Ciccigomma Posted June 20, 2013 Share Posted June 20, 2013 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. Link to comment
Aiyen Posted June 20, 2013 Share Posted June 20, 2013 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. Link to comment
Ciccigomma Posted June 20, 2013 Share Posted June 20, 2013 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! Link to comment
Neovalen Posted June 20, 2013 Author Share Posted June 20, 2013 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. Link to comment
rootsrat Posted June 20, 2013 Share Posted June 20, 2013 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 Link to comment
Neovalen Posted June 20, 2013 Author Share Posted June 20, 2013 Yes, I suppose it does :). Of course it didn't help that a bunch of mods moved afterwards but what can ya do? Oh yeah make 2.0 :) Link to comment
mokuro89 Posted June 20, 2013 Share Posted June 20, 2013 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 ^^ Link to comment
statmonster Posted June 20, 2013 Share Posted June 20, 2013 SR- LE: Skyrim Revisited - Lego Edition - all the graphics are replaced by Lego graphics, when you kill something the bricks fly apart. It's really cool. Link to comment
statmonster Posted June 20, 2013 Share Posted June 20, 2013 Cabal released his aMidianBorn Ebony Mail - can Ebony be far behind? There are some screens including ebony-looking weapons. https://skyrim.nexusmods.com/mods/37422 Link to comment
Solist Posted June 21, 2013 Share Posted June 21, 2013 Skyrim Revisited - Legendary Edition (i.e. version 2.0 of Neovalen's guide), he's restarting and building the new guide from scratch. Link to comment
Astakos Posted June 23, 2013 Share Posted June 23, 2013 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! Link to comment
Ciccigomma Posted June 23, 2013 Share Posted June 23, 2013 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.espABT-Progressive Damage (With Nord Hero Arrow).espmoveitLWT.espskyrimaguas_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? Link to comment
Astakos Posted June 23, 2013 Share Posted June 23, 2013 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.espABT-Progressive Damage (With Nord Hero Arrow).espmoveitLWT.espskyrimaguas_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. Link to comment
Ciccigomma Posted June 23, 2013 Share Posted June 23, 2013 mmm in that case disable them and leave the Bashed Patch only. Link to comment
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