Pretendeavor Posted February 4, 2016 Share Posted February 4, 2016 The instructions are actually just fine. It says "Version: N/A (Animations Package Optional)" Link to comment
DarkladyLexy Posted February 4, 2016 Share Posted February 4, 2016 new CR available to go with Darth's shiney new Load order Link to comment
Electrocutor Posted February 4, 2016 Share Posted February 4, 2016 (edited) Does anyone know the filename/path for the pelts that CWI uses in the rooms? I need to overwrite them with a parallax version before i go crazy about how flat they are. update: it just uses the normal floor pelts 1-3; so why aren't they parallaxed like in other places? Edited February 4, 2016 by Electrocutor Link to comment
Astakos Posted February 4, 2016 Share Posted February 4, 2016 (edited) Does anyone know the filename/path for the pelts that CWI uses in the rooms? I need to overwrite them with a parallax version before i go crazy about how flat they are.The easiest way for you to find out is: 1. Install MFG Console2. Open the console (~ key) while in the room that the pelt is3. Click on the pelt and note down its base FormID (make sure that mfg says that it is coming from CollegeOfWinterholdImmersive.esp)4. Open TES5Edit5. In the upper left corner type in the Form ID from step 3 and press Enter.6. In the right pane note down the nif file (mesh) associated with this object. IIRC it should be under the signature MODL - Model Filename7. Find this nif and open it in Nifscope8. Expand in the upper left pane the "0 BSFadeNode" -> Expand NiTriShape -> Expand "BSLightingShaderProperty" -> Click on the BSShaderTextureSet" underneath it.9. In the bottom pane expand "Textures" and you will see the appropriate textures for the referenced object. It may look a bit complicated but it is actually quite easy once you get the hang of it. This is the only way (if you do not want to use CK) to find out a mesh or textures for any required mesh. Now, in order to make the pelts parallax you will need to find a suitable *_p.dds file and edit the nif file to include it.This is something that I cannot help you as I do not know which nif you will be editing and which parallax texture you will find appropriate. Edited February 4, 2016 by Astakos Link to comment
Zegorzalek Posted February 4, 2016 Share Posted February 4, 2016 (edited) Good to see all the progressing... I started installing MO and all the tools last night, should be getting to the start of SRLE base tonight... shiney new computer build (see below) working like a charm! (quiet and FAST!) Edited February 4, 2016 by Zegorzalek Link to comment
DarkladyLexy Posted February 4, 2016 Share Posted February 4, 2016 (edited) Does anyone know the filename/path for the pelts that CWI uses in the rooms? I need to overwrite them with a parallax version before i go crazy about how flat they are. update: it just uses the normal floor pelts 1-3; so why aren't they parallaxed like in other places?they might be overwriting. Darth has yet to remove or hide any conflicting textures or meshes from other mods. Edited February 4, 2016 by DarkladyLexy Link to comment
Electrocutor Posted February 4, 2016 Share Posted February 4, 2016 In one room:https://i.imgur.com/TZEoumc.jpg In another room:https://i.imgur.com/LUGL2wo.jpg You can see how the second one looks like trash compared to the first. Going by MO conflict detection, both of these should be coming from Pelts of Skyrim + Peltapalooza. I guess it doesn't support parallax, just that the second looks like a plastic cut-out, while the first looks like an actual pelt. Link to comment
paul666root Posted February 5, 2016 Share Posted February 5, 2016 New version: Ordinator - Perks of Skyrim v5.33 Link to comment
Darth_mathias Posted February 5, 2016 Author Share Posted February 5, 2016 thanks paul666root i will update tonight when i am at home. Link to comment
Darth_mathias Posted February 5, 2016 Author Share Posted February 5, 2016 few changes to existing mods and one bug fix. Skytest interegration project - no extra spawncombat evolved modular (core only) - Changedbugfix LvlPredatorScript - recompied by astakosupdated CR Link to comment
Astakos Posted February 5, 2016 Share Posted February 5, 2016 Darth I would highly suggest that you load RoTe before OBIS and not after. Although I ma not using RoTE (and never will ) but I think it will break a bit the consistency of OBIS if you load it after it.Let OBIS overwrite all of RoTE's edits to bandits! Just my 2cents though... Link to comment
cstarkey42 Posted February 5, 2016 Share Posted February 5, 2016 Darth I would highly suggest that you load RoTe before OBIS and not after. Although I ma not using RoTE (and never will ) but I think it will break a bit the consistency of OBIS if you load it after it.Let OBIS overwrite all of RoTE's edits to bandits! Just my 2cents though... I agree with this. RTOE adds to so many enemies loading OBIS after it offers some more variety, especially since OBIS deals with bandits specifically and does it better, in my opinion. You still get a ton of enemies affected by RTOE. If you make a TES5 Merge patch it will use the OBIS records but bring forward some of the RTOE abilities so you get the best of both. Link to comment
Darth_mathias Posted February 5, 2016 Author Share Posted February 5, 2016 (edited) Darth I would highly suggest that you load RoTe before OBIS and not after. Although I ma not using RoTE (and never will ) but I think it will break a bit the consistency of OBIS if you load it after it.Let OBIS overwrite all of RoTE's edits to bandits! Just my 2cents though... i belive it it made compatbile via the bash patch i actually cant decided what would be best at the moment i did read soemwhere that RoTE needs to load afetr OBIS unless i read it wrong.I agree with this. RTOE adds to so many enemies loading OBIS after it offers some more variety, especially since OBIS deals with bandits specifically and does it better, in my opinion. You still get a ton of enemies affected by RTOE. If you make a TES5 Merge patch it will use the OBIS records but bring forward some of the RTOE abilities so you get the best of both.i see fair enough i must of understood things wrong. I'll get Lexy to look at it and do her CR wizardary when she is feeling better. Edited February 5, 2016 by Darth_mathias Link to comment
Darth_mathias Posted February 5, 2016 Author Share Posted February 5, 2016 ok guys i just want to check things with you i see if i got this right regarding RotE and SIC and HLE load order i was look at https://sites.google.com/site/immersivecreatures/installation/loadorderand the load i have understood it this: Skyrim Immersive Creatures.espSkyrim Immersive Creatures - DLC2.espHigh Level Enemies - SIC.espHigh Level Enemies - SIC Falskaar.espRebirth Monster.esp Link to comment
razcor Posted February 5, 2016 Share Posted February 5, 2016 Hi Darth and Lexy, first of all, many thanks for your efforts in developing this guide. Only two things: - in the CR the RACE_AttrBaseCarryWeight, RACE_AttrAdjustmentBreton, RACE_FixAttackSpeed and RACE_AttrBasePhysicalStrength are not forwarded for the Breton race;- would it be helpful to have a dedicated thread for SR:LE Extended support? Link to comment
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