Jump to content

Neovalen

Mod Author
  • Posts

    5,589
  • Joined

  • Last visited

  • Days Won

    75

Everything posted by Neovalen

  1. I had looked at that mod previously and decided against it. I cannot remember why anymore... I'll check it out again.
  2. Yes. Edit: Ninja'd.
  3. Very nice one by the look of it. Will update tonight.
  4. The hype train on this title is reaching critical mass for me, and it literally blew my mind to read this today: https://xcom.com/news/en-long-war-studios-preparing-xcom-2-content-for-launch I am going to lose many, many, hours to this game. 15 days until release... bring on the Sectopods!
  5. So, I have good news and I have bad news. First, the good news: I was able to conflict resolve everything without too much hassle. Now, the bad news: The carriages from BFT clip like hell since Arthmoor added buildings and other things where the carriages go. In Darkwater Crossing, it was clipping into the porch / side of a building. In Kynesgrove, it was inside a dirt mound. In Shors Stone it was inside stairs going up to a building. The only location that actually looked proper was Ivarstead. Now, to move the carriages may not be that big of a deal for someone who knows how to do that sort of thing in the CK and regenerate navmeshes... but that is not me.
  6. Make sure your using the very latest Alternate Start version, it was added in the last version update recently.
  7. I didn't get a result quite like that. I did pickpocket someone and get caught... curiously I did NOT receive a bounty but the NPC attacked me. Everyone else in the bar didn't even care I did it. I only got a bounty when I killed the guy. Repeated the attempt, this time on a Civilian NPC. They ran away screaming after they caught me (no doubt due to ICAIO - a civilian getting bullied by an armed adventurer would run until they get cornered). Once again, no bounty. There is something odd about Ordinator and not getting a bounty for pickpocketing from what I've seen. I did see that Ordinator makes some game settings changes in this area in the esp.
  8. This. The compatibility instructions never take into account user patching. :)
  9. If the memory patch is not working, try adding -forcesteamloader to the SKSE command line in the executables. For the suggested settings in SRLE (i.e. 768/256) the memory blocks log should show 512 256. (Don't ask me why, that is just the way they decided to code it up for block 1)
  10. For 1) Just copy to override. For 2) I think its a TES5Edit bug. If it works the second time it should be fine. A quick way to tell is if the master has been added to the header of SR Conflict Resolution automatically.
  11. Use performance version of Vividian ENB, install lower texture sizes where available, and be sure to lower shadow quality to 2048 and I think* you should be ok.
  12. I've got this one installed for testing now, however it's hard to tell if it's actually doing anything extra since I crash so rarely. The fixes definitely look useful. If anyone has a more crash-prone game please leave feedback.
  13. I did send you a msg on steam last night Darth but I'm also testing Arthmoors villages for SRLE base now, so may want to hold a few days on that unless you want to edit again... lol. :)
  14. You just quoted them... DELEV and RELEV for SR Conflict Resolution. It looks like the others in the primary guide are removed since LOOT is providing the correct tags for them now, however they would be listed similar to LOOT Metadata updates.
  15. Basic mudcrabs and wolves are pretty easy to defeat on Adept difficulty. These are unchanged from vanilla (i.e. nothing in SR:LE changes these). Some wolves are added by Skyrim Immersive Creatures which are a little tougher but not overly so. If you find them overly weak, turn up your difficulty in the game options to Expert or Master. Unfortunately, this method also buffs your companions... just not you. This is something that big overhauls like Requiem and PerMa/SkyRe tried to address as it really affects many factors of the game. Bear in mind that in the SiC MCM there is a difficulty slider there too which will affect the level of enemies that you will encounter. I would suggest tweaking this to your desired level of difficulty. Early game bandits, with the exception of bandit chiefs are not overly difficult either. Though they should be harder than the base vanilla game and have some interesting abilities. To be frank, the only "difficulty" increasing mods in SR:LE are Deadly Dragons, SiC, OBIS, and HLE. Pretty much everything else is vanilla Skyrim. The main features of SR:LE at this time are amazing graphics, bug fixes, world consistency, realism/survival gameplay, dangerous traps, better vampire and werewolf gameplay, consistent equipment stats, etc. but generally it stays about the same as vanilla Skyrim in combat difficulty without adding mods on top. Some mods I've used in the past to ramp up difficulty: Duel - Combat Realism (General Combat) and SkyTEST (Animals). There is another guide on this forum called "SRLE Extended" which seeks to add some of these types of mods on top. I'm personally in the process of testing Ordinator out with SR:LE, so will try and keep updated with how things progress over time. Hope this helps clear things up a bit.
  16. Shield bashing a wolf is a little off, I usually have to hit them at least twice or more for them to die.
  17. It never hurts to maintain compatibility for users down stream. :)
  18. Enemies start off easy and get progressively more powerful. Early game wolves are fairly easy, as are most forsworn but the briar hearts are bastards... :) Master vampires hurt quite a lot as well. These starting enemies are essentially vanilla Skyrim except the bandits which are OBIS. Creatures from SIC / OBIS will be more difficult and as you get higher vanilla will start to catch up with HLE.
  19. Looks useful, thanks. :)
  20. I'll have to reply better at home... however if it ever asks you to save something that is NOT SR Conflict Resolution you did something wrong and you should say no. For the AMB one, you copy as Override into SR CR then change the values. Never change the original plugins. If you don't use Falskaar or Wrymstooth then yes, skip them. I don't know what your mod list is like. The CR page assumes you use full SRLE.
  21. KS Hairdos base mod was in SRLE, then it was deleted from the nexus due to permissions issues and therefore removed. It's back now + the linked hdt edition, it's on my list to retry.
  22. That sounds correct to me. :) I would get in the habit of searching for the formid rather than searching under a specific plugin. You can do the Copy as Override into by clicking the column.
  23. If you mean ClimatesOfTamriel.esm then that is it, yes. I assume you mean to disable the Cot patch for minty not minty itself. :) I'm not at home to verify but from my memory that is it.
  24. Personally I check them all, except for the two that are merged into the Bashed patch. The files I want to merge I always put at the very bottom of the order.
  25. HDT cloaks are great but HDT is tied to FPS. Therefore if you get anything less than 60 fps it starts to get buggy. I tried it with base SRLE outdoors at 45 fps and it was very twitchy. Indoors very smooth.
×
×
  • Create New...

Important Information

By using this site, you agree to our Guidelines, Privacy Policy, and Terms of Use.