Darth_mathias Posted February 4, 2016 Author Share Posted February 4, 2016 (edited) It is not a matter of USLEEP compatibility for the reported crashing nor for the script.I have my own compatible with USLEEP into the main plugin itself so that is not an issue. Well, the reported crashes in HF built-able house areas (especially Lake View) are a fact and I was thinking that this maybe due to SkyTEST adding extra spawns to these areas.Perhaps the spawning areas conflict with HF scripts and/or placement of objects; so I was thinking of modifying the main esp at to exclude spawns in those areas. Don't know...just a thought as i really have not delved into SkyTEST long enough...actually have it installed only for a couple of days with not much testing conducted due to not having enough time to do so. About Steve40's predator script (which for the extra spawns of SkyTEST I do recommend) you can find more info here. It is also mentioned in SkyTEST's description page FYI.ok thanks i'll look into this. I take it this script get added to SkyTest or on it's own? Edited February 4, 2016 by Darth_mathias Link to comment
Astakos Posted February 4, 2016 Share Posted February 4, 2016 Something I forgot....for those people that do the vanilla cart start and not using AS-LAL options, then I do not recommend starting the game with Steve40's script as due to the way it works, it may add a couple of predator spawns while Hadvar rides his horse which may glitch the game. For any other alternative start scenarios, this script is perfectly fine! Link to comment
Darth_mathias Posted February 4, 2016 Author Share Posted February 4, 2016 Something I forgot....for those people that do the vanilla cart start and not using AS-LAL options, then I do not recommend starting the game with Steve40's script as due to the way it works, it may add a couple of predator spawns while Hadvar rides his horse which may glitch the game. For any other alternative start scenarios, this script is perfectly fine!ok Thanks Astakos for point out my sillyness of not reading the mod page proberly lol. The skytest page actually does say to use this script which I totally missed I will amend the guide best to install as a seprate mod under the compaybilty section i will mention about not using the Script with vanillia start. in fact proberly easiest to wait until you exit Helgen before activating this mod. Link to comment
Razorsedge877 Posted February 4, 2016 Share Posted February 4, 2016 I still have the original bijin mods Link to comment
Astakos Posted February 4, 2016 Share Posted February 4, 2016 (edited) Darth also have a read at the last page of that thread where Keithinhanoi (I have so much missed his posts!! ) recommends an edit in that script as to avoid papyrous spam when combined with USLEEP/USKP. If you need any assistance in compiling this script let me know ( I have mined compiled). Although I do not know if you can post the modified/re-compiled script to the guide without Steve40's consent who is basically MIA. I do not know how these rules go...perhaps the more knowledgeable guys about permissions from this forum may jump into! Edited February 4, 2016 by Astakos Link to comment
Darth_mathias Posted February 4, 2016 Author Share Posted February 4, 2016 (edited) Darth also have a read at the last page of that thread where Keithinhanoi (I have so much missed his posts!! ) recommends an edit in that script as to avoid papyrous spam when combined with USLEEP/USKP. If you need any assistance in compiling this script let me know ( I have mined compiled). Although I do not know if you can post the modified/re-compiled script to the guide without Steve40's consent who is basically MIA. I do not know how these rules go...perhaps the more knowledgeable guys about permissions from this forum may jump into! some help would be awesome, how easy it is to re-complie the script? as it would be easier to just let people download the modified script. Edited February 4, 2016 by Darth_mathias Link to comment
Astakos Posted February 4, 2016 Share Posted February 4, 2016 (edited) I can send you the compiled script if you want...I can also post it here. Thing is I do not know if I am allowed to do so or if you are allowed to attach it to your guide...that is why I asked. EDIT: If you want to compile it yourself, download the v.2.2 as indicated in the OP from STeve40 and then make sure you add the two lines indicated by KeithinHanoi in his post on page 9 to the source script. This is the "LvlPredatorScript.psc" inside the Data\Scripts\Source folder. You can edit this file with Notepad++.Then if CK is not your friend you can setup Notepad++ to act as the compiler in order to produce the appropriate pex file. You can see how you can do that here. If you still need any assistance let me know... Edited February 4, 2016 by Astakos Link to comment
Darth_mathias Posted February 4, 2016 Author Share Posted February 4, 2016 I can send you the compiled script if you want...I can also post it here. Thing is I do not know if I am allowed to do so or if you are allowed to attach it to your guide...that is why I asked.no i send i private message with my email address. Link to comment
xxx78 Posted February 4, 2016 Share Posted February 4, 2016 So i'm trying this combination now..is this a good instalation order?Duel - Combat RealismCombat EvolvedRevenge Of the Enemies 2016Vigor - Combat and Injuries or you suggest something different ? or something else better than RoTE ? That was actually the combination i am thinking of trying out, but without RoTE 2016Any special reason why do you want to use duel instead of Deadly? Duel is on the same dangerous "save bloating" list as deadly. Link to comment
xxx78 Posted February 4, 2016 Share Posted February 4, 2016 (edited) I am not using ROtE as I do not like this mod at all, but from what I saw in TES5Edit it has its own combat AI for 3 combat styles. So I would say load ROtE after ERSO as to preserve the AI that author has chosen. That's one of the things I like about ROTE, its about enemies and creating diversity in giving enemies different arsenals. Most other combat mods focus strongly on combat actions itself and dont change what enemies bring to the combat. Even combat evolved focus primary on the combat itself and elements in combat, and not on what enemies bring to the battle. Maybe Im wrong, but I think ROTE is in a way is changing a different aspect of combat than other popular combat mods do, and therefor I find it unique. P.S. If using Combat Evolved then ERSO Enemy AI Overhaul will be redundant as both mods are doing the same thing (CE much more). Try ERSO without CE.Thanks for the info. Edited February 4, 2016 by xxx78 Link to comment
Electrocutor Posted February 4, 2016 Share Posted February 4, 2016 I rather wish SkyTest came in two varieties; one that just added the animal behavior and another that added the extra and changed spawns. Link to comment
Darth_mathias Posted February 4, 2016 Author Share Posted February 4, 2016 I rather wish SkyTest came in two varieties; one that just added the animal behavior and another that added the extra and changed spawns.Or a MCM so you can toggle what you want I still have the original bijin modsI have add this replacer esp to the guide hopefully it is clear which is which version Link to comment
cstarkey42 Posted February 4, 2016 Share Posted February 4, 2016 I rather wish SkyTest came in two varieties; one that just added the animal behavior and another that added the extra and changed spawns.SkyTest integration project has a replacement esp that removes the extra spawn points. I use it and it works great, especially if you want a harsher world that isn't flush in easy meat and hides. Link to comment
Astakos Posted February 4, 2016 Share Posted February 4, 2016 ^ This exactly! Tks cstarkey42! Link to comment
Electrocutor Posted February 4, 2016 Share Posted February 4, 2016 (edited) So... looking at the records in xEdit for SkyTEST... If they remove 'auto-calc stats', doesn't that remove the leveling up of the creature to match the player? Edited February 4, 2016 by Electrocutor Link to comment
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