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edynacio

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Everything posted by edynacio

  1. Thanks for pointing out the game options to increase the character speed. I don't mind the walking speed in settlements, but I think a bit faster pace when traveling by foot is more appropriate. It seems that using some speed potions would make sense without breaking the immersion.
  2. I would rather not install another mod. Is it ok to use the console command player.forceAV SpeedMult to change the base walking, or would that cause problems in the long run? I'm afraid that would mess up with the mods that change the character attributes but not sure if that would indeed be an issue.
  3. Is there any way to increase your character's base walking speed without using the console, with the SRLE extended setup?
  4. Yes, that was a better choice.
  5. I confess, I have Skyrim for about 2 years now. Have only done the cart ride about 10 times in that period because I discovered modding and I've gone only as far as Whiterun. And now with SRLExt in it's last stages, I'm finally planing to give the game a long test from the very beginning. And hopefully within the next year, Last Seed and Hunger in the North, will be released. Then I will transfer my Mod Organizer profile to a second hard drive where no changes will be made so I can actually play the game through, while keeping a MO profile for SRLE updates.
  6. When I use Vanilla Start my character combat speed is extremely slow until I exit the Helgen cave and activate all plugins dependent on Helgen Reborn that included DSR patch and SRLE Extended Conflict Resolution Fist fighting is not affected. After I exit the cave I have to swing my weapon a few times to make the strike speed go back to normal. Is this expected?
  7. Thanks for the clarification.
  8. The LOOT rule that involves Complete Crafting_TrueWeaponsLvlLists.esp in the Deleveled_Loot Guide is: Load MLU.esp after Complete Crafting_TrueWeaponsLvlLists.espThe LOOT rule that involves Complete Crafting_TrueWeaponsLvlLists.esp in the SRLE Guide is: Complete Crafting_TrueWeaponsLvlLists.esp - Load After ELE_Legendary_Fs_Wt_Lite.esp ELE_Legendary_Fs_Wt_Lite.esp belongs to the mod Enhanced Lighting for ENB. It doesn't seem that a Lighting mod would interfere with Morrowloot. But maybe I'm wrong.
  9. The only LOOT rule in SRLE I see is: Complete Crafting_TrueWeaponsLvlLists.esp - Load After ELE_Legendary_Fs_Wt_Lite.esp That should be kept not removed, right?
  10. I would say whichever has the best balance between rewarding vs stability
  11. It would be good in principle to keep SRLExt as close as possible to SRLE because all the hard work Neo put in compiling a stable setup and is good to remember that in principle SRLExt is an Extension of that profile. That being said, extra mods added by extended should be always, in principle, the firsts to consider when cutting down from the list. But obviously, in the end sacrifices will have to be made in advantage of a stable game setting.
  12. I see it, Great! Thanks a lot.
  13. Where do you obtain the MLU__Immersive Armors 8 patch fix.esp? Couldn't find it. Also, I noticed you din't use any patch from the SIC and RotE folder.
  14. Thanks Darth, Just to clarify, Dreadflopp's guide states: Special Instructions: Install all relevant patches except patches for Revenge of the enemies, Audio overhaul Skyrim, Radiant and unique potions and Skyrim Coin replacer redux. I see you have those installed. Is that ok?
  15. Could someone that is using Morrowloot verify if these are the patches for MLU that need to be merged into MLU patches merged or if any is missing or if the order is incorrect? MLU - aMidianBorn Content MLU - CCOR New Recipes MLU - Improved Closefaced Helmets MLU - Inigo MLU - OBIS MLU - Ordinator MLU - SIC MLU - CACO-Ordinatored Also, is that ok to place MLU patches merged right after Morrowloot Ultimate?
  16. To use MLU here are the steps I'm planning to take: 1. Install MorrowLoot Ultimate (from Nexus) and position it in SRLExt 2. Download and extract pertinent MLU patches (from Nexus) for mods used in SRLExt 3. Follow the instructions under Morrowloot Ultimate subheading of Dreadflopp deleveled guide (The other mods on Dreadflopp deleveled guide don't have to be followed because they are included in SRLExt) 4. Follow the LOOT rules on Dreadflopp deleveled guide for applicable mods in SRLExt 5. Apply the Bash tags on Dreadflopp deleveled guide for applicable mods in SRLExt. 6. Install SRLE Extended MorrowLoot Ultimate Patch from SRLExt Guide and position it right after SRLE Conflict Resolution Do I have to install any relevant patches were the link under Patches/Conflict Resolution in Dreadflopp deleveled guide directs you to? Are the steps above all I need?
  17. I would like to give MorrowLoot Ultimate a try. If I understand it correctly what I have to do is install MorrowLoot Ultimate by chocolatenoodle at Nexus and add SRLE Extended MorrowLoot Ultimate Patch to my mod profile. Do I need any Optionals from the mod page? Where should it be placed on the left pane of MO?
  18. I could find the "Less Saturated Pines" under optionals for SFO. Also noted that is updated to v.2.5. Should that be the new version to use?
  19. I haven't got a chance to use Art of the Catch yet, but once Chesko releases his Last Seed and Hunger in the North, I wonder if it would be a good mod to have to provide the choice of fishing in addition to hunting, to acquire food in the wild. He most likely will update it down the road.
  20. Agree with all the above. The guide is really maturing now to a more complete "final" state. Great job!
  21. Darth, For Weapons and Armors Attributes - Supported Files you have: Navigate to Mod Organizer\Downloads\Support Patches Only-68849-F-9. That's the archive under optional files with current version F.9. Shouldn't the esp's taken from the newer main version of the mod? Weapons and Armors Attributes-68849-Final-10.7z\Weapons and Armors Attributes - Supported Mod\
  22. I personally would avoid touching mods that are already in the base SRLE, unless absolutely necessary and review some of the ones added by SRLExt.
  23. After reading the mod details on Nexus I might have mixed feelings about Worlds Dawn As much as I love the high variety and combination of enchanted Weapons, Armor and Potions in MMORPG games, I'm not sure if that would deviate too much from Skyrim's lore. Skyrim story seems to be built more around a simpler, streamlined and historical lore vs the lore that you would find in games like WOW where you have all kinds enchanted combinations. Some of the mods in the current guide, like Weapons and Armor Attributes, Wintermyst seem that already give you a nice strategic variety while keeping the profile closer to the original Skyrim lore.
  24. So Morowloot will be a possibility for the guide down the road with patching if your testing goes well but that migh take a while, right?
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