Search found 16 matches

Search found 16 matches • Page 1 of 2
16.10.2016 19:14
Replies: 198
Views: 162807

Re: Compatible Mods Jump to post
Thanks for adding my comment under Realistic Humanoid Movement Speed, Kedavix. I made a mistake marking it as "resolved"
14.10.2016 19:51
Replies: 198
Views: 162807

Re: Compatible Mods Jump to post
We have refactored the entire housing system for the next patch.
It now works completely different. Sorry to tell you, but yes, we are indeed fixing problems, but instead of fixing single instances we rather look for more "absolute" solutions.
That's awesome. Thanks for the update. I updated my ...
14.10.2016 11:01
Replies: 198
Views: 162807

Re: Compatible Mods Jump to post
don't know why they let the script spam those useless errors
(ignored)
anyone can load tesedit and check for errors those "compatibles" mods to see for themselves
(ignored)
letting the game check if the killmove target isn't a tree don't crash your game, so what?
that's a waste of cpu ressource ...
14.10.2016 00:55
Replies: 198
Views: 162807

Re: Compatible Mods Jump to post
proving what anyway?
See? you never clearly read what I say...
I said: "The sad thing is I know you're not done because your superiority complex won't let you stop."
Then you replied...
So, thank you for proving my point. I baited you, and you fell for it. lol

i knew you couldn't resist either ...
13.10.2016 18:15
Replies: 198
Views: 162807

Re: Compatible Mods Jump to post
yatol wrote:
......
Yawn
See. I knew you couldn't resist
Thanks for proving my point
13.10.2016 05:02
Replies: 198
Views: 162807

Re: Compatible Mods Jump to post
was i supposed to wait for a fix?
The point of a bug report is so that an issue can be fixed for everyone, not just for you

that random gibberish is other bugs of that esm
with the intention of being pompous

there's nothing to debate
then why did you come in here to start one? Someone ...
12.10.2016 22:14
Replies: 198
Views: 162807

Re: Compatible Mods Jump to post
i also know you can get stuck when you leave your house, because of a standing still package
i also know you are missing 7 loading screens and some dialogs because of duplicate records
i also know you are missing lights from some mushrooms, and a dozen other things because it shouldn't be ...
12.10.2016 07:14
Replies: 198
Views: 162807

Re: Compatible Mods Jump to post
like it's a fact your imperials are stuck where they are with enderal
ah ok, didn't know you had the ability to see how everyone's game functions
mine aren't stuck

being able to load a mod without crashing don't mean anything
if that's all that's required for that compatible mod list, it's ...
11.10.2016 09:12
Replies: 198
Views: 162807

Re: Compatible Mods Jump to post
I also use Violens - A Killmove Mod (+WIldcat, +Vigor), and I have had trouble with passive bandit AI.

That's so weird because I use violens in combination with wildcat as well (not vigor however) and I do not have that odd behavior. I am however mostly only using the injuries portion thou as I ...
09.10.2016 01:19
Replies: 198
Views: 162807

Re: Compatible Mods Jump to post
it's not because you don't crash when you load the game with a mod, you won't crash later because of it

I could have sworn I said "I've had it in my load order for a month playing for hrs almost every day and it's never caused a problem"

does your bandits have a brain?
yes. combat is ...
Search found 16 matches • Page 1 of 2