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Skyrim Revisited Pre-Release Feedback


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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.

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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

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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!

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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?

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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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