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DarkladyLexy

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Everything posted by DarkladyLexy

  1. For now the SRLE Extended LOTD - CR Update for 1.57 (TESTING) fixes a placement conflict between a tent added by ICAIO and Arthmoors Dawnstar. It will be included in the next CR update so what you can do it copy it across to the main CR. Yes the settings should now be identical I still say maybe best to keep to make sure the ini settings are there but dealers choice. I didn't realize about fGlobalContrastBoost tweak only being needed for SSE guess i should remove it then .
  2. Ah right I didn't realize that in that case yes it would now make sense to push Arthmoors village Mods up the guide so that doesn't happen. I'll look into the conflicts when I can.
  3. if you used BethINI and set up as per the Prerequisites Page It should already be set it is there more as a reminder to do it.
  4. This normally happen cos either Vsync is not on or you have not limited you fps to 60.
  5. Ok well I have switch BethINI to in line with Veydosebrom but you guys go off test it for me and let me know. If in general the fps hit is is too much we'll change back to 75.
  6. yes I was going to Switch iMinGrassSize=50 and fGrassMaxStartFadeDistance=18000.0000 in BethINI to be in line with Veydosebroms ini file but like i said ran out of time this morning. Darth's Mum is fine the operation went well she is recovering but looks and feels ****. She'll be in hospital for 2 weeks but then it is a 6-8 month recovery so you guys will have to bare with me.
  7. ah right yes I completely forgot about Farmhouse chimneys yes now that we use all of Arthmoor mods we can use the merge plugin So More tweaking to come. As for Veydosebrom - Grass and Groundcover INI file that should overwrite what we did for BethINI i still need to tweak I just didn't have time to do that this morning since me and Darth had to go to hospital to visit his mum since she has just has just had very serious op and my brain is shattered.
  8. OK guys have switched from Verdant to Veydosebrom - Grass and Groundcover also take note of the updates to the Trees and flora merge.
  9. no it is because this guide hasn't been updated since 23rd May 2017. If you want a more upto date version of this guide may I Recommend SRLE Extended Legacy of The Dragonborn https://wiki.step-project.com/User:Darth_mathias/SRLE_Extended_Legacy_of_The_Dragonborn it use this guide as a base then ass extra things on top. This is created by me and my husband and is very much active and being maintained.
  10. so i have just completed Moon and Star it actually quite a short only about 3 parts to the main quest and 4 little side quests but if you know your lore quite interesting guess I was expecting it to be longer.
  11. I had to forward a land edit from LOTD cos it was being overwritten by groundup cos it was preventing access to a treasure but I have checked again and it looks like best to keep groundup, but Unbelievable Grass Two Lakeview Manor Patch can be dropped from the tree and flora merge (one less layer of complication is all good). So now on my next headache Dragon priest masks issue for beast races not sure how to fix that one cos the mod author say they work so we must be overwriting something my guess would be the meshes for improved closefaced helmets or maybe something an esp i can't see what it is thou So over to you guys to point me in the right direction on that one.
  12. 26. Dragon priest masks have serious clipping with beast race (Currently don't Know how to fix)
  13. Ok so finally taken a look at Veydosebrom - Grass and Groundcover and my current train of thought is we switch from Verdant to Veydosebrom cos the grass clip age isn't as bad, we use the vanilla version with M's Cut ini file. We can merge it into with the Trees and flora merge. This also means Arthmoors Dragon Bridge can go in and I also think the mods Groundup and Unbelievable Grass Two Lakeview Manor Patch can be dropped. could someone with Veydosebrom confirm my logic It would mean a tweak of the CR thou.
  14. Unless I understood wrongly Deadly Dragons assault is a separate system so shouldn't effect normal attacks, it will just add extra attacks. so in theory if you set all dragons spawn times to 3 days is should spawn a dragon every 3 days but if Deadly Dragon is also set to 3 days that will spawn and extra separate dragon which what I got. But I will be keeping a eye on things. Yes i will test out Veydosebrom - Grass and Groundcover after a little snooze.
  15. I am still considering switching to Veydosebrom - Grass and Groundcover really should take a look on my test build. As for Dragons I did speak to the mod author of DDC and he said it best to keep all Dragon encounter timers the same otherwise undesired effect may happen. He did mention the DD Assault feature is a compete separate system so I have changed that to 5 days +/- 36 hours (Was 4 days +/- 36 hours) so hopefully now it shouldn't interfere with Vanilla dragon spawns I will keep an eye on it.
  16. oh another little issue just had 2 dragons spawned at the same time from 1 mod on from DDC and the other from DD More Tweaking the MCM's needed
  17. ahhh just started Moon and Star and the village of Vivec is covered in grass from bloody verdant does anyone know if there is a patch for these 2 and am loathed to get rid of verdant.
  18. does anyone know how to fix the issue with the dragon priest masks for beast races? cos i can't figure it out. Edit: the only masks that look ok on beast races are Krosis and Konahriks all the other are not so good.
  19. Ok these are the same as mine so i don't get why you are having the bald head issue. it right smack in the middle of the road and coves most of the road it is very annoying. I haven't tested this but but it could be because we remove the worldspace edits using Hihy's script I remember someone mentioning something about that before.
  20. that from the gray Cowl of Nocturnal basically starts the quest. I am considering but the issue is the annoying grass that appears on the road after it has been install i looked at the form ids and there from trees and flora merge i have feeling it unique flowers and plants but not really looked into it that much cos I've got a thousand other things on my plate. can you do be a few screenshot please in xedit and I'll compare with mine for you.
  21. Ok Guy I have added Arthmoors new Dawnstar Mod New Testing CR 1.57 is available from the dropbox it fixes a issue with the tent added for the ferryman added by ICAIO.
  22. well i tried a Dunmer female and no issue with the Rahgot Mask in fact that the mask you are having issue with isn't covered but the CR but the "Replica" from LOTD is what I did was use record from ICH Patches Merged then copied the VMAD from LOTD and OBDN from LOTD. So only thing i can think off is you are you still using the ICH Merge old Loot Rule or you are using the older version of the Improved closefaced helmets Undeath Patch make sure the loot rule has been remove and you are using version 1.01 of the undeath patch you will need to create your bash patch.
  23. xxffeb7a Bedroll, xxffeb7e Tent (xx is the form id for ICAIO) These should be fixed all masks should in the CR. what Race and Gender are you so i can try it out my end. edit: I have tried all masks on all races and genders there issues with beast races but this is a known issue which i can't fix (cos i don't know how).
  24. this tent a bedroll is doing my head in i have moved them but the bedroll has completely disappeared after entering the new xyz coordinates in xedit anyone know why. these are the new Coordinates: tent: pos X: 29267.85 Y: 110827.72 Z: -13978.81 Angle X: 0.00 Y: -0.00 Z: 80.11 Bedroll Pos X: 29276.49 Y: 110834.76 Z: -13984.32 Angle X: 0.00 Y: -0.00 Z: 79.07 This should just move the tent and bedroll down the beach a little past the dock. The tent moves but the bedroll doesn't.. Edit: Never Mind I forget the minus symbol from the bedroll's Z Position.
  25. yes i know about dragons bridge but we don't use that cos of the landscape edits cause annoying issues cos of tree and flora mods. Or it may even be because of GroundUp not really looked that deeply into it. It doesn't look like there are issue with no snow under the roof but to be honest I didn't have a lot of time this morning to thoroughly check all conflicts. The biggest i spotted was with ICAIO and that is a easy fix just need to move the Tent and bedroll for the Ferryman
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