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Posted (edited)

It is written that REGS-Cities modifies whiterun outskirts so i want to know if the mod : Whiterun Outskirts Market is compatible. Thanks

Edited by benorun974
Posted

In an earlier post, I believe CJ removed Whiterun Outskirts from the pack awhile ago in place of something else.

I think it was because Nernies already modifies the outskirts, but I could be wrong.

Posted

Nernies does add buildings along the road from the WR Stables to the Honningbrew Meadery, not sure how that interacts with Outskirts. JK's exterior and the Courier's Office play nice with Nernies, but again not sure how Outskirts would impact that.

Posted

It is written that REGS-Cities modifies whiterun outskirts so i want to know if the mod : Whiterun Outskirts Market is compatible. Thanks

WOM used to be in REGS but was removed. It is currently incompatible with REGS - Cities.

Posted

I'm mining the SR:LE guide atm, lots of fixes I didn't know about & need to implement (I followed instructions & fixed a world edit, hurray!). I've got a straight REGS SRLE profile now, so I'm using my existing successful merge list and just doing some trial and error with the "new to me" mods I haven't vetted yet. The only variable I don't have a good handle on is navmeshes, apparently they don't play nice with the merge script if two edit the same space - so I have to be extra cautious with city overhauls.

Posted

I'm mining the SR:LE guide atm, lots of fixes I didn't know about & need to implement (I followed instructions & fixed a world edit, hurray!). I've got a straight REGS SRLE profile now, so I'm using my existing successful merge list and just doing some trial and error with the "new to me" mods I haven't vetted yet. The only variable I don't have a good handle on is navmeshes, apparently they don't play nice with the merge script if two edit the same space - so I have to be extra cautious with city overhauls.

Don't merge mods that overwrite each other, that is literally a minefield. Some work well, some are simply disastrous :x The merge script *still* can't handle overwriting records and for navmesh I believe that's even worse :/

  • +1 1
Posted

That scope would be great as I plan to provide it as part of srle-regs comp section

I myself merged a lots of mods from SRLE and REGS. In my opinion, we should merge mods to have enough esp slots to add some gameplay mods, but avoid too much merges. Just my thought.
Posted

Don't merge mods that overwrite each other, that is literally a minefield. Some work well, some are simply disastrous :x The merge script *still* can't handle overwriting records and for navmesh I believe that's even worse :/

Agree
Posted (edited)

"Don't merge mods that overwrite each other, that is literally a minefield."

Could you elaborate a bit on that? I just followed the SR:LE instructions on the RW2 plugins, in that particular case no renumbering of formids. I'm not sure I understand your use of overwrite in this case, but would definitely like to pick up any best practices you use.

As far as overwriting navmeshes, I had holes in the terrain outside Whiterun when I attempted to merge Nernies and various other REGS city overhauls. Is there a proper procedure to check plugins (maybe with TES5Edit) to determine if they edit the same navmesh, so that I can optimize my merging (all that's fit and none that's not)?

 

>> ninja'd by TB; permissions would be needed from the various mod author's to add a merged plugin to the guide, correct? but instructions for users to make their own should be no problem, right?

Edited by redirishlord
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