FanFanStef wrote:Is there a way to get me a permanent human or animal follower? Call me childish, but I hate walking alone, and those summoned things don't help)
http://www.nexusmods.com/skyrim/mods/78138/?
"Auto Unequip Helmet" works fine.
http://www.nexusmods.com/skyrim/mods/13298
"Skyrim Reloaded - SKGE" works for me if CameraMode and SleepingMode are turned off in "SkyrimReloaded.ini" file.
CameraMode crashes the game when I open the map and SleepingMode prevent my character from sleeping.
http://www.nexusmods.com/skyrim/mods/75954/?
and "moreHud" seems to start working.
http://www.nexusmods.com/skyrim/mods/51956/?
http://www.nexusmods.com/skyrim/mods/13298
"Skyrim Reloaded - SKGE" works for me if CameraMode and SleepingMode are turned off in "SkyrimReloaded.ini" file.
CameraMode crashes the game when I open the map and SleepingMode prevent my character from sleeping.
http://www.nexusmods.com/skyrim/mods/75954/?
and "moreHud" seems to start working.
http://www.nexusmods.com/skyrim/mods/51956/?
Dikong227 wrote:currently there are only 1 follower mod for enderal afaik
http://www.nexusmods.com/skyrim/mods/78138/?
Mods like MoreHud and PC heading tracking and Voice need FISS if you want to use them together.
I have goood and bad news.
First the bad one.
Because i have a private crysis i cant work longer on the modlist.
Im really sorry for that.
But the good one is. I can give the list to an other person. He just have to make contact with me and i can send him the whole list. Just contact me. I dont want the list to dissapear :/
Greetings
Alzucard
First the bad one.
Because i have a private crysis i cant work longer on the modlist.
Im really sorry for that.
But the good one is. I can give the list to an other person. He just have to make contact with me and i can send him the whole list. Just contact me. I dont want the list to dissapear :/
Greetings
Alzucard
SMIM works but one of the textures for the barrels incorrectly fits the mesh. Quick fix is to delete the barrel02 mesh in the smim folder, havent found a way to make it work with the mesh though.
EK_RingLimiter, works with enderal, please add to list
I tried the "A Matter of Time" mod from Compatible Mod list but it's not working. Only it's MCM menu is added to the game. I can confirm that "KenMOD - Time on Loading Screen" ( http://www.nexusmods.com/skyrim/mods/98/? ) works.
Thank you
Edit 1: I just read here that "SkyUI Widget Fix for Enderal English" ( http://www.nexusmods.com/skyrim/mods/78103/? ) might work. I try that when I get home the beginning of the week.
Edit 2: "SkyUI Widget Fix for Enderal English" brings the "A Matter of Time" to "life" in Enderal.
Thank you
Edit 1: I just read here that "SkyUI Widget Fix for Enderal English" ( http://www.nexusmods.com/skyrim/mods/78103/? ) might work. I try that when I get home the beginning of the week.
Edit 2: "SkyUI Widget Fix for Enderal English" brings the "A Matter of Time" to "life" in Enderal.
Last edited by campijr on 08.09.2016 20:07, edited 1 time in total.
campijr wrote:I tried the "A Matter of Time" mod from Compatible Mod list but it's not working. Only it's MCM menu is added to the game. I can confirm that "KenMOD - Time on Loading Screen" ( http://www.nexusmods.com/skyrim/mods/98/? ) works.
Thank you
Edit: I just read here that "SkyUI Widget Fix for Enderal English" ( http://www.nexusmods.com/skyrim/mods/78103/? ) might work. I try that when I get home the beginning of the week.
I don't know if these ones have already been added, but
Bloody Facials REBLOODED seems to work for me:http://www.nexusmods.com/skyrim/mods/55628/?
Also Footprints seems to work in the snowy parts of Enderal: http://www.nexusmods.com/skyrim/mods/22745/?
Also even though Scoped Bows is on the Compatibility list. Can someone explain, how to make it work correctly? The scoped bows show up in the crafting menu, but the bows needed aren't ingame though (ie: scoped longbow, needs a "Long Bow" not the "Longbow" which you can craft in Enderal) Also there are a few references to Skyrim characters (Aela, and a few more) I deleted those with TES5Edit. But I'm a bit rusty when it comes to TES5Edit, otherwise I would have made a patch myself.
Anybody knows, if weather related mod like Real shelter will work/be ported?
Bloody Facials REBLOODED seems to work for me:http://www.nexusmods.com/skyrim/mods/55628/?
Also Footprints seems to work in the snowy parts of Enderal: http://www.nexusmods.com/skyrim/mods/22745/?
Also even though Scoped Bows is on the Compatibility list. Can someone explain, how to make it work correctly? The scoped bows show up in the crafting menu, but the bows needed aren't ingame though (ie: scoped longbow, needs a "Long Bow" not the "Longbow" which you can craft in Enderal) Also there are a few references to Skyrim characters (Aela, and a few more) I deleted those with TES5Edit. But I'm a bit rusty when it comes to TES5Edit, otherwise I would have made a patch myself.
Anybody knows, if weather related mod like Real shelter will work/be ported?
A warning.
Immersive Detection of NPCs is listed on the Unstable and Outdated Mods Masterlist.
There is a download link provided for an alternative. But the alternative works on cell change/load. I am no expert on the Skyrim world building but it seems it would also work in Enderal.
