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Neovalen

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Everything posted by Neovalen

  1. 1) Predator Vision should overwrite. 2) Will have to check tonight.
  2. This won't be an issue come adding "Weapons and Armor Fixes - Remade", just waiting for kyptopyr to get back to me on Dragonborn Compatibility before I add it. Fixed for now though. Took a look through it tonight and think I know all the patches required, just need to make sure Dragonborn doesn't break using it.
  3. True Vision ENB looks really nice, need to play around with it more but seen some breathtaking outdoor scenes... starting tommorow night I will also likely be playing on a 30" screen. :)
  4. Yeah, I haven't decided quite what to do with this but adding the UNP hotfix to also include khajiit is a nice temporary.
  5. As far as I can tell it's just a dirty edit on the player object. No mods in SR mess with this anyway, so it's safe to clean.
  6. I think thats one of the SkyForge Shields. Try doing a full uninstall (per my description) and re-install.
  7. Yeah, Immersive Potions looked good until those issues were found. Honestly the biggest problem with alchemy is the cost to produce -> selling cost. A potion with 3 common ingredients can be made into something worth 500+. The best way to game alchemy is to buy out an alchemist shop, make potions then sell them back for significant boost in septims. Wait 30 days and repeat.
  8. I've been contacted by a few people, but nothing significant enough to report at this time.
  9. Here is whats going on with Dagi-Raht Khajiit (and also with Ethereal Elven Overhaul, etc): https://skyrimforums.org/threads/nuskas-mods.22422/
  10. I don't really understand it well but.. why should they refill automatically? Unless you've got someone on hand to periodically donate blood to the barrel they should be one time use only - although it might be nice if they were safe storage for blood potions. I suppose if there were other vampires or thralls hanging around they could be periodically refilled through their exertions.The thralls are all over the place and with it being a vampire den you'd expect there would always be a "fresh" supply around to refill for everyone to drink.
  11. Weapon mods require mesh packs which can be found on the optionals. With the exception of aMidianBorn it won't overwrite any files. The patch should be run after all your mods are installed which add weapons/shields and if you ever add or remove such mods.
  12. Would need an alchemy mod that makes it less easy to exploit. As is, you can make thousands of Septims in no time with alchemy.
  13. Yes, this mod is totally compatible but overwrites RCI. I'm guessing it will just use default vanilla texture paths instead of the new ones in RCI(similar to other mods in STEP).
  14. I think he meant he put the optional packs into an installer. If someone also knows how to make a NMM installer that would work with said BAIN installer I would host a combo installer (if thats possible). That way I could remove the optionals and put them into the main file as part of the installer. I'm sure it's not hard to maintain once built.
  15. Going out for the evening, but next update will include adding "Weapon and Armor Fixes - Remade" into SR.
  16. It would probably be easier to incorporate that way also. Thanks for the notification, and if you DO decide to recreate it (or something very similar) please let me know. :)
  17. Yeah, I read that but I also noted that it would break commonality between 2h swords weapon speed (since she didn't "undo" some of the USKP fixes if it was intentional).
  18. Thanks for the work kryptopyr! It's really appreciated, especially the multi-mod patches. I did have a question though, I noted that you are missing some of the USKP changes in both the main plugin and in the multi-mod patch for Greatsword weapon speed (0.80 in base game and your mod, 0.75 in USKP/GDO), is this intentional?
  19. The supreme fog looks great without ENB. With ENB, it looks bad, I suspect SSAO is to blame. Edit: Confirmed turning off SSAO fixed the issue. Unfortunately, Nvidia SSAO didn't help either.
  20. I can understand where your coming from based on some mods having 5+ compatibility patches, unfortunately with whats out there it's the name of the modding game. As for my mod, the reason it has a patcher is so that it remains compatible with everything (now and in the future - assuming a mesh pack is created).
  21. Complexity? Install, run patch, activate new esp, play. It really is that simple. Unless you mean needing a skeleton? Not any harder than AV, SkyRe, or the like.
  22. Thanks for the feedback, definitely something to consider.
  23. Yeah new patch packs required for any shield mods. I updated the two on my page already. (IA / SFS) I haven't touched staffs at all, glad to hear Vilja works for you now. Nothing with backpacks yet.
  24. Hey guys, do we have an "Included in STEP" graphic for my mod page at all? Just out of curiosity as I just got added to GEMS and got a nice little plaque.
  25. Glad you got it worked out.
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