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199 posts • Page 9 of 10
Re: Compatible Mods
Post by bcote25 »
yatol wrote:
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
yatol wrote:
i knew you couldn't resist either
Yea, it doesn't quite work that way. I told you why I was replying. To prove how absurd you are. The more you keep going. The worse you look.
yatol wrote:
anyone can load tesedit and check for errors those "compatibles" mods to see for themselves
Wow. You still amaze me. MORE random info? You really can't stop can you?
You done bloating this thread yet?
LOL
Re: Compatible Mods
Post by yatol »
bcote25 wrote:
I told you why I was replying
you are replying for the sake of 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
Re: Compatible Mods
Post by bcote25 »
yatol wrote:
don't know why they let the script spam those useless errors
(ignored)
yatol wrote:
anyone can load tesedit and check for errors those "compatibles" mods to see for themselves
(ignored)
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
so when your argument is ignored you what, keep repeating it over and over?
yatol wrote:
you are replying for the sake of replying
you're arguing by yourself for the sake of arguing when it's ignored
So...You didn't answer my question. Are you done bloating this thread yet?
Re: Compatible Mods
Post by yatol »
bcote25 wrote:
Are you done bloating this thread yet?
nope since you aren't done answearing for the sake of answearing, and i like that kind of game
Re: Compatible Mods
Post by Caleb8980 »
yatol wrote:
bcote25 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
problem is a housing quest script that set global variable _00e_playerhousingbusystate to 100, the condition to enable package 0014102a
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
[+]
Image
there isn't much left, didn't want to load those cells in ck to try to figure out those missing doors
http://nsa38.casimages.com/img/2016/10/ ... 576160.jpg
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
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.

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.
Re: Compatible Mods
Post by yatol »
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.
did i said somewhere you aren't fixing bugs?

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
[+]
[10/14/2016 - 10:43:20AM] Papyrus log opened (PC)
[10/14/2016 - 10:43:20AM] Function GetEffectMagnitudes in the empty state on type Ingredient does not exist. Function will not be flagged as callable from tasklets.
[10/14/2016 - 10:43:20AM] Update budget: 1.200000ms (Extra tasklet budget: 1.200000ms, Load screen budget: 500.000000ms)
[10/14/2016 - 10:43:20AM] Memory page: 128 (min) 512 (max) 76800 (max total)
[10/14/2016 - 10:44:03AM] VM is freezing...
[10/14/2016 - 10:44:03AM] VM is frozen
[10/14/2016 - 10:44:03AM] Reverting game...
[10/14/2016 - 10:44:16AM] Loading game...
[10/14/2016 - 10:44:17AM] error: Native static function MoveGroup could find no matching static function on linked type utility. Function will not be bound.
[10/14/2016 - 10:44:17AM] VM is thawing...
[10/14/2016 - 10:44:54AM] VM is freezing...
[10/14/2016 - 10:44:54AM] VM is frozen
[10/14/2016 - 10:44:55AM] Saving game...
[10/14/2016 - 10:44:55AM] VM is thawing...
[10/14/2016 - 10:47:57AM] VM is freezing...
[10/14/2016 - 10:47:57AM] VM is frozen
[10/14/2016 - 10:47:58AM] Saving game...
[10/14/2016 - 10:47:58AM] VM is thawing...
[10/14/2016 - 10:49:10AM] VM is freezing...
[10/14/2016 - 10:49:10AM] VM is frozen
[10/14/2016 - 10:49:10AM] Saving game...
[10/14/2016 - 10:49:10AM] VM is thawing...
[10/14/2016 - 10:50:06AM] Error: (FF000917): has no 3d, and so cannot have its motion type changed.
stack:
[ (FF000917)].Firefly.SetMotionType() - "<native>" Line ?
[ (FF000917)].Firefly.SplineTranslateToRefAtSpeed() - "Critter.psc" Line ?
[ (FF000917)].Firefly.SplineTranslateToRefAtSpeedAndGotoState() - "Critter.psc" Line ?
[ (FF000917)].Firefly.GoToNewPlant() - "FireFly.psc" Line ?
[ (FF000917)].Firefly.OnCritterGoalReached() - "FireFly.psc" Line ?