Also, for people having font size issues I am using the Skyrim Interface Makeover for SkyUI. You just have to either hide the tweenmenu.swf if using MO or make sure it doesn't overwrite the Enderal tweenmenu.swf file with other mod organizers/installers. Otherwise the Skill menu selection will show up in your tab menu.
Immersive Detection of NPCs is listed on the Unstable and Outdated Mods Masterlist.
There is a download link provided for an alternative. But the alternative works on cell change/load. I am no expert on the Skyrim world building but it seems it would also work in Enderal.
Also, for people having font size issues I am using the Skyrim Interface Makeover for SkyUI. You just have to either hide the tweenmenu.swf if using MO or make sure it doesn't overwrite the Enderal tweenmenu.swf file with other mod organizers/installers. Otherwise the Skill menu selection will show up in your tab menu.
Also, without having to use Immersive or added nocs, approximately 87% of LoversLab mods are compatible. I have checked them and ran LOOT with them. Then they all came out compatible so I ran some of the ones I installed. Boy did they ever work! Just wanted to let you in one the secret. But in Nexus, you have to run FNIS first by downloading it, then after you down loaded the mods, run the FNIS generator tool. You'll notice the warning as it comes up every time you d/load a mod that has any kind of animated movement.
quote="Asherim"
The only issue is that to get Frostfall to work you have to install SkyUI normally, and that causes some weird issues with using the MCM (IE: if you click on a mod it might open options for a different mod instead)./quote
Im playing with Frostfall now, without having installed SkyUI. exposure bars have been appearing, and it seems to be working well, but then, that is without the Frostfall - SkyUI plugin being installed... Ive seen the warnings, though. The SkyUI integration is a bit of an issue on several accounts.
The only issue is that to get Frostfall to work you have to install SkyUI normally, and that causes some weird issues with using the MCM (IE: if you click on a mod it might open options for a different mod instead)./quote
Im playing with Frostfall now, without having installed SkyUI. exposure bars have been appearing, and it seems to be working well, but then, that is without the Frostfall - SkyUI plugin being installed... Ive seen the warnings, though. The SkyUI integration is a bit of an issue on several accounts.
EbonKnight wrote:Has anyone tried the more complex mods with Enderal? I'm guessing that sadly, even though it would be perfect since Enderal's load order is so small, Duke Patrick's Combat and Archery won't work because it hevaily edits the skill tree? Not sure if something like Attack Commitment, TK Dodge and Mortal Enemies would work? I've tried HitStop and Recoil from the TK guy but I'm not sure I'm seeing the effects. WIldcat seems to work but anything past 1.50 damage for you and enemies makes the game way too easy + compared to some other combat mods it's fairly simplistic. I guess my biggest gripe with the mostly vanilla Enderal combat is the fact enemies are dumb as bricks yet have homing very hard-to-timed-block-or-dodge attacks, you get infinite stamina for light attacks and yet stamina regens slowly and finally archery feels incredibly iffy. All this stuff was mostly fixed with Skyrim mods but it seems that the best ones don't really play all that nice with Enderal.
Two mods that you might want to consider are Enderal Gameplay Overhaul and Wildcat - Combat of Skyrim. They can be used together, although, it is suggested to load Wildcat after EGO and in the MCM Menu you'll want to disable any options related to stamina for Wildcat.
NPCs can Craft: http://www.nexusmods.com/skyrim/mods/59350/?
It has a feature where it will auto detect alchemist/blacksmith/enchanters but this feature doesn't work in Enderal. Instead, you can use a power added by the mod to make an npc into a crafter that the mod recognizes. This way you can have them craft you things like potions or armor. You can even have things enchanted. Also, you yourself have to have the blueprint so that smiths can craft armor/weapons.
It has a feature where it will auto detect alchemist/blacksmith/enchanters but this feature doesn't work in Enderal. Instead, you can use a power added by the mod to make an npc into a crafter that the mod recognizes. This way you can have them craft you things like potions or armor. You can even have things enchanted. Also, you yourself have to have the blueprint so that smiths can craft armor/weapons.
Alzucard has anyone contacted you yet about continuing on the mod list?
Loot and degradation seems compatible, though I activated in the MCM only the loot module.
Sorry, I don't speak German but I wanted to be helpful. I use the Google Doc maintained here. Just to let you know, "A Matter of Time" works without the fix linked in the comments section of the doc. Ever since update 1.1.3.3 SkyUI widgets now work as well as 3rd party widgets like AMoT. I have been using AMoT and SkyUI's current effects status widgets since that update every day and they work flawlessly. You can remove the link. I spoke to that mod author as well.
Last edited by stuemper on 14.09.2016 03:20, edited 1 time in total.
Reason: Moved to the respective thread in the english forum.
Reason: Moved to the respective thread in the english forum.
bcote25 wrote:Sorry, I don't speak German but I wanted to be helpful. I use the Google Doc maintained here. Just to let you know, "A Matter of Time" works without the fix linked in the comments section of the doc. Ever since update 1.1.3.3 SkyUI widgets now work as well as 3rd party widgets like AMoT. I have been using AMoT and SkyUI's current effects status widgets since that update every day and they work flawlessly. You can remove the link. I spoke to that mod author as well.
Meanwhile I have tried moreHUD and seems that it works.
http://www.nexusmods.com/skyrim/mods/51956/?
suicreeps wrote:Alzucard has anyone contacted you yet about continuing on the mod list?
I recently moved several mods between the sheets and added several new ones that are stable.
Feel free to send me a PM here or use the reply option to comment directly within the document. I review it just about each evening for necessary changes.







