstra.esp" from IA v.8.0 is not needed if the corresponding bsa is properly extracted. They have just put a "dummy" variable in that esp in order to by-pass MO's mechanism of identifying "dummy" esp. Just look at the comments page of Immersive Armors. Something to have in mind the next time you update the guide. Thank you!
  4. Well...the patching in SR Conflict Resolution.esp exists because CACO conflicts with Skyrim Coin Replace Redux in "Container records" in the first place. So basically, by removing these records from the CR you remove from SR CR.esp any reference made to CACO. The patching wouldn't exist in the first place if CACO wa not present. So if someone does not want to use CACO and still wants to use SR CR.esp then it is absolutely safe to remove these records and then clean -> sort masters. Then CACO can be removed from mod list and for these specific records it will be only Skyrim Coin Replace Redux conflicting with..."nothing"! So actually we are back to how SR:LE was before Neo added CACO in the guide and CR
  5. ...and yet another official patch v.1.11...Oh boy!!! :O_o:
  6. From what I have seen, mod's latest version addresses compatibility issues with Mindflux's particle patch. Also, as per mod's description, Wiseman303 has maintained compatibility with USKP; so, incompatible "popular" meshes are the ones from SMIM, which I am sure they will be addresses shortly. Also, Wiseman303 has published a tutorial of how to make any mesh compatible with his mod. Ok, it is not the easiest guide ever been made but it is not that hard either.
  7. Yes these are the ones. You can delete the entire container section if it contains only the conflicting records with CACO. After you delete them, right click in the SR Conflict Resolution esp -> Clean Masters; then right click again in the SR Conflict Resolution esp -> Sort Masters and you are good to go. Thing is that I cannot remember (not in my gaming rig now) if the "Container" records are the only ones that address CACO patching...
  8. ^Thanks. That is what I thought as well. Will further test in game and come back!
  9. Hi dreadflopp, Do you know if Elemental Destruction Magic plays well with Ordinator? Thanks!
  10. This had been solved. Look at the bugs section of CACO where kryptopyr has posted a replacement esp that solves this issue. You can use this esp or wait until kryptopyr does an official update to her mod.
  11. Weird...!!! Is it just me that everything worked as expected with v.1.46 (not using the function.pas posted above)? Using medium settings, load rules for candle and FXGlow, Windows, High and fake lights child worlds ticked. No errors whatsoever...just a bit of more time to complete due to the extra settings I suppose!
  12. Hi dreadflopp, Since Ordinator is the main skill replacer of this pack, you might be interested in this patch: Ordinator - WAFR and CCOR patch
  13. The need to consume water once before it can be correctly recognized was probably due to not having started a new game. Just for testing I quickly started a new game and everything works as Kelmych describes! Thanks again kryptopyr!
  14. Thanks! Probably I will do that as well...got nothing to loose!
  15. ^It seems to work. You need to drink once from a waterskin in your inventory and then it recognizes all number of waterskins in the cooking pot as it should. Thanks kryptopyr!
  16. Neo, do you recommend a complete clean installation of W3, if I am to app,y the 1.10 patch? Plus the all-in-one DLC file instead of the individual ones I currently have? I was planning to start a new game anyway, so do not care much about my current saves. Thanks!
  17. Hi Nearox, XOWN is definitely a record that needs conflict resolution. Especially in cases where one mod has it and another does not. In this case though, it is rather a trade-off than a conflict problem. Arcadia will use it or her mother? Well from a reality's point of view I would say her mother as she is an elder person!!! I cannot say that doing this is right or doing that is wrong...i cannot remember what I have done to my patch (will check it tonight though). By the looks of it I tend to favor IC but you can easily check it in game.
  18. Hi Nearox, It might be worth mentioning that there is a patch for Improved Closefaced Helmets (SR:LE) - Helgen Reborn (REGS) in ICH's file section.
  19. Hi Nearox, As darkside has mentioned, this is the setup I am using for compatibility with IC. Unfortunately mixing up various styles is unavoidable unless one wants to remain vanilla in most cities/villages. Has been using JKs (major cities only) for ages but I have to admit that it has been proven to be quite a performance beast with unnecessary navmesh edits although I like it and still miss it. Dawn of Skyrim was the way to go for compatibility with IC. Ofc, when/if JKs Lite comes out I will be more than happy to test it and re-structure my mod list at that time. Dawn of Skyrim does not indeed play well with Holidays...but darkside forgot to mention that I am not using Holidays (and some other mods from both REGS & SR:LE) Also Athmoor's village mods are indeed a way-off in design from JKs, ETaC etc....but they are and they will always be (by design) compatible with IC. Plus they do not hurt performance at all. Some incompatibility with BFT but you can easily deactivate the carts for Darkwater Crossing and Kynesgrove. Lastly, I know that CJ had made a ton of improvements and fixes to Nernies and that he also has said that he believes to be compatible with IC. But unfortunately it isn't, especially for the exteriors of Solitude. There are a lot of NPC's pathing problem, walking hiccups, etc. Less minor problems (a lot less actually) in Windhlem, but to be honest I was too bored to get rid only of the Solitude records, so I ditched Nernies-REGS version all together. Just my 2 cents! Thanks!
  20. Well, to be honest, I had made this merge quite sometime ago and there seems to be no errors in my merge when including the light armor plugin. I did not install the plugins for: Sneak, Pickpocket, Smithing, Lockpicking as I am using Kryptopyr's mods for these. So not exactly sure where the issue with light armor plugin lies...
  21. Although using TTRSO, I just noticed this remark. What is the reason for not merging TTR_Skill_Overhaul_LightArmor_DBDG.esp together with the other TTRSO plugins? A faulty patch or something else is going wrong during the merge? Mind you I am not using any of the patches as I have made my own ones due to a "somewhat" different mod list. Thank you!
  22. Hi Neo, Thanks for the guide update. In case you haven't noticed, LOOT has been updated to v.0.8.1
  23. It is a false ESM file. False ESM files have the .esp extensions just like the unofficial patches. Reason that author has chosen this route is explained in mod's description page.
  24. So in order to get rid of this bug and still use PoW, I decided to built two merges...one without PoW nad one with. So far I am running DynDOLOD using the merged version without PoW and after DynDOLOD finishes its magic I swap esp (same name esps) and use the merged one with Pow> So the issue with clipping, nasty 2D tree models is gone and PoW mod is working as it should. Lately I started looking at the rules module of DynDOLOD, especially for Enhanced Landscapes, and this made me think if there is a way, via a rules ini, to only use my merged version that includes PoW to achieve the same results without having to go back-and-forth on swapping esps. What do you think please? Hi sheson, Coming back to this... I did create the ini file with all enabled FormIDs in. Actually I included all relevant/appropriate FormIDs that was a tree or a tree shrub etc. All of them are new added FormIDs from PoW. I named the ini file as explained above...DynDOLOD saw it and in all FormIDs included in the ini it enabled the XESP-Enable Parent -> Player [0000014]. Problem is still partially there. This method got rid of the 2D awful representation of the added trees within Whiterun, but the arbitrary placement (not as per the esp) of the clipping 2D trees is still there. When you look at this trees nad move back and forth they appear/dissapear but most of the times they remain there clipping with houses and environment. If I use my method I explained above (with the 2 merged esps) then everything is at it should. Any thoughts? Thank you!
×
×
  • Create New...

Important Information

By using this site, you agree to our Guidelines, Privacy Policy, and Terms of Use.