Gutmaw Posted August 26, 2016 Posted August 26, 2016 almost done....weeeeee! potential guide issue... Main - Female Blades Light ArmorUpdate - Midguard for all Body Types Install guide has it as 2 separate mods. If you do it as 2 separate mods it won't get all the needed assets when you do the Weapons and Armors Merged then deactivate "both" mods. I know by SRLE rules updates are supposed to be merged, just the install guide isn't consistent and I for one use that a lot. Thx
jdsmith2816 Posted August 26, 2016 Posted August 26, 2016 almost done....weeeeee! potential guide issue... Main - Female Blades Light ArmorUpdate - Midguard for all Body Types Install guide has it as 2 separate mods. If you do it as 2 separate mods it won't get all the needed assets when you do the Weapons and Armors Merged then deactivate "both" mods. I know by SRLE rules updates are supposed to be merged, just the install guide isn't consistent and I for one use that a lot. ThxMake sure you've refreshed recently... the whole landscape section was just replaced.
Darth_mathias Posted August 26, 2016 Author Posted August 26, 2016 almost done....weeeeee! potential guide issue... Main - Female Blades Light ArmorUpdate - Midguard for all Body Types Install guide has it as 2 separate mods. If you do it as 2 separate mods it won't get all the needed assets when you do the Weapons and Armors Merged then deactivate "both" mods. I know by SRLE rules updates are supposed to be merged, just the install guide isn't consistent and I for one use that a lot. Thxfixed thanks for pointing it out.
dunc001 Posted August 26, 2016 Posted August 26, 2016 Guide needs to be updated to include downloading Dragonborn addon v02 from SFO page... it's not included before versions 2.0 Also check the performance section at the bottom as it still mentions disabling sfo and talks about EL.JD, you still need 2.5 installed as per SRLE base. The new merge includes both 1.9 regular and 2.5b.
paul666root Posted August 26, 2016 Posted August 26, 2016 Guide needs to be updated to include downloading Dragonborn addon v02 from SFO page... it's not included before versions 2.0 Also check the performance section at the bottom as it still mentions disabling sfo and talks about EL.no need. That is included in SFO 2,5 we use. We use the 1.91 version just for the expanded diversity which CPTM requires and second will fix
jdsmith2816 Posted August 26, 2016 Posted August 26, 2016 Integration guide looks like below.. the old set of SFO in the middle should be removed I believe? Tamriel Reloaded TreesCaribou GoneSkyrim Flora Overhaul Regular EditionCustom Placed Trees MegapatchSkyrim Flora OverhaulSkyrim Flora Overhaul BillboardsSkyrim Flora Overhaul - Large Juniper TreesSkyrim Flora Overhaul - Tall Pines (Scots Pine Replacement)SFO on SteroidsEnhanced Vanilla TreesEnhanced Vanilla Trees - BillboardsImmersive Fallen Trees ModTrees Merged
Thalioden Posted August 26, 2016 Posted August 26, 2016 Im just a little sad to see one of my core mods is removed from the pack and that is Loot and Degradation. One of the reasons this is a core mod for me is that this is the only mod to my knowledge that make npc's pick up loot from their own dead targets. This partly remove the endless looting after larger battles where player is free to take loot from all dead bodies. This touch into one of the flawed mechanics in skyrim, endless loot that make player rich in very short time. Morroloot and scarity fix this issues in many areas of the game but larger battles is still an issue. It also give npc's a more interesting personality where they also value loot from their enemy and giving game a more alive feel. I read from other posts here that there is some issues with scripts and if so is this confirmed? And is this script issues related to degradation or looting, and is it possible to only use the looting part of the mod without any issues?I use Loot and Degradation without noticeable issues. In fact just last night, I stumbled upon a stormcloak v imperial battle. The stormcloaks won and walked away with some of them sporting new imperial shields, helmets, or other armor as spoils of war. Fantastic!
paul666root Posted August 26, 2016 Posted August 26, 2016 Integration guide looks like below.. the old set of SFO in the middle should be removed I believe? Tamriel Reloaded TreesCaribou GoneSkyrim Flora Overhaul Regular EditionCustom Placed Trees MegapatchSkyrim Flora OverhaulSkyrim Flora Overhaul BillboardsSkyrim Flora Overhaul - Large Juniper TreesSkyrim Flora Overhaul - Tall Pines (Scots Pine Replacement)SFO on SteroidsEnhanced Vanilla TreesEnhanced Vanilla Trees - BillboardsImmersive Fallen Trees ModTrees Merged no they should not be removed. We also use the SFO 2.5b.i will fix the integration they should be cyan.
