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Lexy's: Legacy of The Dragonborn Special Edition


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Posted
  On 5/15/2018 at 12:38 AM, godescalcus said:

What Kneph13 said. But LupusH has been doing some interesting work.

     I agree, LH has been doing some interesting work.  But I've also noticed that a lot of his textures (not all) are in 4k.  That right there precludes my use.

Posted
  On 5/15/2018 at 3:46 AM, Reidlos said:

This game is hard with this mod order lol, i have a few extra things but jeez, im in steel armor, using Live another life up north.  at lvl 1 im running into lvl 5 minimum things.  lvl 5 wolves are almost 1 shotting me !  and they dont seem to be afraid of the fire im shooting at them wonder if its not working or what.  

If really you want wolves to run and away and have your followers follow them half way across the map and you remain in combat until the are dead remove the SkyTEST Less Fear mod.

Posted

Yeah this guide is tough at lower levels, but that's what is fun, you do really feel a sense of progression in the character strength.

For the wolves behavior, it depends. If it was one on one, they should get scared after taking some damage, leave and come back a bit later. But if it was a pack, they wont bother as long as they have numerical advantage.

Posted
  On 5/15/2018 at 7:31 AM, DarkladyLexy said:

OH Ok Undeath Remastered - Classical Lichdom https://www.nexusmods.com/skyrimspecialedition/mods/14823 is hidden yet again I actaully have half a mind to pull undeath altogether and have done with it as i t only in the giode cos it was part of the museum and people on the classic guide moaned at me about it.

Could Undeath + Sacrosanct + Moonlight Tales be an optional pack, with their own patch in addition to the CR?

Posted

Ok Guys xLODGEN and Smash are in the guide please look over this and let me know what you all think I have probably missed some stuff.

 

Edit: Oh I am a muppet if forgot to save the New SAMSH Section.

Posted
  On 5/15/2018 at 12:33 PM, link213109 said:

With xLODGEN and the .esm file, how exactly do we include it in MO2? Should we make a seperate folder in the "mod" directory during the prerequisite step?

yes, you need to add the esm as a mod into MO2.

Posted
  On 5/15/2018 at 12:41 PM, DarkladyLexy said:

yes, you need to add the esm as a mod into MO2.

Thanks! Also the UPF Khajiit Ears Show Patcher page doesn't show it being at 1.2, and the hishy-npc-enchant-fix page does show it at 1.2.

Posted
  On 5/15/2018 at 12:46 PM, link213109 said:

Thanks! Also the UPF Khajiit Ears Show Patcher page doesn't show it being at 1.2, and the hishy-npc-enchant-fix page does show it at 1.2.

that been sorted out refresh the page.

Posted

Just a thought - won't we still need to have the bashed patch in for the variable changes (Timescale, arrow recovery, alarm distance etc?) 

Posted
  On 5/15/2018 at 12:59 PM, Kal said:

Just a thought - won't we still need to have the bashed patch in for the variable changes (Timescale, arrow recovery, alarm distance etc?) 

I have a patch that I need to upload for that i didn't have time to do this morning i'll get on that.

 

Edit: I have add a mod called Combat Tweaks AI Fix in the Miscellaneous section of the Nexus Page this should provide what we had in the bash Pacth for  (Timescale, arrow recovery, alarm distance etc?).

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