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Posts
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Everything posted by Kneph13
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As stated Claralux has no MCM in SSE, the Testing Facility takes its place. It doesn't matter what drive your OS or game is on. Windows can still block it, it's a feature of Smartscreen which was introduced and forced on in the Spring Update 1803. Also users have reported `Windows Defender and/or Firewall blocking some programs from running also. ~EDIT~ Oops, in the words of Gilda Radner's Emily Litella, "Never mind".
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@BlackJackal Might I suggest *cringe*, now that you have a better idea of what you are doing, that you scrap everything and start from scratch. Yes it is a pain, but we have all done it many times and you have the worst part (downloading all the files) already done. Secondly; don't worry about Convenient Horses, Lexy is going to be replacing it in her next update.
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It has been going great ever since she started. She has really only got upset about two things: Modders (and mod porters) not correctly porting and optimizing their mods for SE and people not reading or searching the guide and asking the same question over and over and over (*cough*SkyTest Animals and Predators*cough*).
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If they were deactivated by Wrye Bash and not mentioned specifically to not be included, they go in the Pre-Smash. Yes the guide is technical. It is not really aimed at beginning modders and can be a challenge for even moderately experienced ones. But by the time you are finished you have a pretty good idea about how to 'correctly' mod Skyrim.
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With the deactivated plugins you can do one of two things: 1. Leave them deactivated in MO2's right pane. 2. Go to each deactivated esps parent mod, double click the mod, open the optional esp window and move the esp into the optional section. After the main SMASH Patch, you will make a mod for it and activate it. Don't do anything else. The guide has you do the same thing I described just in a different way. I layed it out for you in the simplest error free way of getting across to ya. :)
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Assuming you have done all the merges up until the Pre-Smash Patch: 1. All plugins in MO2's right pane should be checked. 2. Run Wrye Bash through MO2. 3. Once Wrye Bash opens, scroll down to the bottom of it's window, right click on the Bashed Patch, and then select re-build patch. 4. A window will pop up with a bunch of checked mods in it. Just click OK. 5. When it is done, close Wrye Bash. In MO2's right pane you will now have a bunch of mods that have been deactivated: 1. First open MO2's overwrite folder and delete the Bashed Patch and Docs folder there. Now start at the top of MO2's right pane and scroll down, control-clicking any deactived mod you come to. 2. At the bottom of the right pane with all deactivated mods highlighted, Left-click, hold, and drag all deactivated mods to the bottom of MO2's right pane. Start Merge Plugins through MO2: 1. In the window that appears, right-click and choose deselect all. 2. Scroll down to the bottom. Now, activate ONLY the mods that were deactivated by Wrye Bash and that you moved to the bottom of MO2's right pane. 3. Highlight all the mods you just activated. Right click, a menu opens up click on Masters and activate Masters in that menu. 4. If the Okay button at the bottom does not become usable, scroll up until you see a mod in red ITALICS (NOT BOLD) and click that. Do this until all italicized mods are checked. The OK button should now be usable. You should know what to do from here. This is your Pre-Smashed Patch.
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Are we also using the Encounter Zone portion of Morrowloot Ultimate or just the loot section? I ask because I was reading an article about MLU and Skyrim Revamped's (Love the ai mod of this) Encounter Zones. The poster found that he/she liked MLU take on the world better but liked Skyrim Revamped's Encounter Zones implementation better than MLU's. What they did was remove MLU's encounter zone section and the three sections in Skyrim Revamped's Encounter Zones not related to Encounter Zones themselves in SSE Edit. They then loaded Skyrim Revamped Encounter Zones beneath MLU and the result was (in their opinion) a much more intelligent and better placement (and much more difficult) of EZ's with the breath of fresh air of MLU. This will make the earlier levels more difficult as well as the game overall. I am considering trying this out and put the idea here for anyone else to see. The article is here.
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I was using the Skyrim LE version of Better Stealth AI for Followers while I was waiting for Krytopyr's official port. The mod works fine. All it does is make them not use torches when you are sneaking and stops them from attacking when you are in Stealth until you or they are actually attacked. But with three followers (unless geared for Stealth) the latter will be difficult anyway. Sofia and Inigo may or may not work with this due to their custom AI. Inigo can be controlled with his whistle system if he breaks stealth too early. Sofia is the only one I am truly unsure of. Krytopyr has posted a "possible" fix on the mods SE Nexus web page you can try with her.

