paul666root Posted July 19, 2016 Share Posted July 19, 2016 Yes i know... there is only a dual mace animation... with shield it seems that the animation does not work properly. If you have only one mace it does but when you equip the shield on back it draws from left instead of right Link to comment
AmeerHM Posted July 19, 2016 Share Posted July 19, 2016 (edited) Yes i know... there is only a dual mace animation... with shield it seems that the animation does not work properly. If you have only one mace it does but when you equip the shield on back it draws from left instead of rightAh right, as long as it's intentional then haha Thanks for the quick response. Edit: had one other question... Is it safe to rebuild the FNIS patch files + the DSR patch mid-playthrough? Edited July 19, 2016 by AmeerHM Link to comment
Taverius Posted July 19, 2016 Share Posted July 19, 2016 I remember seeing an option for Invisibility Eyes Fix in one of the SRLE or SRLEex fomod installs, but I can't remember which one it was ... am I confusing myself with the CACO patch for it? Link to comment
Nebulous112 Posted July 19, 2016 Share Posted July 19, 2016 CACO patches have an invisibility eyes fix option, but that mod isn't used in SR:LE or SR:LE Extended. Link to comment
reddvilzz Posted July 19, 2016 Share Posted July 19, 2016 CACO patches have an invisibility eyes fix option, but that mod isn't used in SR:LE or SR:LE Extended.Is it needed? I remember seeing invisibility eye fix option in one of the mcm menu but I don't know what mod is it Link to comment
Nebulous112 Posted July 20, 2016 Share Posted July 20, 2016 I personally use it. I think it's a good fix. However, in the grand scheme of things, it's not going to make or break your game. Link to comment
Alluistras Posted July 20, 2016 Share Posted July 20, 2016 Is it needed? I remember seeing invisibility eye fix option in one of the mcm menu but I don't know what mod is itOne of Enai's mods has that fix. Ordinator? Link to comment
reddvilzz Posted July 20, 2016 Share Posted July 20, 2016 One of Enai's mods has that fix. Ordinator?Maybe haven't check. Is it enabled by default?If it is I guess we don't need that anymore and save some esp Link to comment
Taverius Posted July 20, 2016 Share Posted July 20, 2016 One of Enai's mods has that fix. Ordinator?Maybe, but pretty sure a base SRLE mod's FOMOD has one too. Gah, now I'm not going to be able to stop thinking about it until I find out which one it was :/ Link to comment
Pretendeavor Posted July 20, 2016 Share Posted July 20, 2016 (edited) One of Enai's mods has that fix. Ordinator? Think that might be Wintermyst Edited July 20, 2016 by Pretendeavor Link to comment
Nebulous112 Posted July 20, 2016 Share Posted July 20, 2016 Yeah, I just asked Enai about it and he said the fix was included in Wintermyst for the custom enchantments. Not included in Apocalypse for the Apocalypse spells though. He said there was never much demand, but I just asked if it was possible for him to include the fix for the Apocalypse spells. Post is on the Apocalypse page if anyone wants to chime in. He said it doesn't affect the vanilla stuff though, so I think the original mod is still needed if you want the fix. Unless Taverius is on to something and it is included in an SR:LE base mod, but I can't think of a mod it would be included in. Link to comment
reddvilzz Posted July 20, 2016 Share Posted July 20, 2016 Yeah, I just asked Enai about it and he said the fix was included in Wintermyst for the custom enchantments. Not included in Apocalypse for the Apocalypse spells though. He said there was never much demand, but I just asked if it was possible for him to include the fix for the Apocalypse spells. Post is on the Apocalypse page if anyone wants to chime in. He said it doesn't affect the vanilla stuff though, so I think the original mod is still needed if you want the fix. Unless Taverius is on to something and it is included in an SR:LE base mod, but I can't think of a mod it would be included in.Hmm that's interesting if the original mod is still needed then maybe this mod is needed as well? www.nexusmods.com/skyrim/mods/75894 Link to comment
Taverius Posted July 20, 2016 Share Posted July 20, 2016 Yeah, I just asked Enai about it and he said the fix was included in Wintermyst for the custom enchantments. Not included in Apocalypse for the Apocalypse spells though. He said there was never much demand, but I just asked if it was possible for him to include the fix for the Apocalypse spells. Post is on the Apocalypse page if anyone wants to chime in. He said it doesn't affect the vanilla stuff though, so I think the original mod is still needed if you want the fix. Unless Taverius is on to something and it is included in an SR:LE base mod, but I can't think of a mod it would be included in.More like - now that I'm building my own custom install based off SRLEx I was going to add it the fix, I think I remember seeing a patch in a FOMOD, and I was hoping someone would remember where so I don't have to reinstall every single FOMOD to check which one XD Link to comment
reddvilzz Posted July 20, 2016 Share Posted July 20, 2016 Anyone ever tried to use timescale 6 or maybe using SkyRealism - Time and Travel? I'm having issue with ralof not continuing it's ai after meeting gerdur and calling hod to talk. He just stand there with gerdur while hod stand a few feet back. Is this because of the timescale? Link to comment
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