yatol wrote:proving what anyway?
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
yatol wrote:i knew you couldn't resist either
yatol wrote:anyone can load tesedit and check for errors those "compatibles" mods to see for themselves
You done bloating this thread yet?
LOL
bcote25 wrote:I told you why I was replying
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, some care about performance
yatol wrote:don't know why they let the script spam those useless errors
yatol wrote:anyone can load tesedit and check for errors those "compatibles" mods to see for themselves
yatol wrote: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, some care about performance
yatol wrote:you are replying for the sake of replying
So...You didn't answer my question. Are you done bloating this thread yet?
bcote25 wrote:Are you done bloating this thread yet?
yatol wrote:problem is a housing quest script that set global variable _00e_playerhousingbusystate to 100, the condition to enable package 0014102abcote25 wrote:I filed that bug report on Sept 11th. It's an isolated issue pertaining solely to the market district house
As it was affecting figures altered by another Enderal mod in which I fully tested the cause in conjunction with the mod author and filed a report to the devs with pics and a vid. You know..."testing" something...other than loading the game
was i supposed to wait for a fix?
that random gibberish is other bugs of that esm
when i got stuck by the riverville mayor quest, instead of just fixing that and wait for the next problem, took care of most errors it's less time consuming that way
and for the SIXTH time now, the violenz errors mean you are missing those killmoves because their conditions can no longer be met
it's not because you don't crash it work as intended, you are supposed to have those killmoves
that mod need a patch to be use for enderal, there's nothing to debate
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.
The major quest is also long fixed by now.
Also - for both of you:
This is not a 100% community forum, otherwise this thread would have been locked long ago and both of you would have gotten some warnings. While we are more easygoing than those forums it does not mean that spam filling one whole page is ignored - I'll tell you only once to stop this, otherwise one or both of you will get warned.
Caleb8980 wrote: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.
won't they have to restart the game for that entire new housing system?
when there's a conflict with the save, the save always win
have delete that quest, problem solved (i use auto storage scripts, they don't like onitemremoved() )
i know what i am doing, have finish the main quest without problem tried requiem perk tree, but can't navigate between perks (when i click on a perk, instead of zooming on it, camera go somewhere on the right or left, didn't found what was edited to do that)
Caleb8980 wrote: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.
I went back and reread my wording to make sure. Hope I didn't sound like I was at all complaining about bug reports being addressed or not because I understand priorities and my report wasn't important. I filed it just to be helpful incase you guys were unaware (and as a request by a mod author)
Caleb8980 wrote:otherwise one or both of you will get warned.
What do you think about using amidian born armor textures? Somebody knows if Enderal armors from vanilla skyrim have already better textures?
Thanks for adding my comment under Realistic Humanoid Movement Speed, Kedavix. I made a mistake marking it as "resolved"
If we've done some mod testing, is the best place to post in this thread about that? To get updated info on the Modlist spreadsheet, that is.
Trying Locational Damage http://www.nexusmods.com/skyrim/mods/12615/?
Seems that is working fine even if the gameplay is totally different especially for a stealthy archer when you activate the headshot function.
Seems that is working fine even if the gameplay is totally different especially for a stealthy archer when you activate the headshot function.
-shrug- OK I guess I'll post here.
All of these have had a fair amount of playtesting in-game and have had each of their records checked in TES5Edit for any weirdness.
Burn Freeze Shock Effects works out of the box
Deadly Spell Impacts also works. The only thing I haven't tested yet is whether the special snow decals correctly register Enderal's snow. I tested with the medium version.
Better Dynamic Snow and Moss Rocks are in the "Ruffled Feather" optional download. All the statics check out in TES5Edit. It's possible there are some snow statics in Enderal that are not covered by BDS, though.
The Sulphur Rocks main file does not require Dragonborn DLC and all its statics check out in TES5Edit
Better Free Camera just works
EDIT: Forgot to add:
OSA, pose mods in general and Morra's Poser Module for OSA (NSFW SITE but the mod itself is SFW). You just need to run FNIS with the Enderal patch.
All of these have had a fair amount of playtesting in-game and have had each of their records checked in TES5Edit for any weirdness.
Burn Freeze Shock Effects works out of the box
Deadly Spell Impacts also works. The only thing I haven't tested yet is whether the special snow decals correctly register Enderal's snow. I tested with the medium version.