Gutmaw Posted August 26, 2016 Posted August 26, 2016 (edited) Also, similar issue on Aetherial Crown...the CCF Improved Artifacts Patch is installed as a seperate "optional" mod in SRLE. When u do the LotD Weapons and Armor merge it's just merging the ESP and no assets, so you can't deactivate either mod post-merge or it ends up wrong. I think the only way to do this right is to merge CCF Improved Artifacts Patch into main Aetherial Crown mod? Darth...would u rather us PM you any issues we find, or add to this thread? Thx Edited August 26, 2016 by Gutmaw
jdsmith2816 Posted August 26, 2016 Posted August 26, 2016 no they should not be removed. We also use the SFO 2.5b.i will fix the integration they should be cyan.Ahh... thanks for clarifying that... I'd have been way off the mark.
paul666root Posted August 26, 2016 Posted August 26, 2016 (edited) ok i checked the integration guide. It's ok as it is. let me clarify. we use all these mods.Tamriel Reloaded TreesCaribou GoneSkyrim Flora Overhaul Regular EditionCustom Placed Trees MegapatchSkyrim Flora OverhaulSkyrim Flora Overhaul BillboardsSkyrim Flora Overhaul - Large Juniper TreesSkyrim Flora Overhaul - Tall Pines (Scots Pine Replacement)SFO on SteroidsEnhanced Vanilla TreesEnhanced Vanilla Trees - BillboardsImmersive Fallen Trees ModTrees Mergedafter you install them remove the esps from Caribou Gone, Tamriel reloaded trees, Skyrim flora overhaul regular edition (1.91). Copy the esps from Skyrim flora overhaul (2.5b), SFO on steroids, Custom placed trees megapatch (this has 4 esps), Immersive fallen trees and EVT into a separate mod folder. Leave all assets (all mods installed and checked) in MO. Merge the esps you copied in the separate mod folder.Is important to place them exactly as in the integration guide in left pane (for the LODs).then use the ReLinker to make the LODs compatibile with the new merged trees mod. Place relinker output before Dyndolod texgen. Then do dyndolod. Relinker needs to be ran everytime you make the Treess merge(for update for example) Edited August 26, 2016 by paul666root
Astakos Posted August 26, 2016 Posted August 26, 2016 Nice integration Paul and Darth. I will surely have a look at it although I have this feeling that I will need some major CK patching to bring it up to my current mod list. What strikes weird though is the choice of Immersive Fallen Trees...a mod that apart from the ITMs it has (the easy part), has also 16 deleted navneshes!!! Not exactly my cup of tea!
GalenZ Posted August 26, 2016 Posted August 26, 2016 What strikes weird though is the choice of Immersive Fallen Trees...a mod that apart from the ITMs it has (the easy part), has also 16 deleted navneshes!!! Not exactly my cup of tea!I have to second the questionability of including the navmeshed IFT in this pack, as it does some navmesh changes all over the place, which I have discovered are huge pains when trying to add things like house mods. However, the non-navmeshed IFT is fine - it justs adds some new objects, and in the rare instance that you find a fallen tree blocking something, you can always delete it using the console. The only disadvantage of the non-navmeshed version is that followers can't uses the new trees as bridges, they way you can; they have to swim or teleport across. I would strongly suggest only using the non-navmeshed version in this guide.
jdsmith2816 Posted August 26, 2016 Posted August 26, 2016 (edited) I have to second the questionability of including the navmeshed IFT in this pack, as it does some navmesh changes all over the place, which I have discovered are huge pains when trying to add things like house mods. However, the non-navmeshed IFT is fine - it justs adds some new objects, and in the rare instance that you find a fallen tree blocking something, you can always delete it using the console. The only disadvantage of the non-navmeshed version is that followers can't uses the new trees as bridges, they way you can; they have to swim or teleport across. I would strongly suggest only using the non-navmeshed version in this guide.The suggested 1.6 version is the non-navmeshed version. Edited August 26, 2016 by jdsmith2816
paul666root Posted August 26, 2016 Posted August 26, 2016 we do not use the navmeshed version of IFT... if you look carefully we use the 1.6 version and the navmeshed version is 1.7
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