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DarkladyLexy

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Everything posted by DarkladyLexy

  1. OK in a nutshell: Mods merged using Merge Plugins = the indivdiual mods get UNTICKED in Mod Organizer Left pane (expect for DSAMG -Dragon Soul Absorb More Glorious only esp are removed) thus all the individual MODS are UNTICKED AND DEACTIVATED. Mods merged into Bash Patch = Get deactivate by Wrye Bash in Mod Orgainzier Right pane. thus individual esp are still there but are UNTICKED (this normal and expected behavior). This is as simple as I can make it.
  2. OK let me see if I understand this correct. You have left the mods created using Merge Plugins activated in the left pane but deactivate the esp? If this is the case then all the mod created through Merge plugins should be deactivated in the left pane unless other wise stated. The Mods that merge into the Bash Patch and this get deactivated by Wrye Bash upon creation of the Bash Patch should be left deactivated in the Right pane. I hope that made sense.
  3. in combination the one from my dropbox only contains the updated or new records.
  4. OK guys I have just discovered that the legacy of the Dragonborn esp has no Bash Tags so we will need to add the manually So far i recommend adding: Delev Graphics Invent Names Relev Stats
  5. I have looked at my open bash patch and i sue Legacy of the dragondorn which has BCS integrated it looks like the MODL and INAM - Inventory Art is not always beeing forwarded into the bash patch. May be the tags are wrong or something? Think you might need to add the Graphics tag to book Covers of Skyrim?
  6. has anyone else notice the trousers from Northgirl Armour disappear when you are in water? I have given a pair to Sofia and every time she goes in water the disappear and you can she her bare legs? Edit: there is a Fixed on the mod page for that guess i missed it I'll add it to the guide.
  7. Ok guys i have updated Interesting NPC's to version 3.4 please also note that the test CR for version 1.54 has also been updated https://www.dropbox.com/s/486gl1tytlln5ll/SRLE%20Extended%20LOTD%20-%20CR%20Update%20for%201.54.7z?dl=0 this is for testing let me know if you see thing funky in it before i update the main CR.
  8. mmmm the animal merge should not have scripts in it so the only the I can think is you haven't setup Champollion PEX to papyrus Decompiler and Merge Plugins correctly.
  9. yes we used too need to do that in the Dark days before the Light of BethINI sprung forth from the depths of DoubleYou's madness lol.
  10. I am afraid you can't use turn it off in the MCM bit of a boob on Gopher's part really. So if you don't want it the the only option is to uninstall it an redo you the merge.
  11. hey guys just so you all know, I know I pulled it but for those of you who still have TME it has been updated. The mod author has tweaked the patcher which should hopefully have Fixed the alchemy and crafting leveling issue. He has ask me to relay that if any issues are found instead of us trying is fix them we should report them to him so they can be fixed.
  12. you will like have to some conflict resolution with the NPC Retexture merge and CR we provide.
  13. Ok guys Mod author has confirmed that TME and TRIW can be removed mid game just don't forgot to also remove the loose files installed into Mod Organizer. You will also need to rerun the Bash patch and Skyproc Patchers.
  14. I always advise not to uninstall mods mid game
  15. Morrowloot will conflict and you will have to your conflict resolution. We did think about a options page but Nozzer has decided to abandon that plan for various reasons. If you haven't run the patcher yet then it will be OK to leave them in just make sure you remove the TME - loose files from Mod Organizer. You only get 15 mins to edit post (unless you have a shiny badge like me).
  16. it not necessary to update BethINI i only updated cos i notice the program had been updated while I was doing my poking around today.
  17. no i am always open to suggestion the Windowed box needs to be checked in Bethini. Yes grass should be it's own heading. don't know never used those before. yes it was in my drop down box so i selected that I'll change it to 58. I am sure others will know better the me we do that way cos that is what are told to done on the STEP DDSOpt Wiki page https://wiki.step-project.com/Guide:DDSopt. And to everyone else upon reflection I have decided to pull TME and TRIW.
  18. No not at this stage in the guide life cycle.
  19. Thanks but I seriously think it would be easier just to pull the mods instead of trying to balance everything else around it. Unless someone actually wants to create an Uncapper specifically made for this guide. At the moment we are using the one made for Ordinator.
  20. cool i will roll that fix into the next CR update then.
  21. Try this https://www.dropbox.com/s/486gl1tytlln5ll/SRLE%20Extended%20LOTD%20-%20CR%20Update%20for%201.54.7z?dl=0 an see if it fixes it for you? possible I actually don't know how to adjust the uncapper I have never done it does anyone know how to do it or can do it for me?
  22. well let be honest who actually chops wood and mines ore to sell anyway? I am actually quite happy with TME and TRIW I am use my own adjusted Multiples so i might add those to guide. I am told if we don't add RP chopping and mining mod or use the bronze coins from the True Medieval Economy then we don't need to use the loose files. and I quote: "If you don't want both my bronze septim and RPCM then you don't need my Loose files at all, but this will strongly deviate from the TME's purpose because why would you need ultra-realistic medieval economy with unbalanced worker's wage and super-cheap GOLD coin?" Edit: I do see where DanielUA is coming from and he is right about the reduced carry weight and not everyone will appreciate that or like me use and abuse Sofia as there pack mule. So upon reflection I think it would be best to pull it.
  23. What Red lantern been awhile since i did the college quest line? All you should need to do is run the bash patch unless I have missed something I have never been very good with leveled lists? the guide should be pretty stable i gone 3 or 4 hours in one session and not a single crash.
  24. Ok guys it has been pointed out to me that maybe I have misunderstood the whole point of the True Medieval Economy and that we are missing a fundamental mod RP chopping and mining by Issarlk - https://www.nexusmods.com/skyrim/mods/18336/? without it actually breaks woodcutting/mining mechanics. having this means mining and wood chopping actually take time a mean a lot of time: Changes: - Ore veins are infinite. - In order to mine ore, click on it and push the wait button to advance time (or look at your screen for an hour, it'll work too). - Your character is rewarded by a variable number of ore, depending on the metal: - Iron: 4 per hour - Orichalcum: 2 per hour - Corundum: 1.8 per hour - Quicksilver: 1.6 per hour - Silver: 1.6 per hour - Moonstone: 1.5 per hour - Malachite: 1.5 per hour - Gold: 1.25 per hour - Ebony: 1.0 per hour - Soulgem: 1.0 per hour - Chopping wood is done the same way and yields 10 firewood per hour. Cos basically RP chopping and mining overrides CCOR faster mining and wood chopping and chamge the Prces: New prices: - Firewood: 1 - Iron: 2 - Quicksilver & silver: 5 - Orichalcum & Corundum: 8 - Malachite & Moonstone: 10 - Gold: 15 - Ebony: 20 Together with the amount of each ore, it's balanced so a miner or wood chopper working for 10 hours can earn around 100-200 gold. but who actually sells chopped wood or Ore? So basically the whole point of TME and TRIW is make things "Ultra realistic" which lets all be honest we don't really want to hang around for ages mining or chopping wood do we. So i am thinking perhaps we should just pulled both these mods cos you guys don't seem very happy with it or am I not getting that Right?
  25. that is correct you still need Hothtrooper44_ArmorCompilation.esp and activated.
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