Noobsayer Posted February 10, 2014 Posted February 10, 2014 I've been using this awhile too and it gets two thumbs up from me. EDIT: I also let RWT handle boats.
rootsrat Posted February 10, 2014 Author Posted February 10, 2014 Yup. Only thing I would ditch is boats. They look quite bad in game (the ones from RWT just as well IMO). Sent from my GT-I9505 using Tapatalk
EssArrBee Posted February 10, 2014 Posted February 10, 2014 Cool, that's a couple confirmations. I'll load it up and take a look too.
rootsrat Posted February 10, 2014 Author Posted February 10, 2014 The boat meshes are in Dungeon/Ships directory in case you'd be looking for them :) Sent from my GT-I9505 using Tapatalk
EssArrBee Posted February 10, 2014 Posted February 10, 2014 So does RWT have the same clipping issues as this mod? I don't remember that problem with RWT. Anyways, I liked what I saw, checked out almost everything, has some nice touches. The sacks are kinda wonky, but that just makes it fit in with Bethesda's animations.Â
rootsrat Posted February 10, 2014 Author Posted February 10, 2014 I checked RWT boats in Windhelm docks only tbh and there was clipping with barrels, my character's feet and with water itself (the latter for one boat only). It killed the immersion for me. Sent from my GT-I9505 using Tapatalk
Kelmych Posted February 10, 2014 Posted February 10, 2014 I've used it and like it; a number of the animation mods add a lot of immersion without a big performance hit. SR:LE includes this, and also suggests eliminating the shiplarge*.nif files.
DoubleYou Posted February 14, 2014 Posted February 14, 2014 Just saw this was marked accepted. Is it for Core or Extended?
EssArrBee Posted February 14, 2014 Posted February 14, 2014 Just saw this was marked accepted. Is it for Core or Extended? I say core as they fit enhanced vanilla animations going with core mandate. Sent from my iPhone using Tapatalk
phazer11 Posted February 15, 2014 Posted February 15, 2014 Adding to my Testing install. Where should I put it, near the bottom of animation and effects?
EssArrBee Posted February 15, 2014 Posted February 15, 2014 Top of animations is okay I don't think it overwrites/underwrties anything. Good to finally have another tester back.
EssArrBee Posted February 18, 2014 Posted February 18, 2014 Just updated with a few new animations. Can someone check them out and make sure they don't overwrite/underwrite anything and that they look good in game. 1.7 added Imperial sewer entrance Imperial well entrance Imperial trap doors Katariah trap doors Noble coffin Poor coffin
Astakos Posted February 18, 2014 Posted February 18, 2014 For those using SR:LE, the meshes from the first 3 new animations (imperial ones) are overridden by Vivid Landscapes-All in one. Going to place it after VL to see how it goes.
Member121 Posted August 19, 2014 Posted August 19, 2014 I don't like the animation for sacks. Can I "hide" the miscsacklarge.nif (and related sack) files in the FileTree? Will this stop the sack animation? Will this cause a bug or something? Well I hid all the meshes>clutter>containers>anything with the word "sack" in it. A quick save game load and I clicked on every sack on the area. No animation, which what I wanted, but have I introduced a glitch?
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