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I do have it installed and like it a lot. If I do add it... will likely strait replace FCO. I would expect it with what I've seen thus far.

Great news Neo! Very glad to hear that! I just love that mod! ...and no conflicts, IIRC, with base SRLE  :;):

 

I swear, everyone around here seems to be married. I'm almost starting to feel some kind of social pressure lol

 

No no dont! Well, I ma not that young but not that old either! So don't worry! I was the last of my entire social cycle that got married! last of the Mohicans!  ::D:

...

If the rest of my thoughts were correct (above is before etc. ^^) would you mind adding your two cents concerning the load order for Upgradable Breezehome.

Because as it stands I feel that if I am correct its current load order in SR-LE Extended is not correct.

 

ok updated the Enhanced landscape special installation bit hopefully it now make more sense.

that would make sense i guess. Astakos you seem more knowleageable then me your 2 cent would be helpful here.

I am sorry guys but I am not using, nor have ever used Upgradable Breezerhome. I am solely using Elysium Estate as my home.

Ogham I believe that when Surah above his esp it means before his esp and when below he means after. Like the representation in the right pane of MO.

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UPDATED guide to include Arthmoors village. you MUST reinstall Farmhouse chimneys to include the compatbility patches not included with base SRLE, you MUST also redo the merge a new CR is available, also get the new replacer version of Males of Skyrim

 

I have also updated the subguide

Edited by Darth_mathias
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I am really really very sorry to keep this argument going folks. But... from the description page of A.I. overhaul

 

Load order
Note that LOOT does not correctly position my plugin nor the related compatibility patches.

If you don't know how to use TES5edit to optimize your load order, I recommend you put this plugin near the bottom of your load order or to respect the following constraints:

- The main plugin (Immersive Citizens - AI Overhaul.esp) must be positioned above:

 

Edit: I am 'pretty' sure everyone has the below mentioned mods in the first list after A.I. Overhaul.

Unless like with Realistic Water Two (in Neo's Conflict Resolution) the issues are solved via TES5Edit and don't need to go after.

Besides, wouldn't it be odd to have compatibility patches before the mod itself ???... So hence my reasoning he means 'after' when he says 'above'.

 

The main plugin (Immersive Citizens - AI Overhaul.esp) must be positioned above: >>> said differently: 'the mods shown below should be placed after AI overhaul.'

  • DynDOLOD
  • ELFXEnhancer (from Enhanced Lights and FX)
  • Enhanced Lighting for ENB
  • Realistic Lighting Overhaul
  • Realistic Water Two
  • The provided compatibility patches

- The main plugin (Immersive Citizens - AI Overhaul.esp) must be positioned below:

 

Edit: I am 'pretty' sure everyone has these mods before A.I. Overhaul, otherwise I would have expected to see some user rules in a guide to have Deadly Dragons load after AI Overhaul.

Hence my reasoning he means before when he says below.

Enhanced Skyrim Factions is debatable as Shurah explains himself on the mod page. Place it below AI Overhaul in M.O.s right hand pane to have some of the Companions AI and some of Immersive's AI.

Place it above AI Overhaul in M.O. right hand pane to keep all the changes from the Companions Mod.

  • any plugin which edits Breezehome, Honeyside, Vlindrel, Hall Hjerim or Proudspire Manor
  • any plugin adding new houses (more information is available here)
  • Deadly Dragons
  • Enhanced Skyrim Factions - The Companions Guild
  • Interesting NPCs
  • Requiem
  • Touring Carriages

So if he states that 'Breezehome FullyUpgradable (must be positioned above my plugin)' it would mean after..., again it would comply with his line of reasoning concerning navmesh edits.

Most Breezehome mods are clean-ups, small layout and visual changes so they would still work with the navmesh pathing from AI overhaul.

