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True, that is an option but my LO is tapped out.  I'm not sure how I could fit ETAC full, I definitely can't fit the modular towns.  The bigger problem, however, is that adding separate towns runs the risk of a future conflict as ICAO is updated.  I would have added Rorikstead and run into problems last time and would add Falkreath, which would run into problems next time (ICAO changlog says it's up next).  I almost added JK's Falkreath and Morthal to my current game and am glad I didn't.

Well you can always merge the individual ETaC Towns/Settlements into 1 esp and their respective patches into another. Although merging ETaC Towns (and maybe patches depending on your choices) is nas trivial as just running the Merge script or standalone as it contains navmeshes. It requires a bit more work in Ck but I am sure you are aware of that.

 

BUT...i do see your point about future compatibility with ICAIO. And I tend to agree. I just do not think that it is a major issue if you ditch some more ETaC towns in the next update of ICAIO (whenever that will be). I have done it quite some times and have not run into any problems.

Thing is that I am still in the testing phase of my last ever playthrough of Skyrim as a warrior mage. So I am still checking and testing etc. 

Though TBH Skyrim looks so empty without these overhauls. Especially ETaC. But your thoughts is something that i have been thinking as well. Ditching ETaC!! We will see... ::(:

Edited by Astakos
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well i looks like i uploaded the wrong CR this morning (my wife has corrected me so new one coming up)

 

edit also with Neo's included of Farmhouse Chimneys to Base SRLE it makes sense for me to look at the 4 villages by arthmoor for SRLE Extended. i may also look at dawn of skyrim but dont know yet.

Lexy said it not abig isue to patch (which was what I was mostly worried about)

Edited by Darth_mathias
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I also held off on Summerset Isles, opting instead for Beyond Reach, Helgen Reborn and Moon and Star (all added in SRLE Explorers).  I had Summerset but having so many large worldspace additions was a concern.  Dropping it did seem to improve performance a bit as well.  I'm playing as a Nord so will add SI on a elf mage character, after I've finally played the other new worlds and can remove them.  I'm also only using Arissa, Inigo and Recorder as followers in my current game.  Those, along with Interesting NPCs, give me more than enough followers to choose from.

About new lands mods, whats great about Summerset isle is that it is a addon for the College of winterhold questline, that you can do after becoming Arch-Mage. And I prefer content that build on/extend/add to vanilla content.

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What is your thoughts on city mods Darth? Is mods like JK's cities and ETAC not interesting at all?

 

About city mods, there is one mod that I like to see in this pack that add to Markarth, the SKY CITY - Markarth Rising by reindeer51.

This is just a visual addon so it should be compatible with all other Markarth mods, and it make the city feel much more impressive and improve the atmosphere.

Edited by xxx78
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About new lands mods, whats great about Summerset isle is that it is a addon for the College of winterhold questline, that you can do after becoming Arch-Mage. And I prefer content that build on/extend/add to vanilla content.

Don't get me wrong, it looks great.  I'm not trying to disparage Summerset Isle, ETAC or JK as they are all excellent/seem like excellent mods.  I've just been trying to take a hard line when it comes to my LO for the sake of stability (hardline is, of course, a relative term as I'm still really pushing the game engine).  I look forward to trying it on a separate playthrough.

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What is your thoughts on city mods Darth? Is mods like JK's cities and ETAC not interesting at all?

 

About city mods, there is one mod that I like to see in this pack that add to Markarth, the SKY CITY - Markarth Rising by reindeer51.

This is just a visual addon but it make the city feel much more impressive and improve the atmosphere.

No they are interesting I just personnaly find ETaC and JK's far to performance heavy for my liking. if i didn't have so many mods already installed I seriously use both.

 

Plus there is now the added issue of immersive citizen compatbility and i am also aware the esp count and VRam is getting rather high.

 

anyway on another note i have checked out Arthmoors village mods and there is little to no performance drop so I say it's in. Lexy will do CR again tonight so it should be added later tonight or sometime tomorrow.

Edited by Darth_mathias
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Any chance you consider some of thirteenorange's mods ? A few of them were included in REGS, and as long as I remember those were very well made and really fit into the game world :

 

https://steamcommunity.com/workshop/filedetails/?id=16345

 

https://steamcommunity.com/sharedfiles/filedetails/?l=french&id=97512100

 

EDIT : Do you plan to add Seranaholic to the NPC Retexture section ? She's one Bjin's finest works imho...

Edited by caiuscosades
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Somehow the quest from Adrianne to deliver the sword to her father doesn't work...the question if she works the forge all day does not appear in the dialogue (FreeformWhiterunQuest03)..i think it's blocked by Loot and degradation i think..well, at least this one..

Edited by mavanaic
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So, I have good news and I have bad news.

 

First, the good news: I was able to conflict resolve everything without too much hassle.

 

Now, the bad news: The carriages from BFT clip like hell since Arthmoor added buildings and other things where the carriages go.  In Darkwater Crossing, it was clipping into the porch / side of a building. In Kynesgrove, it was inside a dirt mound. In Shors Stone it was inside stairs going up to a building. The only location that actually looked proper was Ivarstead. Now, to move the carriages may not be that big of a deal for someone who knows how to do that sort of thing in the CK and regenerate navmeshes... but that is not me.

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Sorry to hear that, Neo, I was hoping that someone whose much more knowledgeable than I am would be able to pull it off.  Guess I'll just go back to imagining the carriage driver has a drinking problem.   ::):

 

A mod that might be considered for the extended pack, or SRLE for that matter, is Music Mods Merged.  I've been using it for a while and it seems to work great and, as near as I can tell, only requires minor patching.  It adds a lot to the ambiance, especially if you're getting sick of the vanilla music and don't have the patience to deal with Epic Music Overhaul.  I use the non-replacer version myself.

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So, I have good news and I have bad news.

 

First, the good news: I was able to conflict resolve everything without too much hassle.

 

Now, the bad news: The carriages from BFT clip like hell since Arthmoor added buildings and other things where the carriages go.  In Darkwater Crossing, it was clipping into the porch / side of a building. In Kynesgrove, it was inside a dirt mound. In Shors Stone it was inside stairs going up to a building. The only location that actually looked proper was Ivarstead. Now, to move the carriages may not be that big of a deal for someone who knows how to do that sort of thing in the CK and regenerate navmeshes... but that is not me.

yeah Lexy Noted that last night when she was testing and dediced it was to much of a pain to fix which is a shame what we need is a compatability patch between the 2 mods but that is way beyond my skills

Somehow the quest from Adrianne to deliver the sword to her father doesn't work...the question if she works the forge all day does not appear in the dialogue (FreeformWhiterunQuest03)..i think it's blocked by Loot and degradation i think..well, at least this one..

i'll look into to this for you.

 

Edit: you need to make sure Loot and Degradation is above Even Better Quest Objectives in the left hand pane and that BetterQuestObjectives.esp loads after LootandDegradation.esp

 

i am therefore recommending moving Loot and Degardation to the "Other Fixes" section of the Guide and updating loot metadata

Edited by Darth_mathias
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