Jump to content

cstarkey42

Citizen
  • Posts

    571
  • Joined

  • Last visited

  • Days Won

    14

Everything posted by cstarkey42

  1. I've been using real shelter since the new author took over and, yeah, the new script is amazing. There used to be quite a transition between the weathers and now it's fairly seamless (the only thing I notice is the amount of rain seems heavier when under the shelter than when out in the rain ). I know the older version would suggest not to save when under a structure during rain/snow or it could cause problems but I haven't had any issues with the new version. I can't say for sure that it won't cause an issue but, to be honest, I never even think about it/notice when and where I'm saving but my game still seems to be running smooth with no issues of saves not opening.
  2. This could be a nice surprise: https://www.nexusmods.com/skyrim/mods/59937/?
  3. Dreadflopp I looked through the patches and wanted to let you know: 1. 460 is also the number used for Immersive weapons patches. 2. Dragon Combat Overhaul uses the old version as a master. It's now "Dragon Combat Overhaul.esp" as of the newest update from about a week ago.
  4. I think the long beta period gave some authors time to get a head start. Apocalypse and Thunderchild already have patches and Raulfin's patches/xml looks like it covers most everything for weapons and armor. He listed a few things that he plans on getting to and morrowloot is on his list. He's insanely fast at patching so you should be able to simply drop it in the pack before too long.
  5. Thanks. I discovered my mistake this morning. In the video you click "high" but I was leaving it at what I thought was default by not clicking any buttons. I clicked "high" to see what changed and then, when I clicked "default", I realized I was supposed to press "default" to begin with and that it wasn't automatically in the default state. My bad but you might want to specify that in the manual as well. Once I pressed "default", of course, I saw the edits/rules that would be adjusted for skyfalls. Also, in the video you do both dragonborn and dawnstar dlc until you get to unpacking the landscape LOD, where you only do tamriel and solstheim. I assume we should still do hunterworld for dawnstar and other, non-official expansions that we have here, such as wyrmstooth, etc... Is this correct?
  6. If we're using Skyfalls and Skymills when do we put the rules you have listed in the documentation? When we run the DynDOLOD worlds.pas script for tamriel? Do we leave the rules in the for dragonborn and dawnguard as well?
  7. Hey Sheson Thanks for making this, it looks terrific. Between this and your memory patch you should never go to a bar or restaurant and buy your own drinks and meals ever again. My wife wants to make sure that our little Johnny arrived alright. We sent him fedex but lost the tracking number so I trust you're taking good care of him. I've watched the video and read the document and it seems clear, for the most part. Once I sit down and actually do it I'm sure it'll be more clear. I've been waiting for some clarification to emerge in this thread before I try, however, concerning SFO (I'm sure 95% of the people are using 2.0 by now), town mods and expansions, such as wyrmstooth and falskar. My questions for SFO have been getting answered, thanks, but I agree that if you were to add some clarification in the instructions for SFO, ETAC (probably the most used city mod so that would help not only for etac but to provide a basis for other similar mods, if they even need it/will benefit from it at all, I'm still not sure), and wyrmstooth and falskar (I'm assuming they are no different than the DLC but, again, I'm not 100% sure about that). I know this requires a little more effort but I think it will save you a lot of time in the long run since you won't have as many questions to answer. Thanks again. You've done an amazing job for the skyrim community.
  8. Hey dreadflopp I've made replacers for SkyRe_Main.esp, CCOR_IA7_Patch.esp, and CCOR_SkyRe_Patch.esp, all based on the latest SkyRe compatibility patches/Unofficial Patches by Xathra and Raulfin, in which I basically followed what Garfink had done by removing high level Dwarven, Elf, Orc, Daedric and Ebony weapons and armor from the leveled lists. I also made a Complete Crafting Overhaul_Remade.esp replacer in which I removed the same things. I also set all of the Daedric equipment recipes to not be able to be crafted, following the Morrowloot manner or removing the forge and leaving the field blank, as opposed to just deleting them like they had been before. I was going to set the ebony armors to skyforge only, again, like morrowloot, but that got tedious real quick so I only changed the daedric recipes. I've been using them for a couple days to test them out and I'm not having any problems and am not finding any equipment so it seems to be good to go. The only thing I left on the lists were the boss items so there are at least some quality goods out there but only bosses should have them so you're in for a battle to earn them. If you're interested in these I'd be happy to send them to you. Just let me know.
