Jump to content

SRLE Extended


Recommended Posts

Sorry, what I was meaning was if it would also get merged into the bashed patch and disabled afterwards why does it need to be included in the weapons and armour merge which obviously then doesn't get disabled?

It does get disabled becuase it is is already merged. All merged mods get deactived post merge unless otherwise stated.

Link to comment

With Crash Fix 10 it mentions having to get 'SKSE Plugin Preloader' for the UseOSAllocators=1 to work.

 

Any info on there?

 

EDIT: ALso just for Immersive Citizens - AI Overhaul

 

I thought that mod was a no go with all the hullaballo back in the day? (haven't modded in awhile!)

https://www.nexusmods.com/skyrim/mods/75795/? rhis is the preloader

 

 

ICAIO is ok ! It is just incompatible with some city overhauls

 

 

 

  • Amazing Riverwood Starter Home
  • Arcadias Mystical Cauldron
  • Belethors Overrated Goods
  • Berts Breezehome Remodel
  • Better Jorrvaskr
  • Bigger Whiterun - Better Cities Whiterun
  • Classic little bridgeden in whiterun
  • Expanded Towns and Cities (ETaC) 14.2.9 (Complete version)
  • Friendlier Taverns
  • Holds The City Overhaul (Complete version)
  • Immersive Settlements (Rorikstead/Whiterun)
  • JK's Skyrim (JK's Whiterun, JK's Riverwood, JK's Rorikstead)
  • Nernies City and Village Expansion
  • Northern Bathhouses
  • No Vendor Yells
  • Real Cities-Whiterun
  • Riverwood reborn / Riverwood reborn 2 / Riverwood Redux
  • Skyfall Estate - Buildable Edition / Skyfall Estate - Multiple Adoption Friendly
  • SkyFix - Riverwood Redeveloped
  • Skyrim Radioactive
  • Superior Rorikstead
  • The Bosmeric Drunken Huntsman
  • The People Of Skyrim Ultimate Version 3.0.7.4
  • The Real Warmaidens
  • The Scottish Bannered Mare
  • The Useless Shop and Interior Overhaul
  • Ultimate Whiterun
  • Whiterun Expansion_ Alternative Entrance
  • Whiterun Outskirts Market
  • 7K Better Whiterun - City Under Construction

Additional notes:

  • None of these plugins are incompatibles at 100%. For example, if you use ETaC, you won't have any issues in Whiterun, Solitude, Windhelm, Markarth and Riften.
  • It's not possible to do a compatibility patch by using TES5edit for these plugins.

 

Edit: ninjaed partially again

Edited by paul666root
Link to comment

Probably needs more testing, I'd imagine.

Yeah probs does but I slapped it in anyway. It's the only part of the guide I've deviated from.

 

Speaking of which Revamped Alchemy Lab HD:

 

is longer relavent as it's all apart of Revamped Assets Skyrim:

 

Should we just install the Alchemy lab from Assets Skyrim?

 

EDIT: Also for Septim HD is says 'Install only the contents of Alternates/Default BBP/Mipmaps.'

 

Does that mean we delete the folders for meshes/tectures and the High BPP in Alternates or just the High BPP in alternates?

Edited by uncleseano
Link to comment

This is I think the 3rd time the Alchemy mod change has been mentioned. If you look at this post: https://forum.step-project.com/topic/10593-skyrim-revisited-legendary-edition-news/?p=168230 it essentially shows what to do for now.

 

The seond one means the only thing you install is the textures that are in Alternates/Default BBP/Mipmaps. Nothing else.

mmmm then i have installed this mod wrong in my own game i have always found the installation of this mod confusing.

Link to comment

mmmm then i have installed this mod wrong in my own game i have always found the installation of this mod confusing.

Guess I'm not the only one so :P

 

EDIT:  @ Nozzer66  I deleted the other stuff apart from the 'alternates' folder and I get the big red X in M.O. Ya know, the whole no game data one. So you only delete the 'High' folder in Alternates or the mod stops working

Edited by uncleseano
Link to comment

in MO choose manual install and manually move the texture folder from Alternates/Default BBP/Mipmaps to data which is the first in the folder tree. Just drag and drop until mo says "Looks good". Uncheck everything else. Only then hit install.

Edited by paul666root
Link to comment

Ok everyone I have finally come to a descion regarding the reintroduction of Interesting NPCs. I have decided not to reintroduce at this time I really want to wait until Apotheosis is finally out (which is in Setptember) if that goes in without issue then interesting NPC will make a reappearence provided tere no script lag.

Link to comment
Guest
This topic is now closed to further replies.
  • Recently Browsing   0 members

    • No registered users viewing this page.
×
×
  • Create New...

Important Information

By using this site, you agree to our Guidelines, Privacy Policy, and Terms of Use.