[ (FF000917)].Firefly.OnTranslationComplete() - "Critter.psc" Line ?
[10/14/2016 - 10:50:06AM] Error: (FF000917): cannot find variable named fTakeOff.
stack:
[ (FF000917)].Firefly.SetAnimationVariableFloat() - "<native>" Line ?
[ (FF000917)].Firefly.DoPathStartStuff() - "Critter.psc" Line ?
[ (FF000917)].Firefly.SplineTranslateToRefAtSpeed() - "Critter.psc" Line ?
[ (FF000917)].Firefly.SplineTranslateToRefAtSpeedAndGotoState() - "Critter.psc" Line ?
[ (FF000917)].Firefly.GoToNewPlant() - "FireFly.psc" Line ?
[ (FF000917)].Firefly.OnCritterGoalReached() - "FireFly.psc" Line ?
[ (FF000917)].Firefly.OnTranslationComplete() - "Critter.psc" Line ?
[10/14/2016 - 10:50:07AM] Error: (FF000924): does not have any 3d and so cannot be moved to.
stack:
[ (FF00092F)].ObjectReference.MoveToNode() - "<native>" Line ?
[ (FF000917)].Firefly.PlaceDummyMarker() - "Critter.psc" Line ?
[ (FF000917)].Firefly.SplineTranslateToRefAtSpeed() - "Critter.psc" Line ?
[ (FF000917)].Firefly.SplineTranslateToRefAtSpeedAndGotoState() - "Critter.psc" Line ?
[ (FF000917)].Firefly.GoToNewPlant() - "FireFly.psc" Line ?
[ (FF000917)].Firefly.OnCritterGoalReached() - "FireFly.psc" Line ?
[ (FF000917)].Firefly.OnTranslationComplete() - "Critter.psc" Line ?
[10/14/2016 - 10:50:08AM] Error: Failed to setup moving reference because it has no parent cell or no 3D
stack:
[ (FF000917)].Firefly.SplineTranslateTo() - "<native>" Line ?
[ (FF000917)].Firefly.SplineTranslateToRefAtSpeed() - "Critter.psc" Line ?
[ (FF000917)].Firefly.SplineTranslateToRefAtSpeedAndGotoState() - "Critter.psc" Line ?
[ (FF000917)].Firefly.GoToNewPlant() - "FireFly.psc" Line ?
[ (FF000917)].Firefly.OnCritterGoalReached() - "FireFly.psc" Line ?
[ (FF000917)].Firefly.OnTranslationComplete() - "Critter.psc" Line ?
[10/14/2016 - 10:52:22AM] VM is freezing...
[10/14/2016 - 10:52:22AM] VM is frozen
[10/14/2016 - 10:52:23AM] Saving game...
[10/14/2016 - 10:52:23AM] VM is thawing...
[10/14/2016 - 10:54:08AM] Error: Unable to call UnregisterForUpdate - no native object bound to the script object, or object is of incorrect type
stack:
[None]._00E_ArkanistenfieberWohltatSCN.UnregisterForUpdate() - "<native>" Line ?
[None]._00E_ArkanistenfieberWohltatSCN.OnEffectFinish() - "_00E_ArkanistenfieberWohltatSCN.psc" Line ?
[10/14/2016 - 10:56:09AM] Error: Unable to call GetParentCell - no native object bound to the script object, or object is of incorrect type
stack:
[<NULL form> (00067F92)].masterambushscript.GetParentCell() - "<native>" Line ?
[<NULL form> (00067F92)].masterambushscript.OnGetUp() - "masterAmbushScript.psc" Line ?
[10/14/2016 - 10:56:09AM] Error: Unable to call GetParentCell - no native object bound to the script object, or object is of incorrect type
stack:
[<NULL form> (00067F93)].masterambushscript.GetParentCell() - "<native>" Line ?
[<NULL form> (00067F93)].masterambushscript.OnGetUp() - "masterAmbushScript.psc" Line ?
[10/14/2016 - 10:56:51AM] VM is freezing...
[10/14/2016 - 10:56:51AM] VM is frozen
[10/14/2016 - 10:56:51AM] Saving game...
[10/14/2016 - 10:56:51AM] VM is thawing...