  9. That does seems a lot more clear now, dreadflopp. Hopefully by the time somebody decides to try this particular pack they've got some experience with the game and other packs/step so it will be fairly obvious to them.
  10. I always thought that he caught a lot of grief for his inis, despite the fact that they were by far the best guidance you could get about inis for the longest time, but this isn't the first time he's just up and deleted his files abruptly. The nexus can certainly be ridiculous with its rules but it seems really iffy to me when someone is accused of using somebody else's work, basically plagiarism, and they just up and delete their stuff instead of apologizing and dealing with it ("melt down" is a bit of an exaggeration, sure, but deleting everything seems like a huge overreaction and a more dramatic than necessary). His ban was just that he couldn't upload for 14 days, not even that harsh of a punishment, so, regardless of what the real story may or may not be it sure doesn't make him look very good. It's too bad, regardless, because he was really starting to release some of the best retextures with a very distinct, dark feel to them. Sorry, I didn't mean to hijack the post again (a Whiterun retex did seem appropriate to post here, in my defense) so, um, here, watch this and be happy: COPS: Skyrim
  11. Ummm...whoa... Skyrim Radioactive HD Also, did anyone else get a chance to check out Ewi's Whiterun before he had his melt down? That and his caves are really, really good but, seriously, think what you will of the guy his Whiterun retex is absolutely stunning. With JK it blows my mind. The amount of detail he put in it isn't like any other city. Of course, you can't get it now but if it comes back up or shows up on another site I highly recommend checking it out.
  12. Thanks for the responses, dreadflopp. I'll let you know if I reach a conclusion (or if I play with them at all, using them with skyre and the uncapper is turning into more of a pain in the ass than I think it might be worth). I saw your edit to the morrowloot instructions and wanted to say it might seem a bit confusing to some. The sentence "we only want to use morrowloot.esp from the morrowloot 4E edition" might make some think that they should install the meshes from the original morrowloot and ONLY install the esp from 4E. I think most will know what you mean (at least I hope I do, or I've really got some problems going on in my install!) but I've followed these forums long enough to know that there will undoubtedly be some who are confused. Not a big deal, of course, just thought I'd try and save you from any future headaches (and let you enjoy more time to actually play the game. Spoiler alert, but I hear there's actually a dragon hidden somewhere in the game. Apparently it's not quite as cool as "Adventure" was but, well, it's a dragon none-the-less).
  13. Lol, sorry, I should have included a link. I was going to say I don't know when they looked at it last but, well, in Isoku we trust! :-) I remember them talking about WAD and, yeah, it seemed to have a lot of issues but Isuko has really ironed out the kinks in his take on the concept, LAD, and added a ton of features, such as widgets similar to ineed, and it really does kick ass. The fact that your weapon degrades and eventually breaks and the fact that npcs will now loot corpes, limiting your ability to, are both amazing features and things that would fit into this pack perfectly. Another mod you might want to check out is Simple Taxes. I see what you're saying about leveling redesigned and, yes, one way to do it is just to give your perks to a particular type, like stealth. This mod, however, makes it much more difficult than that. You only can assign perks to stealth, for example, when you level up in stealth (at least if I'm understanding it correctly). So if you run around killing a bunch of things with your sword (combat) you will be limited to assigning a perk to a combat related perk. No more pimping up sneak and lockpicking by using combat and magic. Also, when you level up due to combat you gain +10 to health and cannot assign it to stealth or magic. Basically your playstyle defines what type of character you become, you don't get to manage your abilities by "cheating" the system (no more spending time in the forge in order to build up magic and combat). I'm trying it out and not sure about compatability, however. I'm