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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.

It because when I actually came to write the guide I decided to change some things and I stopped updating the first post in the forums. I thought it wasn't needed anymore since we now also have a subguide I use to show install order of mods. https://wiki.step-project.com/User:Darth_mathias/SRLE_Extended_and_SRLE_Intergration#Install_Order

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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)

yes you did sorry I havn't got round to it yet I did look at Embershard cottage today and yes it a nice little starter home worthy of consdieration I also quite like Aurora Village https://www.nexusmods.com/skyrim/mods/41852/? by the same mod author

 

this is the only mod review video i could find of these two mods

https://www.youtube.com/watch?v=pz_cwmC1g1Q

Edited by Darth_mathias
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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

I personal feel that it makes more sense to have the carriages only in the main City hubs that branch to other major hubs and small villages, rather then a carriage sitting around in minor populated areas.

But that's just a personal preference.

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yes you did sorry I havn't got round to it yet I did look at Embershard cottage today and yes it a nice little starter home worthy of consdieration I also quite like Aurora Village https://www.nexusmods.com/skyrim/mods/41852/? by the same mod author

 

this is the only mod review video i could find of these two mods

https://www.youtube.com/watch?v=pz_cwmC1g1Q

Hey, Darth,

 

I tested Aurora,

several conflicts with Enhanced Landscapes (dead trees almost dead center in front of buildings, trees in buildings).

Minor issues with Immersive Patrols (dead imperials and stormcloaks lying about dead along the road bordering the town.

Also the NPC's are Extremely bland, + a town where every NPC is a trainer for one form of skill or another... not so immersive.

 

Edit:

 

PS: I'm sure most that follow up on this guide after Neo's will know about or not use SpINI.

But just in case maybe add the line set ImaxGrass=7 under post SpINI tweaks for Skyrim ini because SpINI resets this to 3.

(Unless that is intended of course, but would negate Flora Overhaul suggested settings I think)

Edited by Ogham
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I am going to stick with Rayeks End (Mazz rework) until I get my castle built I think. Cool thing about Skyrim, there is something that matches about every playstyle if you look about!

 

Colors on the load order/dev sheet are awesome. I like the green/yellow/red designations too.... easy to understand.

 

Might want to check/re-do link in OP for clarity... link the dev page vs load order item.

 

And I agree... the carriages.. I can disable... but when I have a horse... won't use the carriages at all. So I would probably rather have the esp overhead.

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Hey, Darth,

 

PS: I'm sure most that follow up on this guide after Neo's will know about or not use SpINI.

But just in case maybe add the line set ImaxGrass=7 under post SpINI tweaks for Skyrim ini because SpINI resets this to 3.

(Unless that is intended of course, but would negate Flora Overhaul suggested settings I think)

yes you are right i didn't add that because I personally don't use SFO and SRLE Extended is actually built to run without it. but i will make a not of that in the guide

 

I am going to stick with Rayeks End (Mazz rework) until I get my castle built I think. Cool thing about Skyrim, there is something that matches about every playstyle if you look about!

when i used Rayeks End (Mazz) i notice TES5Edit flag some error i put up a bug report on the mod authors page so hopefully it will be looked at.

Edited by Darth_mathias
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Hey, Darth,

 

I tested Aurora,

several conflicts with Enhanced Landscapes (dead trees almost dead center in front of buildings, trees in buildings).

Minor issues with Immersive Patrols (dead imperials and stormcloaks lying about dead along the road bordering the town.

Hi Ogham,

 

Have u run DynDOLOD after you installed Aurora Village?

There is a patch in Enhanced Landscapes DynDOLOD's inis that patches all these trees (actually removes them).

I know that for sure because..em..I have given this part of the patch to AceeQ to include it in his set of inis in the installer.

 

Regarding Immersive Patrols, well yeah, there might be some minor issues with enemies or rival factions spawining inside the city. Author proposes to use her town folk protected version.

not entirely immersive I agree but still this is a quick way of maintaining the village "alive".  ::D:

 

Just my 2 cents!  :;):

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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.

What do think about using https://www.nexusmods.com/skyrim/mods/68221/? Instead of BFT?
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