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jdsmith2816

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Everything posted by jdsmith2816

  1. I'm in the process of updating it now. Will be posted today.
  2. The final ranges in Race Fixes are actually the result of values in https://www.nexusmods.com/skyrim/mods/72596/?
  3. If you have no race records in your RFTI then you probably didn't configure it to use NPC Retex as visual for race and npcs... There's a step wehre you change a reqtificator ini file.
  4. If you're in TCL... things don't move. Also check your FNIS and XPMS installations.. make sure XPMS is not throwing errors in it's mcm menu and that FNIS was actually run... with the extra animations checked
  5. It's not that it's hard... normally. ECTV has ALOT of stuff in it... and they're big esp. It's a bit of a PITA to regenerate the NAVI on that one... I also can't imagine most users of the guide doing it right first time around. It's just not something most people are familiar with. Awkward... if that's the case we'll update the guide such that the WSCO skin texture is kept. I must have done it on my machine without carrying it forward or something.
  6. Thanks. Use the latest version.
  7. I'm sure Paul will see this and update guide when he's back... This may be close to what you need, let me know. https://pastebin.com/uP4ELZbL Yah, it's a beastly merge. You can either do the merge yourself, use johnnywats version, or wait till next week when we have a solution. :)
  8. Does the archive not include the `+++ECTV Merged\merge` folder? Nexus appears to be down right now so I can't check. Assuming he hasn't updated it since last time he sent it to me the contents of the file are such: https://pastebin.com/MD8LDwuL Also check my previous post again... I added more details and it looks like your quote is from before I edited it.
  9. Yep, technically you could fix that by looking at the merge map in the `+++ECTV Merged\merge\ECTV Merged_map.txt` file... it maps source.esp=### (where ### is the number of renumbered formids) original-formid=renumbered-formid Example: JKs LITE - Merged.esp=306 000F2343=009932DD This means that xx0F2343 is now xx9932DD where xx is the mod index... If ECTV Merged is at A0 in your load order for instance in xEdit you'd enter A09932DD to view the thing that was previously at xx0f2343 At this point renaming the nif to the new formid (009932DD... 00 becuase for this purpose skyrim assumes it's at index 0...) and the folder to ECTV Merged.esp would, I think, solve your problem... I think. Definitely worth a try... their faces aren't gonna get any more grey ;) Does the above make sense? When Paul gets back from his weekend vacation we'll discuss how to resolve this for all users. Thanks for helping to work through this!
  10. I think the point is that the facegendata from the folders needs to match up with the final esp. I haven't run Requiem with the current ECTV only Paul has... I started my playthrough on the old Holds based ECTV and can't just swap it mid game. If the final esp is ECTV Merged.esp and the mods being merged have facegendata in, for instance, an ETaC - Falskaar.esp folder try renaming the folder to ECTV Merged.esp If this fixes the problem then the way we're hosting this isn't going to work. Paul is currently hosting ECTV Merged to save everyone the trouble of regenerating NAVI on that merge.... it's a beast.. He may have to include the facegen files as well though.
  11. It's a holdover from ICAIO.. it removes the public flag and the cell was copied in when adjusting something inside.. I forget what. I keep meaning to fix it but it keeps hot happening :( Regarding relighting skyrim... I'll upload a new version soon. If you dont'w ant to wait just grab the current RS and filter for conflicting cells... Remove any cell record covered by one of our overhaul such as Radioactive or ECTV. That's all I've been doing really... NLVA TS requies True Storms... and both are merged in WLSO? It is normal to get a navmesh isse... The conflict is ina test cell and has no effect on the game. You appear to have some greyface type of issue going on there.. Her face does't match her body and it's almost greyish. I haven't had that particular issue though :(
  12. Changelog does't appear to be anything script driven. I'll update my copy to latest and re-modify it later.. Maybe this weekend. Essentially all I'm doing is stripping out the cells that are heavily overhauled by our mods so we don't wind up with strange lighting due to changes RS makes assuming vanilla... if that makes any sense. Literally just filtering for cell conflicts and hitting delete on the relevant cells.
  13. Thanks for the kind words! Let us know if you have any issues we'll get things sorted out.
  14. Install 1.7; IIRC nothing in the changes posted on the requiem subreddit are cause for concern. I'll check for any small compatibility issues later but you should be good to go. I'm sure Paul will update guide soon.
  15. No, ther eshould be no errors when doing an SMC combine.
  16. From that list YASH guide currently has Artifacs of Boethiah, Immersive College, Forogtten City, all the BadGremlins, Heavy Armory, fAlskaar, Gray Cowl, Helgen Reborn, ASLAL, Konahrik ACcoutrements... As well as additional things that tie in not listed there such as More Interesting Loot.. Oblivion Artifact Patch..
  17. Yes. Much better than Requiem does. :)
  18. It's pretty easy to remove for instance Requiem and add in any gameplay system... such as YASH or Enairim... I think it took me like 1.5h or so to fully extract Requiem from the guide before working on adding in YASH? The guide is, more than anything else, a really solid base world to plug in whatever gameplay experience you want. Having said that... YASH is still pretty hardcore but it's all about your character skill rather than your player skill. Requiem is very PERK based while YASH is all about skills. It rewards character planning with large differences between the races, standing stones and the updated perk tree mechanics.. If you have 50 alchemy you can choose any talent in the alchemy tree with a skill requirement of 50 without having to invest 5 points or whatever to get there... This unlocks alot of interesting builds. There are a few other perk changes it makes... You'd really benefit from watching the short youtube video on the YASH page and then reading the mod description... it's very thorough and should give you a good idea of what to expect. The latest version has made alot of the changes MCM configurable.
  19. For NLVA w/ ELE configure your WLSO as shown in the screenshots below... Note that I left VW activated after merging... NLVA depends upon the assets of VW.. Make sure the VW esp is marked as optional/deleted before doing your merge... NLVA will not work as expected if you have the VW esp in your merge / activated. https://imgur.com/a/1iyhS Edit: Make sure you also have the ele__requiem.esp sorted appropriately between ele__relighting-skryim and ele__sojund The screenshot doesn't show it because I was doing the demonstration from my non-requiem load order... Everything else is 100% the same and accurate... just add in the ele__requiem file.
  20. The Reqtified guide? It already is. The only changes we're making at this point are maintenance related... When a mod updates or when someone reports an issue. If you mean the YASH guide... it's almost stabilized for a first playthrough. Maybe this weekend?
  21. Ah. I'm avoiding SSE... maybe... eventually... I'll give it a try. I wouldn't expect to do so before this time next year though. Just based on my guess for when SkyUI, SKSE and ENB and all the mods I'd like will be back to the state they are for Oldrim.
  22. I think Paul is trying yash + ordinator in his next run but I'm sticking with the YASH adjusted perks. I'm looking forward to some reports about how the game feels with Ordinator as well... I think you'd end up overpowered but we'll see :D
  23. Either don't include it (not a big deal... probably preferable actually if doing a melee playthrough) or ask someone for a copy.
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