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SRLE Extended: Legacy of The Dragonborn


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Posted

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.

Posted

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...

Posted

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

Posted

 

 

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

Posted

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?

Posted

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?

Posted

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.

Posted

@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 ^^)

Posted

 

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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