DarkladyLexy Posted November 21, 2017 Posted November 21, 2017 Well i have been overridden on combat mods After speaking with his Lordship he has used he power of veto he said if users want to add more mods to improve combat let them just stick with Wildcat.
baronaatista Posted November 21, 2017 Posted November 21, 2017 Yeah, I think I was just misunderstanding. You want that collapse to happen, just before you start the HR quest rather than after, yes? For some reason I thought it wasn't supposed to happen at all. And there's the dangerous diseases plugin from INeed (which I use)... as for realtime menu mods, I love the sound of them but feel like that might notch the difficulty up to nightmare. That really is a redesign of a fundamental game system in Skyrim...
berndaroy Posted November 21, 2017 Posted November 21, 2017 Ah Ok, don't use ineeds..so already in game (disease), good to know...and yes i hear you..last thing you want whilst reach for that last healing potion in your inventory, whilst hearing you heart thumping, is getting another whack from some beefing Orc out with a grudge, just because you looked at his wife/s with a second look LOL......and yes collapse/talk to Whiterun guards BEFORE HR book quest start
ATMPlays Posted November 22, 2017 Posted November 22, 2017 Quick question, in the Relinker section, it says to place it after DynDoLOD TexGen Output, but that has not been run yet. Where should I place it?
ATMPlays Posted November 22, 2017 Posted November 22, 2017 Nevermind, I am an idiot. Sorry for the double post but I can't edit my last one
reddvilzz Posted November 22, 2017 Posted November 22, 2017 I'm sure they do all work together fine, I just generally prefer to try to keep things simple, as my mod list is already massive enough. There is also something to be said for the consistent vision of one author, IMO; Vigor + movement tweaks achieves most of what that combo does, and most of the stuff I'm missing I don't *think* makes a big difference (or, like DC's spell reflect on timed ward 'block' I feel would fit better as a perk in Ordinator).I got around 15 mods merged into my combat merged. That's including the movement speed tweaks from Realistic Movement Tweaks and others. I mean you can merge the combat mods all together. Just I haven't test with the newest addition of wounds, vigor and DC. Sent from my Nexus 5 using Tapatalk
DarkladyLexy Posted November 22, 2017 Posted November 22, 2017 Mod Author Underthesky is at it again working his wizardry with Which quest's item - Show quest item owner (SKSE) - https://www.nexusmods.com/skyrim/mods/88000/? this could be quite useful.
Nebulous112 Posted November 22, 2017 Posted November 22, 2017 Mod Author Underthesky is at it again working his wizardry with Which quest's item - Show quest item owner (SKSE) - https://www.nexusmods.com/skyrim/mods/88000/? this could be quite useful.For sure, that looks like a neat little mod. Good find!
DarkladyLexy Posted November 22, 2017 Posted November 22, 2017 For sure, that looks like a neat little mod. Good find!what would make it perfect is if displayed the quest in the SKYUI Menu so no need to drop or store the item but still mighty useful and has gone in. I was just wondering is there a limit in the amount of SKSE plugins we can have?
Aegon18 Posted November 22, 2017 Posted November 22, 2017 Is there any issue with generating the Wrye Bash Bashed Tag AFTER running DynDOLOD? I get the problem where DLOD stops half way through the process and gives the error message to check plugins in xEdit, etc. Works fine after de-activating Bashed .esp in MO, re-activating relevant LOD esps and re-running DLOD.exe. Others on the forum have this documented problem and wondering if placing the Wry Bash step after DynDOLOD in the LOTD guide would make sense?
DarkladyLexy Posted November 22, 2017 Posted November 22, 2017 Is there any issue with generating the Wrye Bash Bashed Tag AFTER running DynDOLOD? I get the problem where DLOD stops half way through the process and gives the error message to check plugins in xEdit, etc. Works fine after de-activating Bashed .esp in MO, re-activating relevant LOD esps and re-running DLOD.exe. Others on the forum have this documented problem and wondering if placing the Wry Bash step after DynDOLOD in the LOTD guide would make sense?There have been reported issues although I have never experienced them myself But I do believe Sheson does suggest generating the Bash Patch post dyndolod. So It probably would make sense to do that would save hassle and aggro.
DarkladyLexy Posted November 22, 2017 Posted November 22, 2017 ok guys i have done a mini overhaul to everything past the installing the CR nothing has change so no need to update just rearranged a few things and prettied up some other things.
memnochs Posted November 22, 2017 Posted November 22, 2017 @berndaroy : i use a mod called Diseased which mix very well with Wounds. @DarkladyLexy: Never heard about a limit about skse plugin (for that it worth ^^)
hishutup Posted November 22, 2017 Posted November 22, 2017 I was just wondering is there a limit in the amount of SKSE plugins we can have?Uh, not looking at the code or anything, but I highly doubt it because they are a dll. I believe the plugins are part of the exe like that of any native libraries.
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