Principe Alessandro 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.
Principe Alessandro wrote:
Meanwhile I have tried moreHUD and seems that it works.
http://www.nexusmods.com/skyrim/mods/51956/?
I noticed "Windsong Skyrim Character Overhaul" says not to do npcs. May I ask more details as to why?
Somebody has tried ASIS? It could be really cool if some of your enemies could use your own skills.
bcote25 wrote:I noticed "Windsong Skyrim Character Overhaul" says not to do npcs. May I ask more details as to why?
kedavix wrote:Mods which affect NPC appearances sometimes edit records for specific NPCs which in this case may not be compatible with Enderal.bcote25 wrote:I noticed "Windsong Skyrim Character Overhaul" says not to do npcs. May I ask more details as to why?
I've read up on a couple Reddit posts that Cloaks of Skyrim is compatible. Is this true? I did find a pretty solid list of compatible mods on google docs. However, it wasn't in the list. I attempted an install of the latest version, but the cloaks all showed up invisible. Don't believe it's an asset issue. All of the folders were placed in the correct locations. One of the listed compatible cloak mods is HDT. I may try that as an alternative.
spectralanubis wrote:I've read up on a couple Reddit posts that Cloaks of Skyrim is compatible. Is this true? I did find a pretty solid list of compatible mods on google docs. However, it wasn't in the list. I attempted an install of the latest version, but the cloaks all showed up invisible. Don't believe it's an asset issue. All of the folders were placed in the correct locations. One of the listed compatible cloak mods is HDT. I may try that as an alternative.
Gotcha! Been toying, with mods most of the day. Took a look at your signature link. I'll give that "fix" a try by using TES5Edit. Thank you for the heads-up. When, I have a little more time during the week will apply it. Anyway, trying out another mod. It's a follower mod, know there isn't a true "follower" system in the conversion. The mod is from nexus under the Enderal section. It's suppose to work, but every time I take the companion out of the tavern, receive a nasty grey screen. Game is still functioning, just everything is gloom n doom. Mod is "Amanda-Follower". Reading up, you could use EFF but haven't given it a try.
Interesting. I'm actually playing with Amanda Follower and I can't say that I've encountered that issue. In my saved game, she and my PC are currently standing idle in the town market.
I'm using Hypothermia/Cold and Wet. Unsure, if those mods are causing conflicts. Even disabled the follower options in both those mods under the MCM. Tried, putting "Amanda-follower" at the bottom of the load order. Nothing changes, still have the same results.
Alzucard wrote:First of all im german and my english isnt really good.
The german community created a compatible modlist, that will be updated, when we find a new compatible mod.
We dont want Texture mods, because most of them work, but some dont. The incompatible Texture Mods are in the list.
We created the list completely in english, because enderal has a international community!
How you make it easier for me to implement mods:
- Say clearly if it is compatible or incompatible. When u dont know it clearly i will add it to unclear.
- Name the Mod like it is called at nexus
- Send a link. Pls just send a link!!!
Here is the link!
Modlist: https://docs.google.com/spreadsheets/d/ ... sp=sharing
I am using the following successfully, and have had only minor problems getting them to work (usually, didn't work the first time I loaded the game with the mod installed, but then started working):
• Campfire
• Enderal-Campfire Patch
• Enderal-Campfire Patch
• Bag of Holding
• moreHUD
• SafeAutoSave
• Unread Books Glow
• Glowing Ore Veins 300
• Warmer Magic Lights v2
• Purewaters
• CampBedrollsSupplies
• UIExtensions
• AddItemMenu2
• HavenBag - Initially the bed did not work, and didn't work for some time, but now it does. No idea what changed.
• AutoHarvest - Seems to work most of the time. However, some things are not auto-harvested. I suspect they may be Enderal-added items, so it may need a compatibility patch to add the Enderal ingredients. I'll try to start a list.
Edit:
I recommend not installing HavenBag, UIExtensions, AddItemMenu, Campfire (& related mods) until after you're out of the starter dungeon. They simply don't show up, & you have to uninstall & reinstall them to get them to activate.
Bag of Holding disappeared on me when I went thru the trial for joining the order, & it was a pain getting it back. So that might be better installed after the trial.
I had some problems with my game so I restarted, and AutoHarvest now seems to be picking up nearly everything. 2 things it does not seem to grab are the Ice Claw & a plant that had "vyn" in the name. I'll have to check my ingredients to get the name.
• Campfire
• Enderal-Campfire Patch
• Enderal-Campfire Patch
• Bag of Holding
• moreHUD
• SafeAutoSave
• Unread Books Glow
• Glowing Ore Veins 300
• Warmer Magic Lights v2
• Purewaters
• CampBedrollsSupplies
• UIExtensions
• AddItemMenu2
• HavenBag - Initially the bed did not work, and didn't work for some time, but now it does. No idea what changed.
• AutoHarvest - Seems to work most of the time. However, some things are not auto-harvested. I suspect they may be Enderal-added items, so it may need a compatibility patch to add the Enderal ingredients. I'll try to start a list.
Edit:
I recommend not installing HavenBag, UIExtensions, AddItemMenu, Campfire (& related mods) until after you're out of the starter dungeon. They simply don't show up, & you have to uninstall & reinstall them to get them to activate.
Bag of Holding disappeared on me when I went thru the trial for joining the order, & it was a pain getting it back. So that might be better installed after the trial.
