Noobsayer Posted February 2, 2014 Posted February 2, 2014 I posted on the mod since the author is talking about an update soon. Seems I'm not the only one with Meeko problems.
Allsunday Posted February 6, 2014 Posted February 6, 2014 Am I the only one who can't stand the sound the menu does when you talk to your follower? I googled but couldn't find anything. I'm starting to think I may have a problem because the sound is reeeeally annoying (doesn't stops until you choose an option).
Neovalen Posted February 6, 2014 Posted February 6, 2014 You must have some sort of conflict...no noise for me unless I click something.
Allsunday Posted February 6, 2014 Posted February 6, 2014 So when you talk to your follower no background noise is played? It's really weird, can't think of a mod that's causing this.
Neovalen Posted February 6, 2014 Posted February 6, 2014 Improved Combat Sounds maybe? I know in the past it caused some funky interface issues. Sent from my XT907 using Tapatalk
Allsunday Posted February 6, 2014 Posted February 6, 2014 Nope, I don't use it. AoS Immersive Sounds - Aural Assortment Guard Dialogue Overhaul No Sneak Attack Sound No npc greetings TESMUSIC Thundering Shouts Those are the only audio mods I have on this profile.
Allsunday Posted February 6, 2014 Posted February 6, 2014 Well, menu is now disabled and that noise gone. And this is how you say "meh" and keep playing.
kryptopyr Posted February 9, 2014 Posted February 9, 2014 So I was installing EFF for the first time, and I decided to try out the beta version. Can someone confirm whether this mod truly requires all 6 plugins (1 esm and 5 esp files)? Maybe it's just late, but I couldn't find any information in the mod description as to why this mod needs so many different files to function. It seems to work okay in game so I'm assuming that I installed it properly, but jeez, I'm not sure that any follower mod is worth 6 plugin slots. It seems rather exorbitant to me.
CJ2311 Posted February 9, 2014 Posted February 9, 2014 So I was installing EFF for the first time' date=' and I decided to try out the beta version. Can someone confirm whether this mod truly requires all 6 plugins (1 esm and 5 esp files)? Maybe it's just late, but I couldn't find any information in the mod description as to why this mod needs so many different files to function. It seems to work okay in game so I'm assuming that I installed it properly, but jeez, I'm not sure that any follower mod is worth 6 plugin slots. It seems rather exorbitant to me.[/quote']Never tried to disable them, but the page says that XFLPlugins.esp is an optional file, which kind of implies that the rest are necessary. And yeah, 5 plugins is a lot indeed, that made me switch to using the new version of UFO.
Neovalen Posted February 9, 2014 Posted February 9, 2014 I'm guessing you can merge them yourself, I think while the latest version is in BETA he wants to keep the plugins separate for development purposes. I also just read that with the new SKSE alpha, expired is set to put out BETA 7 in the very near future! :)
Drax8 Posted February 10, 2014 Posted February 10, 2014 Just thought I would throw out there that I decided to test whether merging the plugins would work. I went conservative and only merged the xflConfig.esp, xflDialogue.esp, xflPanel.esp, and xflPlugins.esp. The mod works fine, the only feature that seems not to work is the Panel tab in the MCM menu, where I believe you can adjust the size, position of the panel, etc. That doesn;t matter to me, so I'm fine with the merge. Just a heads up for anyone interested.
kryptopyr Posted February 10, 2014 Posted February 10, 2014 Thanks for the info. I'm always hesitant to merge files with dialogue or script records, so it's good to hear that this works. I haven't decided if I like the changes in EFF well enough to keep this mod over the more simplified follower mod I've used in the past, but EFF seems to be the preferred follower mod for many here, so I definitely want to give it a try.
Neovalen Posted February 10, 2014 Posted February 10, 2014 One of the things I like (granted no-one has actually done it yet... sadly) is that you can make plugins to EFF and have them incorporated into the mod automatically. There is a sample on the mod page for how to do this, really the possibilities are endless but no-one has made any plugins yet. Very similar to Race Menu (as it's the same author).
Breems Posted February 13, 2014 Posted February 13, 2014 I've just downloaded this mod, and I really like the menu system and functionality it has to offer. However, I can't seem to overcome a few annoyances. The magicka/health/stamina overlay is a nice touch but is rather distracting. I can't seem to figure out how to disable it. Is this option available? Also, stats do not show for me in the new "Standard" menu. It simply shows an inventory-like menu with nothing in it. As a side note, are NPCs able to dual cast spells? I've been experimenting with mage followers and tried stripping out all their gear and teaching them spells, but they only want to cast a unique spell on each hand. I don't recall any dual-casting NPCs in the vanilla game, so I'm just confirming that this isn't possible. 1
zerohaste Posted February 16, 2014 Posted February 16, 2014 I encountered a CTD issue with this mod (latest beta) and Requiem, and was wondering if anyone who uses both could confirm it. The CTD is with Savior's Hide and having it equipped on a follower or yourself while trying to access the magic trade menu via the wheel. If I have it equipped on myself or give it to any follower and they equip it the game will instantly CTD when accessing that menu. I'm assuming it has something to do with either the passives Requiem adds to that armor being bugged, or maybe the EFF beta itself is having difficulty dealing with the passives added, since I noticed that magic trade menu will show the passives on your follower in the effects section. I posted this on both the EFF and Requiem comments section on the nexus but never got a reply, so I'm hoping someone here can help me confirm this.
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