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Posted
  On 1/21/2016 at 6:01 AM, Neovalen said:

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.

How often do we use a carriage to move to another location from any of those towns I wonder ?

If we really would like to use the mods we could turn of those particular carriages in the MCM Menu of BFT for the time being.

And maybe message Arthmoor or put out a request at the STEP forum with a kindly request if anyone capable would consider building a patch ? :)

Posted (edited)
  On 1/21/2016 at 9:00 AM, Ogham said:

How often do we use a carriage to move to another location from any of those towns I wonder ?

If we really would like to use the mods we could turn of those particular carriages in the MCM Menu of BFT for the time being.

 

that was my other idea and Lexy did suggest that to me last night i am still thinking about it.

 

I say we add the 4 villages to extended but turn off the Carts in those locations in the MCM?

Edited by Darth_mathias
Posted
  On 1/21/2016 at 7:12 AM, Darth_mathias said:
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

Thanks, Darth..but there's no need to move Loot and Degradation in the left pane..only the loot rule.

Posted
  On 1/21/2016 at 10:03 AM, mavanaic said:

Thanks, Darth..but there's no need to move Loot and Degradation in the left pane..only the loot rule.

OK this is why it's I also have you guys testing things out for me.

Posted (edited)

Hello Darth.

Just up for consideration since I noticed you added Faction Crossbows.

>>> Unique Bows Collection

+

>>> Unique Bows Redux by Teabag86

 

Also working very fine in combination with Faction Crossbows

An NPO Module - Crossbows

The optional - NPO Module - Crossbows - CCOR_WAF

 

I also suggested Hunters Cabin a while ago as a starter player home.

After testing I find that Embershard Cottage is a bit nicer. (also includes a real shelter supported version)

Edited by Ogham
Posted
  On 1/21/2016 at 9:11 AM, Darth_mathias said:

that was my other idea and Lexy did suggest that to me last night i am still thinking about it.

 

I say we add the 4 villages to extended but turn off the Carts in those locations in the MCM?

I could go without the Carts in those locations.

Posted (edited)

Been actually playing the game for a few hours today and I've come to the conclusion. that I miss SkyTEST - Realistic Animals and Predators the animals are dump the just stand there and let you shoot them with arrow while a least with SkyTest to would either run and fight back. i have had one CTD cause by Immersive pertrols near Rokistead in 3 hours of gameplay so not bad.

 

 

  On 1/21/2016 at 12:35 PM, edynacio said:

I could go without the Carts in those locations.

I think alot of people wouldn't mind I have a message out to Neo to see what he palnning plus immersive citizen update out so I'll wait for Neo to update Base but put it this way if Neo doesn't want to add it to Base I wlll add to Extended.

Edited by Darth_mathias
Posted

Hey Darth,

 

I am seeing that you are using Immersive Horses.

 

How would you briefly compare that to CH? Are there any features that you are missing from CH? (well, apart from that handy script latency feature).

Is it indeed lighter script-wise from CH?

 

I am thinking of making the switch as I want to make my game a bit lighter in terms of scripts but...well..I just do not know yet; so gathering opinions for the time being and I ma planning on testing it shortly.

 

Thanks!

Posted
  On 1/21/2016 at 2:45 PM, Astakos said:

Hey Darth,

 

I am seeing that you are using Immersive Horses.

 

How would you briefly compare that to CH? Are there any features that you are missing from CH? (well, apart from that handy script latency feature).

Is it indeed lighter script-wise from CH?

 

I am thinking of making the switch as I want to make my game a bit lighter in terms of scripts but...well..I just do not know yet; so gathering opinions for the time being and I ma planning on testing it shortly.

 

Thanks!

It has all the same basic function of CH just implmented a but differently Brodual has a good review on immersive horse

and Hawx did a fairly good comparsion of the two

 

 

 

It does indeed seem script lighter then CH to me the only thing missing from IH is horses armors, but there and mod Craftable Horse Barding by sevencardz (who is the same author as IH) but thats just an Aesthetic thing.

Posted
  On 1/21/2016 at 2:52 PM, Darth_mathias said:

It does indeed seem script lighter then CH to me the only thing missing from IH is horses armors, but there and mod Craftable Horse Barding by sevencardz (who is the same author as IH) but thats just an Aesthetic thing.

Been thinking about switching to IH..the only thing i didn't like is the follower support when I mount a horse..in CH the follower will conjure his own...

Posted
  On 1/21/2016 at 9:11 AM, Darth_mathias said:

 

I say we add the 4 villages to extended but turn off the Carts in those locations in the MCM?

Sounds good, I use other alternatives to travel anyway.

Posted
  On 1/21/2016 at 3:27 PM, xxx78 said:

Sounds good, I use other alternatives to travel anyway.

you can leave on the drivers taking you to those locations but they wont be there to take you back or somewhere else that's all

Posted

I just have a brief question. Why is it that your guide at the beginning of this thread not match your wiki guide? I have tried finding the answer but going through every post of 30 some pages is just not in the cards for my patience, to be honest.

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