Better Dynamic Snow and Moss Rocks are in the "Ruffled Feather" optional download. All the statics check out in TES5Edit. It's possible there are some snow statics in Enderal that are not covered by BDS, though.
The Sulphur Rocks main file does not require Dragonborn DLC and all its statics check out in TES5Edit
Better Free Camera just works
EDIT: Forgot to add:
OSA, pose mods in general and Morra's Poser Module for OSA (NSFW SITE but the mod itself is SFW). You just need to run FNIS with the Enderal patch.
Well well I was trying some armor and weapon replacers and I can say that after all they are good to go.
In particular I can attest that:
aMidianBorn Elven Armor http://www.nexusmods.com/skyrim/mods/23125/?
Elven Weapons for Silence http://www.nexusmods.com/skyrim/mods/27726/?
Orcish Weapon Set http://www.nexusmods.com/skyrim/mods/60001/?
Ebony Weapon Replacer http://www.nexusmods.com/skyrim/mods/61818/?
They work without much effort for what I see until now, I am planning to further install even more textures and meshes replacers especially for the skyrim vanilla weapons in order to make feel Enderal as a totally different game from skyrim.
In particular I can attest that:
aMidianBorn Elven Armor http://www.nexusmods.com/skyrim/mods/23125/?
Elven Weapons for Silence http://www.nexusmods.com/skyrim/mods/27726/?
Orcish Weapon Set http://www.nexusmods.com/skyrim/mods/60001/?
Ebony Weapon Replacer http://www.nexusmods.com/skyrim/mods/61818/?
They work without much effort for what I see until now, I am planning to further install even more textures and meshes replacers especially for the skyrim vanilla weapons in order to make feel Enderal as a totally different game from skyrim.
Somebody knows what assets the developers used for the Assassin armor? It seems that they used a mix of the Nightingale and Thieves Guild armors but I don't understand what texture replacers I can use to improve the armor in Enderal.
Here and here (18+ links) Are Patches for a lot of addons for Schlongs of Skyrim Full, which works perfectly fine.
The first link also has patches made by myself for
Soulgem Oven 3 (18+)
and
Hunterborn - Scrimshaw Expanded
a minimod that adds in a Waterskin for iNeed somewhat hidden pretty much at the start of the mainland
and a couple of translations of otherwise german-only mods from the nexus.
speaking of Hunterborn. There's a patch for it on the nexus, that makes it work just fine. Campfire also has a patch. Most of the Campfire addons that don't require the DLCS do work just fine. Frostfall sadly doesn't work because of problems with SkyUI.
Most of the Jaxonz mods can't find SkyUI and complain about it the first time you load then, but after that seem to work just fine.
Slavetats + Dibellan Defender (18+ Links) work perfect, pretty much all addons for Slavetats should work fine.
Dripping when aroused (and some other mods with "cloak" type effects) does work mostly, but for some reason gets a stroke when you begin to craft larger amounts of stuff or do alchemy. I suspect, that because of the Experience script the scripting engine easily gets very very busy as other script based mods get on their knees as well. manually deaktivating some more script-heavy mods before you begin crafting and reaktivating a while after you finished crafting can partially help.
Blushing when aroused needs a change to the nioverride ini to have enough override slots to work.
The first link also has patches made by myself for
Soulgem Oven 3 (18+)
and
Hunterborn - Scrimshaw Expanded
a minimod that adds in a Waterskin for iNeed somewhat hidden pretty much at the start of the mainland
and a couple of translations of otherwise german-only mods from the nexus.
speaking of Hunterborn. There's a patch for it on the nexus, that makes it work just fine. Campfire also has a patch. Most of the Campfire addons that don't require the DLCS do work just fine. Frostfall sadly doesn't work because of problems with SkyUI.
Most of the Jaxonz mods can't find SkyUI and complain about it the first time you load then, but after that seem to work just fine.
Slavetats + Dibellan Defender (18+ Links) work perfect, pretty much all addons for Slavetats should work fine.
Dripping when aroused (and some other mods with "cloak" type effects) does work mostly, but for some reason gets a stroke when you begin to craft larger amounts of stuff or do alchemy. I suspect, that because of the Experience script the scripting engine easily gets very very busy as other script based mods get on their knees as well. manually deaktivating some more script-heavy mods before you begin crafting and reaktivating a while after you finished crafting can partially help.
