afonik Posted July 26, 2016 Posted July 26, 2016 I prefer Wildcat's injuries and combat tweaks but Vigor still adds a lot of features that Wildcat doesn't touch, such as a more complex/indepth fatigue system, parry, movement ( higher ground ), enemy combat AI ( which differs from Wildcat's additions ), and potions for npcs ( which seems much better than ASIS and is configurable via mcm ). I would love to be able to use just one and agree that making the poultices is a bit of a pain ( and rarely actually use them. A HUD would be huge in this regards ), but I'm still enjoying using both and think they compliment each other very well.I agree with cstarkey42. Vigor is great and although Alex9ndre have given free permissions to Enai (or anyone) to incorporate Vigor's features Wildcat isn't enough by itself for now. 1
Darth_mathias Posted July 26, 2016 Author Posted July 26, 2016 OK so after some thought and finally a little gameplay yes actual gameplay I have decided to keep Vigor for now and will watch wildcat development
AmeerHM Posted July 26, 2016 Posted July 26, 2016 (edited) The torch next to the BFT horse carriage outside of Helgen isn't emitting any light for me, is this the same in you guys' game? https://imgur.com/p46LRMK Edited July 26, 2016 by AmeerHM
Darth_mathias Posted July 26, 2016 Author Posted July 26, 2016 (edited) The torch next to the BFT horse carriage outside of Helgen isn't emitting any light for me, is this the same in you guys' game? https://imgur.com/p46LRMKjust check and it is lit for me have you tried toggling the carriage on and off? Edit no you are right i didn't check when it was dark. I have also checked in xEdit and nothing is overwriting it and it is not overwriting anything either Edited July 26, 2016 by Darth_mathias
AmeerHM Posted July 26, 2016 Posted July 26, 2016 just check and it is lit for me have you tried toggling the carriage on and off? Edit no you are right i didn't check when it was darkYeah, I tried toggling it on and off, didn't do anything. Not too sure I'm even looking at the right thing here but, the record for the torch refers to the following mesh from SMIM, torchpermenant01.nif. Very spooky, any ideas what I should do next?
Darth_mathias Posted July 26, 2016 Author Posted July 26, 2016 Yeah, I tried toggling it on and off, didn't do anything. Not too sure I'm even looking at the right thing here but, the record for the torch refers to the following mesh from SMIM, torchpermenant01.nif. Very spooky, any ideas what I should do next?you will either have to edit the torch n xEdit so it emits light pr in the CK sorry but i don't know how to do that
InstantKor Posted July 26, 2016 Posted July 26, 2016 When we rebuild a merge do we have to delete the files from the old merge before doing a new one or does the tool simply replace the whole folder with the new merge?
Darth_mathias Posted July 26, 2016 Author Posted July 26, 2016 When we rebuild a merge do we have to delete the files from the old merge before doing a new one or does the tool simply replace the whole folder with the new merge?I have always deleted the old merge just to make sure cos file and name of thins may change between versions.
dunc001 Posted July 26, 2016 Posted July 26, 2016 you know guy i am not convinced scarcity is working as it should cos like Dunc I have a load a load of corpses Imperial and Stormcloaks with loads of gear now this could be load order issue with leveled list I haven't dealt with but level list are an area i am not very good at so suggestion recommendation help hints where to look would be good.Glad it's not just me then! At least that narrows my search back down to stuff contained in this guide only...
Jimmayus Posted July 26, 2016 Posted July 26, 2016 For updating from Interesting NPCs v3.18 -> 3.20 do I first drag the 3.20 version into the mod folder and then re-apply the hearthfire version? As in, delete what's in the current mod folder, extract 3.20 into it, then replace any relevant files from the Hearthfire version? Cheers.
mavanaic Posted July 26, 2016 Posted July 26, 2016 do it through MO and when it says the mod exists select MERGE then apply the HF patch and again MERGE
dstansberry Posted July 27, 2016 Posted July 27, 2016 I have a dumb question: What is RaceCompatibility for Skyrim and Dawnguard for (in terms of SRLE Extended: LotD)? Are there new races involved in this mod configuration? Or does RaceCompatibility do something else that I don't understand?
sirjesto Posted July 27, 2016 Posted July 27, 2016 I have a dumb question: What is RaceCompatibility for Skyrim and Dawnguard for (in terms of SRLE Extended: LotD)? Are there new races involved in this mod configuration? Or does RaceCompatibility do something else that I don't understand?It is a prerequisite for Undeath Immersive Lichdom V3.
dstansberry Posted July 27, 2016 Posted July 27, 2016 It is a prerequisite for Undeath Immersive Lichdom V3.Ah - thank you - now I get it!
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