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Nebulous112

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Everything posted by Nebulous112

  1. I personally use it. I think it's a good fix. However, in the grand scheme of things, it's not going to make or break your game.
  2. CACO patches have an invisibility eyes fix option, but that mod isn't used in SR:LE or SR:LE Extended.
  3. Huh? Both should have the same filename, so if it is lower in the list (higher priority), MO would have the new one override the old one. But yeah, safest is to just get rid of the original and use the new one.
  4. Doesn't matter. If it is a separate mod it will override the original .esp. If it is installed in the same mod and you merge it will overwrite the .esp. The game will treat it the same way. :-)
  5. Yeah, it's asking where to extract them. Just make a folder somewhere and point it there. Then run DXSETUP.exe and you should be golden.
  6. Do you mean the DX9 Runtimes? Or the requirement for DDSopt, the Visual C++ redistributable? Install both 32-bit and 64-bit. Was the error when you tried to run DDSopt? What did it say exactly?
  7. If you open up the download for Patch Central, there are HA, HA+IW and HA IWIA folders. I'm pretty sure the Patch Central ones do more than just the patch on the linked mod, but again, I could be wrong. Plus the linked mod gives a different ESP name.
  8. Yeah, and I think the version from Patch Central actually also patches it for IW and / or IA as well, when I researched it a little bit after Darth said I was wrong before. Right now the instructions are to remove that folder from the Patch Central install, but I think we should be using the ones in that folder instead.
  9. Yeah, that's the one. I think the true weapons level list plugin is in both CCOR and WAF, but WAF gives you an option.
  10. Regarding install order for SR:LE Extended: follow SR:LE top to bottom, then same with SR:LE Extended. When installing SR:LE Extended, keep track of where to put the mods in the left pane with the Integration Guide. Edit: Note that some things are different between SR:LE and STEP. For example, all mods in SR:LE should have BSAs unpacked unless instructed otherwise. It has instructions on installing more utilities, like the CK and Merge Plugins. Etc. All of the main differences you will see at the beginning of the SR:LE guide.
  11. Yep, it was moved to the STEP mod page and it no longer has WATER or the WATER Plants optional. Check the SR:LE base guide instructions if you don't believe me. :-) Edit: I still do have my copy of Water Plants, though, so I do appreciate the heads-up about the patch!
  12. IW is already part of the Legacy guide. Adds a bunch of weapons to displays, as InstantKor mentions. Also, Water Plants isn't a part of SR:LE base since you can't download it anymore.
  13. Thanks for this Hishy. A few mods in there I hadn't seen before. This guide is a good resource.
  14. Gotcha. ;-) I assumed it was something more complicated than my scenario, but hey, I figured just in case I'd speak up anyway, in the off chance I could you out. :-)
  15. SKSE and ENB binaries will need to be redone for SSE. That will take a while, so anything dependent on those will be a decent while after SSE releases on Oct.28th. Plus the 64-bit nature of the game will also require a new mod manager. MO2 is getting there, but is still currently in beta for FO4. Who knows how it will perform for SSE upon release (hopefully pretty well, with the kinks worked out FO4). Any mods that don't need SKSE will still have to be at least ran through the Creation Kit and saved. End users should be able to do that, but it will be a while before a lot of mods are re-uploaded with an "SSE version" that doesn't need any manual tweaking. Then there are rumours that SSE added some extra vegetation to the landscape, so if that is true it could possibly mess with landscape mods or anything that places stuff in the world (clipping issues, etc.). SSE will be a separate game in your Steam games list, so it shouldn't mess with your existing Skyrim game or mods when it comes out. So all-in-all, I would recommend playing now. Unless you feel like waiting until sometime in the new year for a comparable setup.
  16. I believe I have both versions of Java installed, Greg, and I don't think they interfere. I can't remember if it automatically pointed to the x86 version, or if I had to point MO there through the executable window or not.
  17. You're totally right, my bad. I think we might need to use the version from the True Orcish and Daedric Weapons folder though, to match CCOR options. But it is very possible I could be wrong on that, too, lol. Definitely would not surprise me. :-D
  18. +1 for MIL. Also, I think for Heavy Armory you might need the CCOR version from the CCOR page. Edit: Also, if you add MIL, I think the only display missing would be for Mad Masker. It would be neat if the guide could have all the displays available, but I understand if its too much. :-)
  19. I hope Pfuscher gets a chance to post them soon. I'd really like to check out your 2K version, Gamwich. :-)
  20. Yep, it's almost there. Doing physio 3 hours a day now. I can climb stairs and bend down again, which is a plus. Should be back at work in a few weeks hopefully. :-)
  21. Jesus, if I have superior wisdom something is seriously wrong with the world, lol. Maybe superior time on my hands, since I haven't been working since Feb when I broke my knee at work. :-P
  22. Correct. So I moved Gamwich's original post and your reply with the embedded video.
  23. Maybe try NLVA if you want something a little less saturated. https://www.nexusmods.com/skyrim/mods/75346/?
  24. OK, update: I checked out the FOMOD installer because this was bugging me. 1) So none of the meshes we hide in Project Parallax are included in One Mountain. Therefore, I think it would be best to tick the option for it. 2) The only thing that the Particle Patch option for One Mountain installs is: meshes\architecture\whiterun\wreffects\wrrapidrocks01.nif (Vivid Weathers Merge currently wins this in my SR:LE-based profile)meshes\effects\fxrapidsrocks01.nif (Vivid Landscapes currently wins this in my SR:LE-based profile)Now...One Mountain installs the same number of files regardless of whether these two options are added to the current SR:LE Extended options or not. It just would install different versions of the meshes for some of them. Therefore, I would recommend that the SR:LE Extended FOMOD options for One Mountain be changed to include both of these compatibility options. We'll see what Darth says though. My brain hurts now.
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