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Dreadflopps Modular patches


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Posted

No, there is a setting in the ASIS increase spawn Ini that causes this. Try an older version about 3 versions back that works, then I just add the changes of the newer version cut n paste style. I can post my version of the Ini tomorrow of course.

 

Yes please !! and ask Dreaflopp to put it in the guide to.

Posted

Bashed Tags imply relev/delev and not the STATS merge function usually... confused.

The STATS and NAME tags are added to weapons and armor fixes, clothing and clutter fixes etc. Since these mods changes names and stats of vanilla weapons, these tags ensures their changes are copied to the bashed patch. If this wasn't done you would need to make  manual patches for these mods if they get overwritten.

Posted (edited)

For those people using the pack, especially my recommendations and having any difficulties with gameplay, I can recommend:  

 

Guess the Distance for scouting purposes to scout out the enemies before going into the fray, I have found it a very useful and not too OPed.  I think its a fair mod as its impossible to know just by looking some high level humanoids just from the way they dress.  Especially now with morrowloot enforced and everything dresses similarly.  

 

I don't use this, as I think it is cheating a little and nerfs SkyRe's perk "Insight", so this won't be added to the pack, but its a suggestion if you are not doing so well.  

 

This advice also applies to the leveled world, if not more so.

Edited by Garfink
Posted

Would it possible to merge some skill trees from Skyre to Sperg?

 

I really like the skyre merged lockpicking/pickpocket tree and wayfarer tree.

Posted (edited)

@Nicopad

 

I have uploaded the ini files to the drop box and both can be added to the pack.

 

@Autosleep

 

That would be awesome wouldn't it, makes everything so modular.  

I always make myself promise NOT to add new mods to testing unless its absolutely necessary.... BUT I can't help myself when it comes to a hand full of authors and enaisiaion is definitely one of them!  

 

Spectraverse - Magic of the Magna-Ge by Enai Siaion

 

With ASIS and SkyRe support out of the box, its a no brainer to try.  I am not even testing a mage anymore, but the NPCs could definitely do with more crazy but balanced spells to kill me with!

 

This one even has quests!!!  AWESOME!

Edited by Garfink
Posted (edited)

Would it possible to merge some skill trees from Skyre to Sperg?

 

I really like the skyre merged lockpicking/pickpocket tree and wayfarer tree.

No idea. Garfink is the only one of us with SkyRe experience.

 

I am finished with a aMidianBorn content addon - Morrowloot patch. Will add it later.

Edited by dreadflopp
Posted (edited)

SkyRe install recommendations will be upload soon everybody.  There is a ton of stuff.  There maybe more compatibility issues that dreadflopp will have to look at before finalisation.  But what will be uploaded will work fine otherwise.

 

As for merging Skill Trees...  I have never read anywhere that it can be done... between SkyRe and Sperg especially.  

 

In my SkyRe install there are mods that make changes to the SkyRe tree, but they were made specifically for SkyRe....

Edited by Garfink
Posted

SkyRe install recommendations will be upload soon everybody.  There is a ton of stuff.  There maybe more compatibility issues that dreadflopp will have to look at before finalisation.  But what will be uploaded will work fine otherwise.

 

As for merging Skill Trees...  I have never read anywhere that it can be done... between SkyRe and Sperg especially.  

 

In my SkyRe install there are mods that make changes to the SkyRe tree, but they were made specifically for SkyRe....

It makes sense, my question was more wishful thinking than actually looking for a possible way to do it.

 

Currently finishing conflict resolution with the explorer pack, doing some research for skill overhauls, I really like Skyre but Sperg's magic trees looks great, my last playthrough was with Requiem but I share the same issues you said earlier in this topic about it.

Posted

Oh well....  I just communicated with EnaiSiaion, it looks like her new spell mod doesn't add any spells to NPCs, all the spells are too complex for them to use, so they have all been marked with "PC" to block them being added via ASIS Spells to NPCs.

 

No new ways to die, just new ways to kill.

 

Still going to give it a go!

Posted

To specifically place something in loot and you want this order

 

Mod A

Racials

Mod B

 

You do this:

 

Go to Racials in Edit Metadata and add condition Load After, Mod A then,

Go To Mod B and add the condition load after Racials.

 

Not sure why there isn't a condition called load before....

Posted

which plugin would you suggest to load Racials after?

Load it after Revenge of the enemies, otherwise revenge of the enemies overwrites a record in the orc race

Posted

Also, how would I go about doing the load order for any mods that load at the bottom of a section? For instance:

 

BOSS Masterlist Update Required if you are using TTR Speach module:

  • OVERRIDE Improved Dragon Shouts.esp BOTTOM Player Perks
  • OVERRIDE Improved Dragon Shouts - Dawnguard.esp BOTTOM Player Perks
  • OVERRIDE Improved Dragon Shouts - Dragonborn.esp BOTTOM Player Perks
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