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mavanaic

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Everything posted by mavanaic

  1. There;s a patch available here https://forums.nexusmods.com/index.php?showtopic=5878343 Search for "elysium", you'll find a post with the google drive link for version 1.1...It makes the mod compatible with some mods like LAL, CLARALUX, etc
  2. So, for beards, brows, hair you'll leave the same as Oldrim's guide? I did a merge with all of those + true eyes,brows, improved eyes..although some of them are included in Diversity..
  3. Have you had problems with ASIS?? seems to have problems with my build though oldrim's DSR works fine... LE: Made ASIS work after I excluded a couple of mods and make it use x64 java
  4. instead of renaming.. you can load it in wrye bash copy as esp...do your thing than copy to esm back..it will save you a few seconds lol...the guide lexy posted is also useful
  5. I know...but I was curious how CACO2 looks and ended up making a few patches for my game...btw you should try oldrim's hunterborn...had some problems with the new one...also with bandolier and other stuff for CCOR..
  6. will take a look with those setting...btw anything about the interior lighting? Dungeons are OK..but too dark indoors.. I went for CACO2 instead..All the mods from the Oldrim guide work except for some skse plugins...I think I've 50% converted mods, preferred the Oldrim versions to the new shiny SE cause they have MCM :D
  7. Yeah..but it wouldn't help since the ENB for SE it's in the early stages and doesn't have that feature yet...
  8. jks lite + dawn of skyrim (the old one) seem to work..
  9. I'm using JKs Riverwood+T'Skyrim Rivervood..unfortunately the T's incompatible when using Rigmor + BS Bruma..but I think JKs Riverwood is enough...I was thinking at something like ETaC 14 since Immersive College of Winterhold seems to work with SE but I ended up with Better Cities Solitude which conflicts with Better City Entrances..
  10. Seems that interiors are kinda dark with the old combo ELFX-Relighting-ELE + Vivid Weathers and Re-Engaged ENB/NVT ENB.. https://imgur.com/a/P3gXo
  11. Lexy, the ported Relighting Skyrim needs to have the new water height update..the script forgets about that..so, forward XCLW from update.esm (RelightingSkyrim-FULL.esp \ Worldspace \ 0000003C <Tamriel> \ Block -1, 0 \ Sub-Block -3, 2 \ 00009325 <POITundra39>)
  12. Also, if you don't want to have floating bars delete hudextension.dll from SKSE\Plugins\ and everithing in interface\Exported\ (or set them to false in hud_extension_config.txt
  13. Anyone tried this? https://www.nexusmods.com/skyrimspecialedition/mods/5836/? Seems to work with Harvest Overhaul..could work with CACO and Flora Fixes
  14. What was the issue? I played a couple of quests from LOTD and finished BS Bruma ...didn't found anything between those two..Also there is a thing between Bruma and Beyond Reach but there's a patch..haven;'t tested it yet thou https://www.nexusmods.com/skyrim/mods/85579 Played most of the new land quests..i think Bruma and Beyond Reach are in my top 3...
  15. yes and no...you have to rebuild it after the merge...but first to handpick some meshes cause there will be conflicts
  16. I think I'll stick with Vivid definitive and re-engaded..I've seen many tint mismatches on NPCs except from vitruvia and bijin I think..there should be a guide for making the skin textures as seamless as possible and uncompressed tintmasks...also using .bsa for npc retexture mods could fix some conflicts..
  17. Wanted to try that with the partilcle patch on re-engaged enb with vivid weathers
  18. Great..You'll use the same mods like in Oldrim? FHH would be nice ..also I found the Diversity-WICO-EEO combo much more complete as a base in SE..
  19. You could add cleaning after that in SSEdit, converting meshes(nif optimizer and facegendata), converting animations (converttoskyrimSE.bat), update the oldrim mods to newrims update.esm (_fix waterflow for Oldrim mods.pas).. Careful around the facegen meshes conflicts ...found that the hard way..but since I am a lazy bastard I decided to convert them to bsa
  20. I'm using both of them..they work great...Hunterborn could use an mcm ..didn;t tried to port the oldrim one thou...the only things I miss from Oldrim are some SKSE plugin that need to be recompiled for 64bits..
  21. This is great! You could add some like the fix waterflow script or converttoskyrimSE.bat for animations..like I said in the other thread most of the mods not ported yed can be converted to SSE.. After playing for a month with SSE..this is what I got.. https://imgur.com/a/EvJ8Q Modlist:
  22. Much more stable...I'm using in parallel something close to this guide + a lot of extra mods (like 800 plugins each)...Although Oldrim it's still prettier, SE with the new enb is getting there...As for stability-wise..the difference is that after a half of hour of Oldrim (with a perfect CR file) I got a crash ...in SSE..very rare I got crashes, even that my CR is based on a Smashed Patch only, I even was able to play the entire Bruma qustline without a single crash with my SSE build up to 150 gig...so I decided to port everything from my Oldrim build...basically what is in this guide can be run in SSE ..except some SKSE plugins that I love from OLDRIM like the Search Plugin, Face to Face conversation, Immersive Camera/Enhanced Camera(not in this guide), or disable quicksave...I managed to make Racemenu, even CACO, will port CCOR..although Ars Metallica is already ported for SSE and doing a fine job...
  23. I do it for all the merges and delete afterwords unnecessary folders like meshes and textures
  24. wouldn't be easier just to leave the mod activated and move to optional or delete the esp's ?
  25. https://wiki.step-project.com/Pack:Dovahkiin_Reborn#Nebulous112.27s_CACO_Patches
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