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jdsmith2816

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Everything posted by jdsmith2816

  1. Each of the mods I listed handle seperate things. Mortal Enemies + Athletik + Wildcat + Deadly Combat... Wildcat and Deadly Combat have some overlap but even the author of DC prefers to run it with Wildcat. They complement each other well when properly configured. Athletik and Mortal Enemies goes a long way towards fixing movement in combat and the retarded angular momentum of npcs and animals.
  2. Totally doesn't matter since guie uses AAE which has to load after both and wins all of those conflicts anyways. Yes, let AAE win the bits it changes and take mortal enemy values for attack angle and such.
  3. Looks like the configuration I was speaking of is on the SE page.. I think they're still fully relevant for classic. https://www.nexusmods.com/skyrimspecialedition/mods/8850/? I'ts under 8. Recommended Mods - Wildcat I haven't used Ultimate Combat so I can't speak of the differences there.. But a couple things I really like from Deadly Combat are timed warding (like timed blocking but harder due to the delay on wards.. successes reflect spell projectiles) and ability to use a ward like a shield to block physical attacks/train blocking/etc.
  4. Yes. I personally run mortal enemies, athletik combat, wildcat & deadly combat.. The deadly combat page has instructions on how to configure wildcat so that they complement each other. It's a great setup imo but everyone has their own opinions :D
  5. Hishy made an automated patcher that does most of the work for updating mods to work with open cities. It does require some knowledge to ensure the result is ready for use.
  6. I would suggest you look at https://www.nexusmods.com/skyrim/mods/80076 and https://www.nexusmods.com/skyrim/mods/79784/? rather than Weapon Range Fix
  7. If you didn't turn it off in your enb config then you have it since pretty much every preset defaults to turning on rain handling.
  8. Ahh I misunderstood. If using MO all that you should have to do is delete the Data\OBSE folder and you're back to a clean directory.
  9. Why would removing the mods be a pain? WB properly cleans the data folder.
  10. Correct... dodging is supposed to be locked until you take the dodge perk. Something must have been borked in one of the updates. You can leave the mod out if you like.
  11. https://www.nexusmods.com/skyrim/mods/21265/?
  12. For removal you can just delete the offending screen from the plugin uxing xedit.
  13. At this point you can convert and use any mod that doesn't rely on a .dll in the skse/plugins folder. There's only a small subset of this guide that you can't just use with a little bit of effort.
  14. No special sauce really. If I had the current setup installed I could probably take care of it in 20-30m assuming I still had all the relevant .modgroups files in place Unfortunately neither of those things is the case and I have no inclination to re-install the guide and re-figure out the appropriate .modgroups files.
  15. I guess I don't understand all of this effort about balancing the economy rather than embracing it... By the very nature of being the dragonborn you are destined to become the wealthiest person in all of skyrim. At a minimum you end up owning the sum collective worth of the number of people you slay... Anytime one individual owns the collective worth of many individuals he becomes wealthy and has a different perspective on how the world works... Why is it so different for the Dragonborn. To me it makes total sense that after a slow start I can easily afford to purchase almost anything I want where I want only limited by my ability to turn the various sundries I gathered into coin or barter. For someone owning the purchasing power of thousands of lives worth of goods this should not be a surprise. If you want less coin you act less like a hoover, invest more heavily into real estate and philanthropically donate to the worlds poor.
  16. Have you grabbed mator's documentation branch? The docs for xelib are done I think and they're quite good.
  17. Alright... using the test version with debug=1 allowed for successful generation.
  18. Hmm, so with the fresh DDL installed it keeps failing near the end of the process after around 10m stating that there were errors. I'm not seeing the errors in the log unless I simply don't know what I'm looking for... which is quite possible. https://www.dropbox.com/s/gveibdzytvl23v9/log.txt?dl=0 Going to try with that test version with debug=1 to see if that produces anything useful.
  19. How awkward... thanks again. I always delete the folder when updating not sure what went sideways here.
  20. The test version that you linked worked for texgen but is giving me the below error during initial load before showing the usual dialog window: [00:00:11.246] Exception in unit line -1: Error in unit 'lodgenalt' on line 81 : Not enough parameters
  21. When starting TexGen for SSE it proceeds for a while and then fails with accessviolation in texgen64. If I keep clicking the ok button it eventually states that load order is messed up due to trying to find a file id higher than files loaded. My DynDOLOD is not in a privileged directory, I have no anti virus running and my UAC is disabled. I have also attempted to run it as administrator just for ***** and giggles. Any idea what could be happening?
  22. Doubtful; there are probably patches merged into the CR patch that have their own formids that aren't overwrites.
  23. Veydosebrom is nice but I've noticed that it causes more noticeable tiling that I never saw with Verdant or Unbelievable Grass 2
  24. Actually Undeath is fully compatible with Tel Nalta II and Moon and Star.. It's also fully compatible with Aurora using dunc's patch that relocates the temple a bit and corrects navmesh.
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