using skyre and the uncapper and got to level 1 but the leveling system was vanilla. I'm not sure if it's incompatible or too many scripts on my end, however, so I'm trying a different set up to check it out (also switched to better leveling - kickass to save me some time). Another thing I'm not sure about is if it has 3 different experience bins (combat, stealth, magic), which I assume it must, and which could hypothetically lead to 3 quick level ups (combat, stealth and magic if your doing a bit of each type of action as the game goes on) or if it's only due to which ever you were doing last (ie you're about ready to level up and go over the threshold by picking a lock, giving you a stealth restricted perk. This, of course, would be stupid and make the mod basically worthless in my view so I doubt that this is how it would work but I can't be sure yet.) Anyway, I'll let you know if I have any luck with it and what I think. There weren't any conflicts in tes5edit, btw, mainly because it adds its own new fields for most ever edits (except 1, which seemed minor).
  14. Hey all Thanks for making the switch to Living Takes Time, I've been using that already and I agree, it's much better than Professions. I'm wondering if anyone has tried the mod Leveling Redesigned? It sounds like it might be perfect for this pack and a good mod overall. I'm thinking about adding it to my new playthrough and am wondering if anyone else has tried it and what they thought of it. Thanks. Edit: Also, how it Loot and Degradation not in this pack? :-) It's a perfect fit if ever there was one!
  15. Thanks a lot, dreadflopp, I appreciate all of the hard work.
  16. Thanks for the updates, dreadflopp. I'd have to agree with darkside, however, I found the individual patches easier to sort through and confidently pick and choose what I needed. The merges look great but being named after step core and step extended adds a bit of uncertainty to a user like me who uses most of step extended but also has other mods added (regs, srle and my own additions) and doesn't use the extended.esp (most of the fixes are already taken care of through the srle compatibility patch. There are also too many additions to the step core/extended esps relating to mods I don't use). It's not a huge deal, I can easily go through tes5edit and edit the patches but, if they're dependent on a mod I'm not using, then I have to add that mod just for the sake of removing that mod. Thanks.
  17. @IdiotDave It's not quite Dynamic Potions but I thought you might find this interesting to use with Skyre: Immersive Potions
  18. JK strikes again: JK's Windhelm Here's my list of merges: https://pastebin.com/5aaADCPd
  19. I haven't been playing much as I'm waiting for cwo 4.0 before starting a new game but I did check out skysight with sfo 2.0 and realistic aspen trees and it looked great. Definitely a keeper.
  20. I posted a message there asking if they would be interested in making morrowloot compatible version but never got a response. Raulfin is all over the nexus making patches so I thought he might be interested but I guess not. Oh well, he really seems to have his hands full with the 1000 other projects he's got his hands in so I don't blame him. I wasn't sure if Garfink was coming back or not and didn't know if skyre was something you were still interested in, darkside.
  21. There were a few that didn't work well when I tried to merge them into my "mega mp", which is a large comprehensive merge of misc armors/weapons, small edit changes (such as ragdolls), and other mods but I can't say for sure if they wouldn't work at all in any merge or if there was a problem with the particular merge I was trying to force them into. Some, such as the cloaks add-ons and WIC, seem like they should be easy to merge while keeping the dependency on cloaks.esp but weird problems would develop. Merging just cloaks dawnguard and wic, however, seems to work fine. It's really all just hit-and-miss as far as I'm concerned. I'm sure there are others who understand this stuff much more than I do and could explain why some work and others don't, even though to apparent conflicts or other flags occur in tes5edit, but the only real way to know if a particular mod will merge or not is to try it and see. Renumber form ids vs not seems to be the similar flip-a-coin approach...it's a bit more mechanical, at least, but like I said before sometimes it just doesn't work for whatever reason and all you can do is shrug your shoulders.
