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mavanaic

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Everything posted by mavanaic

  1. I think it's better this way..also ..the Caco - Ineed and Frostfall patches should not be replaced with Nebulous's CACO Patches since SIC is used in this guide? I normally leave lvl lists esps outside of merge and let them merge in the bashed patch
  2. You could let the lvl lists to merge in the bash patch.. but since the CACO Patches Merged has bash tags... The one that remains is CACO_SkyTEST_lvl list.esp to be merged along with CACO patches or alone in the bashed patch
  3. Looking at the CACO Merge..the 3DNPC and GrayCowl lvl lists are redundant since using patches for them..I think they were made just to be merged in the bashed patch.
  4. Ok..after taking a quick peek at the plugins..the only navmesh conflict is between LOTD Airship and Archaeology Patch.esp and DBM_Skyway_Patch.esp (if used) which should be resolved in CK or with a smashed patch..maybe...
  5. Is there a reason LOTD addons like relic hunter, fossil mining or airship were not added to the lotd merge patch? were there navi conflicts?
  6. You want the 2.0.5 skse version and the 1.5.16 skyrimse.exe version..So, you have to run steam console for the rollback: 1.enter "steam://nav/console" in your windows run box (Win key + R) 2.type in the console "download_depot 489830 489833 3146230552641174659" 3.go to "\Steam\steamapps\content\app_489830\depot_489833\" and copy the .exe to your installdir. Also SSEFixes works with this version...there is a guide on what to do to make it work on nexus (check the posts).
  7. It's safe to revert to the previous version..skse and ssefixes work with the 2.0.5 (runtime 1.5.16)
  8. Could be different things..first I would look at the load order..the bashed patch after the merged patch and skyproc patches last..so maybe you have to redo those patches...Also try loading all the files in TES5Edit and check for errors...some conflict resolving you may need to do..
  9. Moving Dawnstar like every village mod after ICAIO in the load order ?
  10. Well..after not so much conflict solving, just a smash patch, lots of conflicting mods (ocs, legacy, solitude skyway, pce, elfx exteriors, etc..) and a really annoying buggy mo2...the game is surprisingly stable after three hours of playing though...
  11. I was wondering who will adventure to make a guide for SSE..I'm using almost all of the mods you use for SSE and some ported mods, except I use MO2,etc.....Regarding NPC overhauls I've been using Diversity but now I changed to EEO+WICO(with the cleanup script)..also added Bijin and Serana Renewal..but everything is in test mode..
  12. Got some purple textures on the map and after a couple of hours realized that they were fort textures missing cause I merged the Spice of Life- forts.esp and forgot to put the scripts into the dyndolod folder. Not sure that this is news or that the mod is still used here, but... So..If you are merging Spice of Life - Forts.esp then you should first run textgen also copy the two files from the Dyndolod folder to the Edit Scripts\DynDOLOD\ folder (where is your Dyndolod standalone)..then merge..
  13. Just returned to Skyrim world and after two days of modding I decided to try SMC from the Beautification page..but the links from the SMC patches are down..Does anyone have them?
  14. Are you talking about loadscreendeer.nif ?
  15. Well I like to have them separately: npc retextures and faces.
  16. Yeah..but It's more "cleaner" like this imho.
  17. Personally I've been using UNO as a base for over an year..Didn't try UNO 2 but I will as it got rid of the old KS Hairdos 400 thus saving almost 2gb..If you're planing to use it I suggest adding apachii, SG and lovely hairstyles to the faces merged and using the usleep swap master script to change the masters to faces merged.esp
  18. Are you playing in 3rd person? Try this: Delete bow_drawlight.hkx, sneakbow_drawlight.hkx, bow_release.hkx, sneakbow_release.hkx from data/meshes/actors/characters/animations. Also delete bow_drawlight.hkx, bow_release.hkx from data/meshes/actors/characters/_1stperson/animations I also disable the arm fatigue as its kinda buggy..
  19. I'm not sure as I've been busy these days...if you want to test it try and hide them in MO and see if there's a difference..
  20. - Introducing "NEW" AAE Noob Edition and AAE Nightmare Edition versions for those who think AAE is to hard or to easy. I think we should install the normal edition
  21. Looking more into it maybe it needs removing more than bow_drawlight.hkx and sneakbow_drawlight.hkx...like the mod author said "Delete bow_drawlight.hkx, sneakbow_drawlight.hkx, bow_release.hkx, sneakbow_release.hkx from data/meshes/actors/characters/animations. Also delete bow_drawlight.hkx, bow_release.hkx from data/meshes/actors/characters/_1stperson/animations.".. The thing is that I played with AGO for a while now and I'm not 100% sure what the default draw speed should be..
  22. kinda...I tested it but I had quick draw perk activated in ordinator lol
  23. maybe re-adding AGO ? Seems that removing bow_drawlight.hkx and sneakbow_drawlight.hkx makes the mod compatible with Ordinator..
  24. Mindflux clover is made redundant by verdant..
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