Blushing when aroused needs a change to the nioverride ini to have enough override slots to work.
Sorry if this question is a bit out of place but what version of SKSE is included in Enderal? My version of LOOT says the included version is not the latest.
The reason I ask is that if I DL a newer version can it, will it, replace the included version? Or is there going to be conflicts?
The reason I ask is that if I DL a newer version can it, will it, replace the included version? Or is there going to be conflicts?
These mods work for me and can be added to the Google spreadsheet.
- No Menu and Loading Smoke
- Smaller Cursor
- Superjump
- No Enchantment Restrictions (Haven't used in game yet, assuming it works because it's a SKSE plugin with no esp file)
- No Menu and Loading Smoke
- Smaller Cursor
- Superjump
- No Enchantment Restrictions (Haven't used in game yet, assuming it works because it's a SKSE plugin with no esp file)
Last edited by Stewie on 06.12.2016 20:29, edited 1 time in total.
Ruse wrote:-shrug- OK I guess I'll post here.
All of these have had a fair amount of playtesting in-game and have had each of their records checked in TES5Edit for any weirdness.
Burn Freeze Shock Effects works out of the box
Deadly Spell Impacts also works. The only thing I haven't tested yet is whether the special snow decals correctly register Enderal's snow. I tested with the medium version.
Better Dynamic Snow and Moss Rocks are in the "Ruffled Feather" optional download. All the statics check out in TES5Edit. It's possible there are some snow statics in Enderal that are not covered by BDS, though.
The Sulphur Rocks main file does not require Dragonborn DLC and all its statics check out in TES5Edit
Better Free Camera just works
EDIT: Forgot to add:
OSA, pose mods in general and Morra's Poser Module for OSA (NSFW SITE but the mod itself is SFW). You just need to run FNIS with the Enderal patch.
Principe Alessandro wrote:Well well I was trying some armor and weapon replacers and I can say that after all they are good to go.
In particular I can attest that:
aMidianBorn Elven Armor http://www.nexusmods.com/skyrim/mods/23125/?
Elven Weapons for Silence http://www.nexusmods.com/skyrim/mods/27726/?
Orcish Weapon Set http://www.nexusmods.com/skyrim/mods/60001/?
Ebony Weapon Replacer http://www.nexusmods.com/skyrim/mods/61818/?
They work without much effort for what I see until now, I am planning to further install even more textures and meshes replacers especially for the skyrim vanilla weapons in order to make feel Enderal as a totally different game from skyrim.
MacSuibhne wrote:Sorry if this question is a bit out of place but what version of SKSE is included in Enderal? My version of LOOT says the included version is not the latest.
The reason I ask is that if I DL a newer version can it, will it, replace the included version? Or is there going to be conflicts?
I hope this helps.
Stewie wrote:These mods work for me and can be added to the Google spreadsheet.
- No Menu and Loading Smoke
- No Poison Dialogues
- Smaller Cursor
- Superjump
- No Enchantment Restrictions (Haven't used in game yet, assuming it works because it's a SKSE plugin with no esp file)
Last edited by kedavix on 03.12.2016 11:15, edited 1 time in total.
Anyone tried to get Athletics Training to work?
kedavix wrote:Ruse wrote:-The last I checked, version 1.7.3 of SKSE was included. Extracting and overwriting the DLL with a newer version essentially upgrades it. However, 1.7.3 is currently the latest version published on the official site.MacSuibhne wrote:Sorry if this question is a bit out of place but what version of SKSE is included in Enderal? My version of LOOT says the included version is not the latest.
The reason I ask is that if I DL a newer version can it, will it, replace the included version? Or is there going to be conflicts?
I hope this helps.
Yes (and thank you for the reply) I switched to Mod Organizer and when I play I see the SKSE version. Maybe it was there all along and I just didn't notice it.
But now mod organizer creates an overwrite from SKSE every time I play, even though I've created a new mod from the overwrite. At the end of every game I have to copy the new overwrite to the home-made mod even though the contents of the overwrite seems to be the same each time. Kind of a pain but at least my mods are working.