Breezehome fully upgradable is a complete overhaul, including a bathtub upstairs and redesigned basement,

which I think Shurah can hardly take into account. Therefore you will want to keep the navmesh edits from Breezehome fully upgradable. ( so place it after ^^ )

 

And now I'm tired of trying to reason this out because I hardly understand it as much as I'm trying to convey... lol

Edited by Ogham
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I am really really very sorry to keep this argument going folks. But... from the description page of A.I. overhaul

 

So if he states that 'Breezehome FullyUpgradable (must be positioned above my plugin)' it would mean after..., again it would comply with his line of reasoning concerning navmesh edits.

Most Breezehome mods are clean-ups, small layout and visual changes so they would still work with the navmesh pathing from AI overhaul.

Breezehome fully upgradable is a complete overhaul, including a bathtub upstairs and redesigned basement,

which I think Shurah can hardly take into account. Therefore you will want to keep the navmesh edits from Breezehome fully upgradable. ( so place it after ^^ )

that actually make a lot a sense i will test it out and see.

 

EDIT: I have put a message out to Shurah concerning this question this hopefully we will get an answer direct from him. as i don't now enough about navmeshes to say yay or nay

Edited by Darth_mathias
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Back again good ol' Darth,

Was wondering how you made Archery Overhaul work ?

I have been using it a while now and see your guide also implements it.

Unless I did not look carefully enough, I do not see any of the required ini edits mentioned in the guide for Enhanced Camera Users

nor a mention of the adviced iHud - Disable 'Force crosshair to hide' in the MCM.

Also SR-LE Revisited is at 1.3a of Enhanced Camera Users.

I had to revert back to the 1.3 version because my camera was wonky and shaking all the time after updating to 1.3a

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I am really really very sorry to keep this argument going folks. But... from the description page of A.I. overhaul

 

Load order

Note that LOOT does not correctly position my plugin nor the related compatibility patches.

If you don't know how to use TES5edit to optimize your load order, I recommend you put this plugin near the bottom of your load order or to respect the following constraints:

- The main plugin (Immersive Citizens - AI Overhaul.esp) must be positioned above:

 

Edit: I am 'pretty' sure everyone has the below mentioned mods in the first list after A.I. Overhaul.

Unless like with Realistic Water Two (in Neo's Conflict Resolution) the issues are solved via TES5Edit and don't need to go after.

Besides, wouldn't it be odd to have compatibility patches before the mod itself ???... So hence my reasoning he means 'after' when he says 'above'.

 

The main plugin (Immersive Citizens - AI Overhaul.esp) must be positioned above: >>> said differently: 'the mods shown below should be placed after AI overhaul.'

  • DynDOLOD
  • ELFXEnhancer (from Enhanced Lights and FX)
  • Enhanced Lighting for ENB
  • Realistic Lighting Overhaul
  • Realistic Water Two
  • The provided compatibility patches

- The main plugin (Immersive Citizens - AI Overhaul.esp) must be positioned below:

 

Edit: I am 'pretty' sure everyone has these mods before A.I. Overhaul, otherwise I would have expected to see some user rules in a guide to have Deadly Dragons load after AI Overhaul.

Hence my reasoning he means before when he says below.

Enhanced Skyrim Factions is debatable as Shurah explains himself on the mod page. Place it below AI Overhaul in M.O.s right hand pane to have some of the Companions AI and some of Immersive's AI.

Place it above AI Overhaul in M.O. right hand pane to keep all the changes from the Companions Mod.

  • any plugin which edits Breezehome, Honeyside, Vlindrel, Hall Hjerim or Proudspire Manor
  • any plugin adding new houses (more information is available here)
  • Deadly Dragons
  • Enhanced Skyrim Factions - The Companions Guild
  • Interesting NPCs
  • Requiem
  • Touring Carriages

So if he states that 'Breezehome FullyUpgradable (must be positioned above my plugin)' it would mean after..., again it would comply with his line of reasoning concerning navmesh edits.

Most Breezehome mods are clean-ups, small layout and visual changes so they would still work with the navmesh pathing from AI overhaul.