[10/14/2016 - 10:57:07AM] VM is freezing...
[10/14/2016 - 10:57:07AM] VM is frozen
[10/14/2016 - 10:57:08AM] Saving game...
[10/14/2016 - 10:57:08AM] VM is thawing...
[10/14/2016 - 10:57:08AM] Error: (000707DC): cannot disable an object with an enable state parent.
stack:
[ (000707DC)]._00E_Mistshrooms_LightAtNight.Disable() - "<native>" Line ?
[ (000707DC)]._00E_Mistshrooms_LightAtNight.TurnOffLights() - "_00E_Mistshrooms_LightAtNight.psc" Line ?
[ (000707DC)]._00E_Mistshrooms_LightAtNight.OnLoad() - "_00E_Mistshrooms_LightAtNight.psc" Line ?
[10/14/2016 - 10:57:40AM] Error: MQ02 (0002EBA1): unknown quest objective 70.
stack:
[MQ02 (0002EBA1)]._00E_MQ02_Functions.SetObjectiveCompleted() - "<native>" Line ?
[MQ02 (0002EBA1)]._00E_MQ02_Functions.FinishQuest() - "_00E_MQ02_Functions.psc" Line ?
[MQ02 (0002EBA1)].QF__00E_MQ02_TheVoid_0002EBA1.Fragment_19() - "QF__00E_MQ02_TheVoid_0002EBA1.psc" Line ?
[10/14/2016 - 11:01:49AM] Error: Action ref cannot be None
stack:
[ (001290CD)].ObjectReference.Activate() - "<native>" Line ?
[NQ17 (00127B2E)]._00E_NQ17Functions.SetUpHouse() - "_00E_NQ17Functions.psc" Line ?
[NQ17 (00127B2E)].QF_NQ17_00127B2E.Fragment_1() - "QF_NQ17_00127B2E.psc" Line ?
[10/14/2016 - 11:02:24AM] VM is freezing...
[10/14/2016 - 11:02:24AM] VM is frozen
[10/14/2016 - 11:02:25AM] Saving game...
[10/14/2016 - 11:02:25AM] VM is thawing...
[10/14/2016 - 11:02:41AM] VM is freezing...
[10/14/2016 - 11:02:41AM] VM is frozen
[10/14/2016 - 11:02:42AM] Saving game...
[10/14/2016 - 11:02:42AM] VM is thawing...
[10/14/2016 - 11:16:52AM] VM is freezing...
[10/14/2016 - 11:16:52AM] VM is frozen
[10/14/2016 - 11:16:52AM] Saving game...
[10/14/2016 - 11:16:53AM] VM is thawing...
[10/14/2016 - 11:17:08AM] VM is freezing...
[10/14/2016 - 11:17:08AM] VM is frozen
[10/14/2016 - 11:17:09AM] Saving game...
[10/14/2016 - 11:17:09AM] VM is thawing...
[10/14/2016 - 11:18:25AM] VM is freezing...
[10/14/2016 - 11:18:25AM] VM is frozen
[10/14/2016 - 11:18:25AM] Saving game...
[10/14/2016 - 11:18:25AM] VM is thawing...
[10/14/2016 - 11:18:26AM] Error: Reference (0x00147023) does not have 3D
stack:
<unknown self>.Game.AddHavokBallAndSocketConstraint() - "<native>" Line ?
[ (0014700A)].hangedManScript.OnLoad() - "hangedManScript.psc" Line ?
[10/14/2016 - 11:18:57AM] VM is freezing...
[10/14/2016 - 11:18:57AM] VM is frozen
[10/14/2016 - 11:18:58AM] Saving game...
[10/14/2016 - 11:18:58AM] VM is thawing...
[10/14/2016 - 11:19:20AM] VM is freezing...
[10/14/2016 - 11:19:20AM] VM is frozen
[10/14/2016 - 11:19:20AM] Saving game...
[10/14/2016 - 11:19:20AM] VM is thawing...
[10/14/2016 - 11:19:52AM] VM is freezing...
[10/14/2016 - 11:19:52AM] VM is frozen
[10/14/2016 - 11:19:52AM] Saving game...
[10/14/2016 - 11:19:52AM] VM is thawing...
