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edynacio

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Everything posted by edynacio

  1. Is there a way to preview the animation meshes, hkx, outside skyrim? I have seen the demos on the authors mod pages with a blank background and the animation demo. Wonder if there's a easy way to preview the different animations.
  2. Since your post I've been also trying a few animations. Have you tried using FNIS PCEA2 - Player Exclusive Animations? I like the ideia of keeping all favorite animations in one place and using the MCM to change them in game rather then having to check/uncheck them in MO.
  3. The animations do look better then Vanilla. Where to you have it in your load order? You are using this one: New Animation for magic cast v0-8 - NMM installer, right? Are you keeping the default settings in the FOMOD?
  4. That is precisely what I'm planning to do. I will actually be copying it to another SSD drive. When you copy the whole MO folder to another directory, does it automatically recognize where Skyrim is installed? I couldn't find in settings a field where you tell MO where the Steam/Skyrim are located. I'm also assuming that after you copy the MO folder to another location you have to change the "Mod Directory" path and maybe also the "Cache Directory" path in the MO settings. It should be that easy right? Or am I missing something?
  5. I figure if Chesko is advertising it, it must be worthy to check.
  6. What do you think about this mod: Go On Ahead Was suggested by Chesko on Twitter, Looks like a nice addition to Extensible Follower Framework (Tested and compatible)
  7. In the Landscape Environment and Clutter Merge, WATER Plants.esp, should now be removed after the mod The Ruffled Feather was updated today in SRLE
  8. Have you check this one out. Combat Fatigue The fatigue is based on Health not Stamina. Also comes with nice immersive animations (see the video) and is MCM configurable.
  9. I was not aware of that. I like to have a higher variety of weathers, so Vivid Weathers, I agree it's a good choice for SRLE
  10. I agree that the extra spawns would make the farm areas more interesting. If I'm not mistaken the "No extra spawns" optional was used because of what you mention on post #765 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. That doesn't seem to be an issue after update to Version 1.41. The author of SkyTEST states in part: Mod completely re-done from scratch. Keep the spawn points of animals to a minimum to avoid conflicts and CTDs. So I'm assuming we could remove SkyTEST No Extra Spawns from the guide Darth, What's your setting for: iMaxGrassTypesPerTexure
  11. Neo, Are you familiar and ever consider choosing Natural Lighting Vivid Atmospherics as the ENB for SRLE?
  12. Has anyone used TK HitStop that can confirm if this mod works without issues after a while? I know it has scripts but not sure how "heavy". I don't like the blur effects but I enjoy the very slight pause it adds just like is described: This makes weapon strikes feel more solid and heightens the sense that a hit has actually been made.
  13. This are the settings he has. Noticed the underlined Gamma Interior in red. He has it at 1.30 I wonder if that recommended setting will solve the too dark interiors. I saw the 2 videos he has on the description page and this ENB profile looks excellent!
  14. After reading a bit more, I do prefer Wildcat's injury system. Again, because of it's streamlined simplicity. A couple of comments from reddit: Not sure I think we need more resource micro. Full health means no injuries by definition. Staggering someone and injuring them at the same time (with that nice splat sound) is a BIG swing in momentum and should feel like it.
  15. I like the ideia of removing Vigor, one less scripted mod if not needed is always better. I like the simplicity of Wildcat for what I have read at Nexus and reddit and that seems to be greatly done and enough. I do love Vigor's bandages/poultices for wounds. I think it's more realistic to have a wound that lingers for a while rather then having complete health restored very shortly after combat (not sure if that's the case). But I hate the torso injury bandages (dirty pants).
  16. How bad have you noticed it?
  17. I've been keeping an eye on Tk Dodge. I've been wanting to add dodge as a defensive option in addition to block and parry, but wasn't aware about it's compatibility with SRELxt. Where do you have it in your load order Darth? You have to run FNIS with tktk "TK Dodge/Ultimate combat" checked, right?
  18. Any success in tweaking the problem with the really dark interiors?
  19. I was hoping that with the removal of Animal Tweaks the problem of the dead chickens would be solved. My solution in Riverwood is to drop them in the river, out of the way
  20. Wow that mod looks great. I just wish they had a SFW version of that, a naked chicken is not very immersive. I love this features: does not effect stealth.holds a note containing information about his background and small quest.can hold on to your items.is essential.Definitely a SRLExt must have
  21. Not a huge immersion breaking, just odd and sad to see a couple of chicken dead in the middle of the street. :( Looks like they were killed by a "strange" illness.
  22. I did a search "chicken" in the SkyTEST Realistic Animals and Predators and SkyTEST Integration Project forums but couldn't find anyone reporting it.
  23. I'm getting a few dead chicken in Riverwood when I first walk in. I tested using alternate start, "camping in the woods" and "patron of a local inn". I wonder if anyone else has noticed this.
  24. Is this still an issue with the latest Dyndolod?
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