ATMPlays Posted October 11, 2017 Share Posted October 11, 2017 Darth, Lexy and myself are all stoked you're enjoying our work. And psst... this MIGHT all show up on SSE soon as well. Be very afraid...*Silently jumps on hype train* Link to comment
DarkladyLexy Posted October 11, 2017 Share Posted October 11, 2017 Darth, Lexy and myself are all stoked you're enjoying our work. And psst... this MIGHT all show up on SSE soon as well. Be very afraid... think you and I might break up one of these days (only joking you know I still love you). *Silently jumps on hype train*You'll be waiting for a while yet Link to comment
rayhne Posted October 11, 2017 Share Posted October 11, 2017 ok i'll sort that out tomorrow. don't know how many times i have said this but i will keep beating people over the head until this gets through. WHEN YOU HAVE STARTED AN ACTUAL GAME (ie not just testing) STOP MODDING; STOP UPDATING; DON'T DO ANYTHING JUST PLAY TO GAME.ok noted for tomorrowI'll print that out and put it where I can see it ... maybe I'll even make it wallpaper ... Link to comment
memnochs Posted October 11, 2017 Share Posted October 11, 2017 (edited) Hello, Some users seemed to be interested by my mod Higher difficulty so i hope i won't upset anybody by calling for beta testers here. As some of you noticed, AAE override my difficulty change because it uses PC Level Mult to scale monster level with player. So i edited all NPC to give them a level array and a fixed level. I tried to do my best to make it balanced. I tested it a bit and result seems good but it is hard to test alone (and because i'm currently rebuilding my load order XD). i will be happy if you could give me your feedback (please do it on the mod page, i don't want to hijack this thread). After testing, i will build a CR patch for this guide (after i finish to build my LO). PS: If it is a bad idea to post this here, feel free to delete. Edited October 11, 2017 by memnochs Link to comment
baronaatista Posted October 11, 2017 Share Posted October 11, 2017 I don't use LOTD but I do use AAE, I'll have a look/test at it tonight. Link to comment
DarkladyLexy Posted October 11, 2017 Share Posted October 11, 2017 thanks memnochs I'll have to take a look tomorrow now on way out soon to brightly lit lab for oh so fun with science. Link to comment
Lightsourced Posted October 11, 2017 Share Posted October 11, 2017 hmm.. i just noticed I have two instances of Complete Crafting in my MCM... how do I fix that O.O Link to comment
kareemamr50 Posted October 11, 2017 Share Posted October 11, 2017 I know this isn't related to the guide but thought i could get some clarification hereDid someone use elemental dragons with this guide plus the lotd patch for it? any compatibility issues or bugs...etc? Link to comment
Jabrute Posted October 12, 2017 Share Posted October 12, 2017 I am at the place in the guide where I load up Wrye Bash and do this Load Wrye Bash Right click on the Undeath Immersive Lichdom V3.esp and select File->Create dummy esps (this will create a fake empty esp for the Master you are missing and place it into the overwrite folder). I go under File and the only option I see that looks close is "create dummy masters" but it is greyed out??? Thanks again for any help here One more thing, tes5edit has text i need to use a microscope to see and its driving me nuts. Does anyone else have this problem? I cant seem to find any way to make the font bigger. Link to comment
Jabrute Posted October 12, 2017 Share Posted October 12, 2017 After installing the LOTD Patches, I see this note: Please be aware that the changes to the Konahriik's Accoutrements patch (DBM_DPA_Patch.esp) Requires the Unofficial Legacy Patch v1.2. The nexus page for the 1.2 Unofficial patch is no longer on nexus and has a note that it is now on the official LOTD patch central. I cant find it there unless it is the "optional mod patches for legacy" Thanks once again Link to comment
Jabrute Posted October 12, 2017 Share Posted October 12, 2017 Mod organizer would be so much easier to navigate if you could color each mod a custom color so you could have each section of mods easier to find when there are so many mods to scroll through. I posted a suggestion for that once, but didn't get a response. Link to comment
baronaatista Posted October 12, 2017 Share Posted October 12, 2017 If you use categories properly in MO it's super easy... Link to comment
Nozzer66 Posted October 12, 2017 Share Posted October 12, 2017 (edited) Or even if you don't. You can always add in empty folders as headers. That's what I do. Quick and easy. Something like ==== Other Fixes ==== works wonders.I am at the place in the guide where I load up Wrye Bash and do this Load Wrye Bash Right click on the Undeath Immersive Lichdom V3.esp and select File->Create dummy esps (this will create a fake empty esp for the Master you are missing and place it into the overwrite folder). I go under File and the only option I see that looks close is "create dummy masters" but it is greyed out??? Thanks again for any help here One more thing, tes5edit has text i need to use a microscope to see and its driving me nuts. Does anyone else have this problem? I cant seem to find any way to make the font bigger. That's the option you want. It's changed in the newer version of Wrye Bash. Should fix that some day. As for why the option's greyed, is the actual ESP ticked in the right pane of MO and thus active? Otherwise Wrye wont know the masters it needs to make. Edited October 12, 2017 by Nozzer66 Link to comment
DarkladyLexy Posted October 12, 2017 Share Posted October 12, 2017 After installing the LOTD Patches, I see this note: Please be aware that the changes to the Konahriik's Accoutrements patch (DBM_DPA_Patch.esp) Requires the Unofficial Legacy Patch v1.2. The nexus page for the 1.2 Unofficial patch is no longer on nexus and has a note that it is now on the official LOTD patch central. I cant find it there unless it is the "optional mod patches for legacy" Thanks once againthat's old information i need to get rid of that. Link to comment
DarkladyLexy Posted October 12, 2017 Share Posted October 12, 2017 Hello, Some users seemed to be interested by my mod Higher difficulty so i hope i won't upset anybody by calling for beta testers here.As some of you noticed, AAE override my difficulty change because it uses PC Level Mult to scale monster level with player. So i edited all NPC to give them a level array and a fixed level. I tried to do my best to make it balanced.I tested it a bit and result seems good but it is hard to test alone (and because i'm currently rebuilding my load order XD).i will be happy if you could give me your feedback (please do it on the mod page, i don't want to hijack this thread). After testing, i will build a CR patch for this guide (after i finish to build my LO). PS: If it is a bad idea to post this here, feel free to delete.Right so i have had a very quick look in Xedit at the conflicts and yes it will require conflict resolution it conflicts with: USLEEPCutting Roon floorSkytestAnimals MergeESF CompanionsOBISNPC Retexture Mergethe man CRthe NPC retexture CRImmersive weapons Recommend dropping AAE Patches merge from SirJ and loading After LOTD Patches merge. What I might do is create a version pacifically for SRLE Extended LOTD and pass it on but later time for snoozey land. Link to comment
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