[10/14/2016 - 11:21:02AM] VM is freezing...
[10/14/2016 - 11:21:02AM] VM is frozen
[10/14/2016 - 11:21:02AM] Saving game...
[10/14/2016 - 11:21:03AM] VM is thawing...
[10/14/2016 - 11:22:43AM] VM is freezing...
[10/14/2016 - 11:22:43AM] VM is frozen
[10/14/2016 - 11:22:44AM] Saving game...
[10/14/2016 - 11:22:44AM] VM is thawing...
[10/14/2016 - 11:23:01AM] Error: Unable to bind script _00E_UndercityTrainigChestScript to (000E56AC) because their base types do not match
[10/14/2016 - 11:23:01AM] Error: Unable to bind script _00E_UndercityTrainigChestScript to (000E56AB) because their base types do not match
[10/14/2016 - 11:23:07AM] Error: Unable to bind script _00E_UndercityTrainigChestScript to (000E56AC) because their base types do not match
[10/14/2016 - 11:23:07AM] Error: Unable to bind script _00E_UndercityTrainigChestScript to (000E56AB) because their base types do not match
[10/14/2016 - 11:23:07AM] VM is freezing...
[10/14/2016 - 11:23:07AM] VM is frozen
[10/14/2016 - 11:23:08AM] Saving game...
[10/14/2016 - 11:23:08AM] VM is thawing...
[10/14/2016 - 11:23:17AM] VM is freezing...
[10/14/2016 - 11:23:17AM] VM is frozen
[10/14/2016 - 11:23:19AM] Saving game...
[10/14/2016 - 11:23:19AM] VM is thawing...
[10/14/2016 - 11:23:41AM] VM is freezing...
[10/14/2016 - 11:23:41AM] VM is frozen
[10/14/2016 - 11:23:42AM] Saving game...
[10/14/2016 - 11:23:42AM] VM is thawing...
[10/14/2016 - 11:24:20AM] VM is freezing...
[10/14/2016 - 11:24:20AM] VM is frozen
[10/14/2016 - 11:24:20AM] Saving game...
[10/14/2016 - 11:24:20AM] VM is thawing...
[10/14/2016 - 11:25:44AM] VM is freezing...
[10/14/2016 - 11:25:44AM] VM is frozen
[10/14/2016 - 11:25:44AM] Reverting game...
[10/14/2016 - 11:26:01AM] Loading game...
[10/14/2016 - 11:26:01AM] VM is thawing...
[10/14/2016 - 11:26:39AM] VM is freezing...
[10/14/2016 - 11:26:39AM] VM is frozen
[10/14/2016 - 11:26:39AM] Saving game...
[10/14/2016 - 11:26:39AM] VM is thawing...
[10/14/2016 - 11:26:54AM] Error: Cannot unequip a None item
stack:
[ (00000014)]._00e_game_talentcontrolsc.UnequipItem() - "<native>" Line ?
[MQ03 (0002B251)]._00e_mq03_functions.StartEscortScene() - "_00E_MQ03_Functions.psc" Line ?
[MQ03 (0002B251)].QF__00E_MQ03_PathOfHope_0002B251.Fragment_11() - "QF__00E_MQ03_PathOfHope_0002B251.psc" Line ?
[10/14/2016 - 11:26:54AM] Error: Cannot unequip a None item
stack:
[ (00000014)]._00e_game_talentcontrolsc.UnequipItem() - "<native>" Line ?
[MQ03 (0002B251)]._00e_mq03_functions.StartEscortScene() - "_00E_MQ03_Functions.psc" Line ?
[MQ03 (0002B251)].QF__00E_MQ03_PathOfHope_0002B251.Fragment_11() - "QF__00E_MQ03_PathOfHope_0002B251.psc" Line ?
[10/14/2016 - 11:26:55AM] Error: Cannot equip a None item
stack:
[ (00000014)]._00e_game_talentcontrolsc.EquipItem() - "<native>" Line ?
[MQ03 (0002B251)]._00e_mq03_functions.StartEscortScene() - "_00E_MQ03_Functions.psc" Line ?
[MQ03 (0002B251)].QF__00E_MQ03_PathOfHope_0002B251.Fragment_11() - "QF__00E_MQ03_PathOfHope_0002B251.psc" Line ?
