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Skyrim Revisited Pre-Release Feedback


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Posted

A simple question. (I'm making a Revisited build tweaked for my good old q6600 v.v)

 

-Blaze of Eventide mod. It says:

 

Automatic Variants - You must add this mod to AV's block list or Blaze will be assigned normal skin.

 

In the Revisited guide it seems there isn't no mention about this, only a patch with SoS - Civilization.

Posted

Some people see the issue with the horse some do not. It is not properly tested yet. It cannot hurt to have it on the block list so that is what I have done.

Posted
  Quote

Some people see the issue with the horse some do not. It is not properly tested yet. It cannot hurt to have it on the block list so that is what I have done.

Ok! I'll test on my build!
Posted

I never put it on my block list and had no issue... but as they say... it doesn't hurt.

 

As for the new guide.... it'll be done when its done™. Merging will be part of it. I do not have a definite ETA as it is subject to my RL schedule.

Posted

So that technically means that Skyrim Revisited is officially completed, i.e. v1.0 :)

 

And I remember you saying not so long ago that you'll never finish it!

 

Congratulations, Neo, on completing work on this excellent guide, I'm sure it was a strong point to learn more in depth about modding for many of us. Great work, it is much appreciated!

 

Now, on to SR:LE!

 

Sent from my Nexus 7 using Tapatalk HD

Posted

what is SR:LE? :p

 

Btw just a suggestion,if i may, for the new Guide, about the Blessed Body UNP, since it moved to new link on nexus, it was very confusing on guide on what to install or not, maybe worth take another look on this one ^^

Posted

Skyrim Revisited - Legendary Edition (i.e. version 2.0 of Neovalen's guide), he's restarting and building the new guide from scratch.

Posted

Just a newbie question here regarding Wrye Bash...

 

When doing the Bashed Patch (as per SR) and selecting Merge patches in the right pane of WB (under Mergeable Mods) the following esp are ticked/shown:

 

Traps make Noise.esp

ABT-Progressive Damage (With Nord Hero Arrow).esp

moveitLWT.esp

skyrimaguas_Bigger_better_Sun.esp (this is not in SR but I do like it)

WAF-ABT Patch.esp

 

That means that after creating the bashed patch I can safely deselect these esps from the ESP pane of MO?

When rebuilding the bashed patch (i.e. due to a new esp addition) do I have to select these esps again and then build it?

 

Thanks!

Posted
  Quote

Just a newbie question here regarding Wrye Bash...

 

When doing the Bashed Patch (as per SR) and selecting Merge patches in the right pane of WB (under Mergeable Mods) the following esp are ticked/shown:

 

Traps make Noise.esp

ABT-Progressive Damage (With Nord Hero Arrow).esp

moveitLWT.esp

skyrimaguas_Bigger_better_Sun.esp (this is not in SR but I do like it)

WAF-ABT Patch.esp

 

That means that after creating the bashed patch I can safely deselect these esps from the ESP pane of MO?

When rebuilding the bashed patch (i.e. due to a new esp addition) do I have to select these esps again and then build it?

 

Thanks!

After creating the Bashed Patch the merged esps are automatically disabled in MO and no, you don't have to select them again in WB, they're already selected automatically (you'll a "+" for each merged mods)

 

 

 

New Unofficial Dragonborn Patch out: should I simply replace the old one with the new or I'll have to TES5Edit again with the new esp all the mods that requires the UDP?

Posted
  Quote
  Quote

Just a newbie question here regarding Wrye Bash...

 

When doing the Bashed Patch (as per SR) and selecting Merge patches in the right pane of WB (under Mergeable Mods) the following esp are ticked/shown:

 

Traps make Noise.esp

ABT-Progressive Damage (With Nord Hero Arrow).esp

moveitLWT.esp

skyrimaguas_Bigger_better_Sun.esp (this is not in SR but I do like it)

WAF-ABT Patch.esp

 

That means that after creating the bashed patch I can safely deselect these esps from the ESP pane of MO?

When rebuilding the bashed patch (i.e. due to a new esp addition) do I have to select these esps again and then build it?

 

Thanks!

After creating the Bashed Patch the merged esps are automatically disabled in MO and no, you don't have to select them again in WB, they're already selected automatically (you'll a "+" for each merged mods)

 

 

 

New Unofficial Dragonborn Patch out: should I simply replace the old one with the new or I'll have to TES5Edit again with the new esp all the mods that requires the UDP?

Well, err, in my MO they are not automatically disabled. They are still ticked.

Yeap, I am running WB through MO. I have 302 version of WB since 303 still crashes for me when merging patches.

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