Breezehome fully upgradable is a complete overhaul, including a bathtub upstairs and redesigned basement,

which I think Shurah can hardly take into account. Therefore you will want to keep the navmesh edits from Breezehome fully upgradable. ( so place it after ^^ )

 

And now I'm tired of trying to reason this out because I hardly understand it as much as I'm trying to convey... lol

Ogham...really mate I cannot see where you stumble...

 

Shurah's recommendations are really straight forward...he says for example: "Breezerhome Fully Upgradable must be positioned above my plugin" which means before his main esp, which makes perfect sense as most of Breezehome mods edit a bit of the surrounding exterior navmeshes. So he proposes that because he wants his navmeshes to take precedence.

 

Also, do not forget that what Shurah recommends is in comparison to his main esp. He says" My esp should be placed...wherever...he does not say that these esps should be placed...wherever!

 

Therefore, when he says that his esp should be loaded below -> he means after and when he says that his esp should be loaded above -> he means before.

Trust me this is what he means!  ::):

 

As a rule of thumb...any mod author recommends a load order that will make his/her plugin compatible or less "problematic" with others. This does not mean that this load order must be followed no matter what, especially for SR:LE that there is conflict resolution involved. A mod author cannot assume that the user knows how to patch in TES5Edit. Hence the rule for RW2 that contradicts to what SR:LE has etc etc.

 

Take my word for it that this is what Shurah means...if you really want to see for yourself load up your mods in TES5Edit...I am sure you will understand what Shurah means ;)

 

Finally and just to explain it a bit further; Neo gave a global priority rule for ICAIO as he wants to maintain full compatibility with all the aliases, markers and navmeshes that this mod involves.

This is why ICAIO is loading where is loading in SR:LE and whatever other mod minor-conflicts with that...well, there is always the conflict resolution scenario into SR Conflict Resolution.esp

 

Hope this clarifies a bit your worries!  :;):

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Back again good ol' Darth,

Was wondering how you made Archery Overhaul work ?

I have been using it a while now and see your guide also implements it.

Unless I did not look carefully enough, I do not see any of the required ini edits mentioned in the guide for Enhanced Camera Users

nor a mention of the adviced iHud - Disable 'Force crosshair to hide' in the MCM.

Also SR-LE Revisited is at 1.3a of Enhanced Camera Users.

I had to revert back to the 1.3 version because my camera was wonky and shaking all the time after updating to 1.3a

the answer to this is simple I don't use Enhanced camera (I dont like it) but you are right I should have a note in the guide for those that do.

 

Edit: Added the iHud advise to the guide also mentioned if you use enhanced camera to get the optional file

Edited by Darth_mathias
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Ogham...really mate I cannot see where you stumble...

 

Shurah's recommendations are really straight forward...he says for example: "Breezerhome Fully Upgradable must be positioned above my plugin" which means before his main esp, which makes perfect sense as most of Breezehome mods edit a bit of the surrounding exterior navmeshes. So he proposes that because he wants his navmeshes to take precedence.

 

Also, do not forget that what Shurah recommends is in comparison to his main esp. He says" My esp should be placed...wherever...he does not say that these esps should be placed...wherever!

 

Therefore, when he says that his esp should be loaded below -> he means after and when he says that his esp should be loaded above -> he means before.

Trust me this is what he means!  ::):

 

As a rule of thumb...any mod author recommends a load order that will make his/her plugin compatible or less "problematic" with others. This does not mean that this load order must be followed no matter what, especially for SR:LE that there is conflict resolution involved. A mod author cannot assume that the user knows how to patch in TES5Edit. Hence the rule for RW2 that contradicts to what SR:LE has etc etc.

 

Take my word for it that this is what Shurah means...if you really want to see for yourself load up your mods in TES5Edit...I am sure you will understand what Shurah means ;)

 

Finally and just to explain it a bit further; Neo gave a global priority rule for ICAIO as he wants to maintain full compatibility with all the aliases, markers and navmeshes that this mod involves.