[10/14/2016 - 11:26:55AM] Error: Cannot unequip a None item
stack:
[ (00000014)]._00e_game_talentcontrolsc.UnequipItem() - "<native>" Line ?
[MQ03 (0002B251)]._00e_mq03_functions.StartEscortScene() - "_00E_MQ03_Functions.psc" Line ?
[MQ03 (0002B251)].QF__00E_MQ03_PathOfHope_0002B251.Fragment_11() - "QF__00E_MQ03_PathOfHope_0002B251.psc" Line ?
[10/14/2016 - 11:27:37AM] VM is freezing...
[10/14/2016 - 11:27:37AM] VM is frozen
[10/14/2016 - 11:27:37AM] Saving game...
[10/14/2016 - 11:27:37AM] VM is thawing...
[10/14/2016 - 11:28:54AM] VM is freezing...
[10/14/2016 - 11:28:54AM] VM is frozen
[10/14/2016 - 11:28:54AM] Saving game...
[10/14/2016 - 11:28:54AM] VM is thawing...
[10/14/2016 - 11:31:04AM] VM is freezing...
[10/14/2016 - 11:31:04AM] VM is frozen
[10/14/2016 - 11:31:04AM] Saving game...
[10/14/2016 - 11:31:04AM] VM is thawing...
[10/14/2016 - 11:31:20AM] Cannot open store for class "TIF__001378F4", missing file?
[10/14/2016 - 11:31:57AM] Error: Unable to bind script _00E_MQ13a_SC1_StartFailsaveSC to (00042B12) because their base types do not match
[10/14/2016 - 11:31:57AM] Error: Unable to bind script _00E_MQ13a_SC1_StartFailsaveSC to (00042B12) because their base types do not match
[10/14/2016 - 11:32:07AM] VM is freezing...
[10/14/2016 - 11:32:07AM] VM is frozen
[10/14/2016 - 11:32:08AM] Saving game...
[10/14/2016 - 11:32:08AM] VM is thawing...
[10/14/2016 - 11:32:48AM] Error: Cannot play a sound from a None object
stack:
[ (00036515)].Sound.Play() - "<native>" Line ?
[MQ03 (0002B251)]._00e_mq03_functions.PlaceExplosion() - "_00E_MQ03_Functions.psc" Line ?
[MQ03 (0002B251)].QF__00E_MQ03_PathOfHope_0002B251.Fragment_14() - "QF__00E_MQ03_PathOfHope_0002B251.psc" Line ?
[10/14/2016 - 11:33:18AM] VM is freezing...
[10/14/2016 - 11:33:18AM] VM is frozen
[10/14/2016 - 11:33:19AM] Log closed
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)
Re: Compatible Mods
Post by bcote25 »
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.
That's awesome. Thanks for the update. I updated my comment on the compatibility spreadsheet in regards to a warning for people using movement speed altering mods (ie realistic humanoid movement speed)
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.
Sincerely noted.
What do you think about using amidian born armor textures? Somebody knows if Enderal armors from vanilla skyrim have already better textures?
Re: Compatible Mods
Post by bcote25 »
Thanks for adding my comment under Realistic Humanoid Movement Speed, Kedavix. I made a mistake marking it as "resolved"
Re: Compatible Mods
Post by Ruse »
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.
Re: Compatible Mods
Post by Ruse »
-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.
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.
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.
Re: Compatible Mods
Post by RustyXXL »
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.
Re: Compatible Mods
Post by MacSuibhne »
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?
Re: Compatible Mods
Post by Stewie »
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)
Last edited by Stewie on 06.12.2016 20:29, edited 1 time in total.
Re: Compatible Mods
Post by kedavix »
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.
Thanks for testing and sharing.
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.
That's because they are, for the most part, texture replacers. Added.
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?
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.

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)
Done.
Last edited by kedavix on 03.12.2016 11:15, edited 1 time in total.
Re: Compatible Mods
Post by MacSuibhne »
Anyone tried to get Athletics Training to work?
Re: Compatible Mods
Post by MacSuibhne »
kedavix wrote:
Ruse wrote:
-
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?
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.

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.
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