  22. @hishutup Thanks for working on an Oblivion modding guide. It's looking great and I'm happy to see people taking the initiative to make guides for Oblivion, FO3, FNV, etc... I've been putting off playing those again/for the first time because I didn't want to spend days going through old mods trying to find the best combination so efforts like yours are really appreciated. The problem with the MCM menus is an easy fix: 1) Personally, I copy all of my esps and place them into a Merged esp folder and place my MPs into a MP folder. This makes it much easier to update files without having to search for each individual folder and activate the esp. Place the original esp into the optional folder (I use MO so hopefully this makes sense to you).2) Go to *original mod folder/Interface/Translations/*original mod_english.txt, open the txt and copy the contents.3) Create a MP folder/Interface/Translations/*new MP file name_english.txt and copy the contents into the txt. Other mods with this translation file need to be copied to this file as well, just put a space in between each new txt you copy over. Failure to copy them over will lead to a messed up MCM for that mod. If you notice you missed one simply add it later and it will work fine. (ie merging something like achieve that and unequipped ammo together)4) If you don't want to make new folders this should still be easy to follow, just keep the folder structure consistent. The MP could even be in the original mod's folder, moving the unneeded esp to the optional folder, of course, just be sure to create a new txt with the name consistent with whatever the new mp name is.
  23. Renumber form ids means to leave the option selected, yes. My rule of thumb is to not renumber merges for patches for the same mod, such as the etac patches, while renumbering merges for esps from different mods. This doesn't always work, however, so always error test ( close tes5edit, rerun t5e and check for errors ) and yes, definitely pay attention to other files which are going to rely on it as a master. Sometimes you need to run your whole load order to get the merge to work, so you are sure to run all the files which are needed ( ccor seems to have this problem sometimes. You would think it would be a master, but it isn't always, and sometimes you'll keep getting errors in the merge due to one simple little item but if you run the whole thing and then merge it it will work right. It's beyond me, this is much more of a trial and error process than an exact science ).
  24. You can merge BCS along with the skyre, CCOR and TCIY patches into one and just rename the mp "Book Covers Skyrim.esp". All of the "qotsafans misc reproccer + destruction tweak 50 patch" edits are in the xathra's post reprocc patch so you don't need that file. The "qotsafans ingestibles + radiant potions hf patch" can be merged with the other skyre patches mp. Mine looks like: ISCompendium SkyRe Patch.espFALSKAAR SKYRE FACTION PATCH.ESPHarvestOverhaul_SkyRe_Patch.esp Harvest OverhaulBRING OUT YOUR DEAD - SKYRE.ESPSKYRE CONSISTENT OLDER PEOPLE.ESPOBIS SKYRE ENEMY SCALING PATCH.ESPqotsafans Ingestibles + Radiant Potions HF Patch.espSkyRe_SiC_Patch.esp Skyre Compatibility and Reproccer Patches though I don't use the Falskaar...esp since I get all of the factions brought forward in my tes5edit patch. Just rename your merge "skyre patches mp" or whatever. In fact, you can then merge this with SR conflicts, MMO patches, etc... My "Conflict Patches MP" looks like: SR Conflict Resolution.espREGS - SRLE Patch.espSTEP MMO MP.espCombat Evolved.espSKYRE PATCHES MP.espCONFLICT RESOLUTION.esp (my own conflict patch for other mods I'm using)AOS-SOS-ELE Patch.esp (my own patch for, you guessed it, AOS, SOS and ELE conflicts) There are errors in Xathra's "Pre ReProccer WAFR ia7 iw uu amidian...esp" due to the updates in UU but the "WAFR UU Pre Reprocc...esp" will update those so just load the later after the former. In fact, you can merge Pre ReProccer WAFR IA7 IW UU aMidianSS Content Addon PatchWAFR UU Pre ReProccer PatchCCF PreReProccer PatchPre Reproccer_ICH and Post ReProccer Fixes OBIS Patch GIMPYONESPost ReProccer Fixes CCOR IA7 IW UU aMidianSS Content Addon Patch XATHRAPost Reproccer_ICH XATHRA and rename each file to the first in the list ( ie pre reprocc... and post reprocc...), though the post won't merge with the script so just use the files as a guide to bring forward the edits from the original esps ( ie just drag the improved helmets... edits into your new file and the rename it to post reprocc...). The only qotsa file you need is explosive bolts, and that isn't showing any errors either so you should be good to go. I hope this helps. Here's a list of all of my merges, which might help as well: https://pastebin.com/5aaADCPd
  25. @hishutup Which patches are you referring to? I've error checked the ones I'm using and tes5edit didn't give back any errors. Also, I was able to merge them all except the aos-skyre patch. The merges passed the error checks as well.
×
×
  • Create New...

Important Information

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