This is why ICAIO is loading where is loading in SR:LE and whatever other mod minor-conflicts with that...well, there is always the conflict resolution scenario into SR Conflict Resolution.esp

 

Hope this clarifies a bit your worries!  :;):

Appreciate the patience Astakos, and I was wondering where I was stumbling as well... so it figures you would :)

I suppose it is/was because, as described by me, he uses above in the first example (with the compatibility patches) and I have never seen a comp patch before a main mod, so therefore I took to reading it the way I explained (above is after). He then provides the example for all of the home mods in the second example, but... has a specific mention of BreezeHome Fullly in his compatibility overview on one of the other pages of his mod.

So my confusion grew out of his examples and what I am used to seeing in my .esp load order.

I will trust your feedback here Astakos and let it rest ^^, thanks again.

Edited by Ogham
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I recently played a interesting series of mods that is quest related and have some new locations on the skyrim map, like camps, dungeons, fortifications, strongholds, and wilderness areas.

What I liked was that it is on the skyrim map, well made locations, interesting story, good fights, it build on skyrim history and lore and there is no quest given but secrets revealed on the way.

About compatibility. Except a few locations mods, ICAO has potential conflict as usual. There is some navmesh edits in some of this mods, and the only one mentioned as compatible with ICAO is south dragon bridge, the others is there no info about. Nr 4 has a skyrims largest gold mine that can be overpower.

 

Adal Matar the Lost Stronghold - Fight Against the Thalmor I by MadFrenchie

The Cyrodiil Frontier - Fight Against the Thalmor II by MadFrenchie (need this fix The Cyrodiil Frontier - CTD Fix)

The Aldmeri Domain - Fight Against the Thalmor III by MadFrenchie

SOUTH DRAGON BRIDGE - Fight Against the Thalmor IV by MadFrenchie

 

Totally add 5 esp's but it is a lot of content. Also they have independent stories so no need to install all.

 

Here is a video of the first mod in the series.

 

Maybe something for extended?

Edited by xxx78
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SkTest is back and it is here to stay also updated CR you longer need Animal Tweaks  or Riverside Lodge REDUX - Buildable Edition if you don't want to use them.


I recently played a interesting series of mods that is quest related and have some new locations on the skyrim map, like camps, dungeons, fortifications, strongholds, and wilderness areas.

What I liked was that it is on the skyrim map, well made locations, interesting story, good fights, it build on skyrim history and lore and there is no quest given but secrets revealed on the way.

About compatibility. Except a few locations mods, ICAO has potential conflict as usual. There is some navmesh edits in some of this mods, and the only one mentioned as compatible with ICAO is south dragon bridge, the others is there no info about. Nr 4 has a skyrims largest gold mine that can be overpower.

 

Adal Matar the Lost Stronghold - Fight Against the Thalmor I by MadFrenchie

The Cyrodiil Frontier - Fight Against the Thalmor II by MadFrenchie (need this fix The Cyrodiil Frontier - CTD Fix)

The Aldmeri Domain - Fight Against the Thalmor III by MadFrenchie

SOUTH DRAGON BRIDGE - Fight Against the Thalmor IV by MadFrenchie

 

Totally add 5 esp's but it is a lot of content. Also they have independent stories so no need to install all.

 

Here is a video of the first mod in the series.

 

Maybe something for extended?

interest but 5 esp's in total that actually a lot as the guide already is at like 215 and a plan to look at helgen reborn moon and stars and beyond the reach, but We shall see.

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SkTest is back and it is here to stay also updated CR you longer need Animal Tweaks  or Riverside Lodge REDUX - Buildable Edition if you don't want to use them.

interest but 5 esp's in total that actually a lot as the guide already is at like 215 and a plan to look at helgen reborn moon and stars and beyond the reach, but We shall see.

If i remember right one of these (number 2 I think) was particularly crash heavy and didn't play well with some other mods (Helgen Reborn had problems I believe plus others).  They used to be in REGS  as well.  Or at least the first few.

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If i remember right one of these (number 2 I think) was particularly crash heavy and didn't play well with some other mods (Helgen Reborn had problems I believe plus others).  They used to be in REGS  as well.  Or at least the first few.

i wont be adding these to the guide anytime soon this is down the road planning

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