I had some problems with my game so I restarted, and AutoHarvest now seems to be picking up nearly everything. 2 things it does not seem to grab are the Ice Claw & a plant that had "vyn" in the name. I'll have to check my ingredients to get the name.
Allana wrote:I am using the following successfully, and have had only minor problems getting them to work (usually, didn't work the first time I loaded the game with the mod installed, but then started working):
• Campfire
• Enderal-Campfire Patch
• Enderal-Campfire Patch
• Bag of Holding
• moreHUD
• SafeAutoSave
• Unread Books Glow
• Glowing Ore Veins 300
• Warmer Magic Lights v2
• Purewaters
• CampBedrollsSupplies
• UIExtensions
• AddItemMenu2
• HavenBag - Initially the bed did not work, and didn't work for some time, but now it does. No idea what changed.
• AutoHarvest - Seems to work most of the time. However, some things are not auto-harvested. I suspect they may be Enderal-added items, so it may need a compatibility patch to add the Enderal ingredients. I'll try to start a list.
Edit:
I recommend not installing HavenBag, UIExtensions, AddItemMenu, Campfire (& related mods) until after you're out of the starter dungeon. They simply don't show up, & you have to uninstall & reinstall them to get them to activate.
Bag of Holding disappeared on me when I went thru the trial for joining the order, & it was a pain getting it back. So that might be better installed after the trial.
I had some problems with my game so I restarted, and AutoHarvest now seems to be picking up nearly everything. 2 things it does not seem to grab are the Ice Claw & a plant that had "vyn" in the name. I'll have to check my ingredients to get the name.
kedavix wrote:
Great list. Thank you for sharing. I know for a fact that some of these are mods I've tested myself or have on my "to do" list. I'll see about getting them added to the respective sheet on modlist. One thing I wanted to point out, some issues you mention in regard to things not showing up could be fixed with proper load order change and Wrye Bash patch. In my own install, I added a Merge patch created in TES5Edit to resolve some minor conflicts that lingered between plugins.
I'm currently using a reduced list from what I first posted, and right now, while I get the prompt to sleep in the bed in HavenBag, I can't actually activate it. I'll try it again when I next play & see if that changes.
One more mod for you that seems to work fine:
- EK_RingLimiter http://www.nexusmods.com/skyrim/mods/26355/? Configurable via MCM, allows multiple rings & amulets
Allana wrote:FYI, the other plant not grabbed by AutoHarvest is Vynroot. The other thing I've noticed with it is that unlike with Skyrim, in Enderal the gathering is much, much slower. In many cases it's faster for me to just harvest it manually, as it doesn't seem to queue it up & keep gathering, like it does when playing Skyrim.kedavix wrote:
Great list. Thank you for sharing. I know for a fact that some of these are mods I've tested myself or have on my "to do" list. I'll see about getting them added to the respective sheet on modlist. One thing I wanted to point out, some issues you mention in regard to things not showing up could be fixed with proper load order change and Wrye Bash patch. In my own install, I added a Merge patch created in TES5Edit to resolve some minor conflicts that lingered between plugins.
I'm currently using a reduced list from what I first posted, and right now, while I get the prompt to sleep in the bed in HavenBag, I can't actually activate it. I'll try it again when I next play & see if that changes.
One more mod for you that seems to work fine:
I use Wrye Bash for my installs, sorted with LOOT, made a bash patch, and used TESVEdit for making sure the mods were clean. I have not made a TESVEdit merge patch, but you're right, I need to do that as well.
- EK_RingLimiter http://www.nexusmods.com/skyrim/mods/26355/? Configurable via MCM, allows multiple rings & amulets
Campfire: shows up for me in the first dungeon
Autoharvest: is frequently gathering with only several seconds between each on a new character without any points in alchemy yet.
I cannot confirm 100% but I could have sworn mine has gathered vynroot. I'll pay closer attention. If I see the message that it has I'll try to remember to come back here and say so. Lastly, I've had no interrupts/queuing issues with it either. It stays on when I enable it and if I saved with it on, it's still on the next time I play as well.
Edit:
Confirmed...my Autoharvest is indeed picking up the vynroot
Last edited by bcote25 on 24.09.2016 17:35, edited 1 time in total.
Edit:
I was having a problem with getting the bed in HavenBag to activate? I got the prompt, but nothing happens.
It appears to be disabled by whatever disables waiting in Enderal. I installed:
[*]Enderal - Enable Wait no Heal (English Version), http://www.nexusmods.com/skyrim/mods/77670/?\
and not only does it work fine, it enables the bed in the HavenBag.
I was having a problem with getting the bed in HavenBag to activate? I got the prompt, but nothing happens.
It appears to be disabled by whatever disables waiting in Enderal. I installed:
[*]Enderal - Enable Wait no Heal (English Version), http://www.nexusmods.com/skyrim/mods/77670/?\
and not only does it work fine, it enables the bed in the HavenBag.
Allana wrote:It appears to be disabled by whatever disables waiting in Enderal.
It replaces the script "_00e_bedscript.pex under DATA\scripts", according to the the mod page.
edit: No joy
boy_cad wrote:The "Enable Wait no heal" mod is a great suggestion for this type of problem. Other people such as me have been finding unresponsive beds after modding.Allana wrote:It appears to be disabled by whatever disables waiting in Enderal.
It replaces the script "_00e_bedscript.pex under DATA\scripts", according to the the mod page.
edit: No joyI had high hopes, but two hours later, and I still cant sleep. The wait-block spell is still active.
kedavix wrote:May be a load order issue. The Enderal Wait no heal mod as mentioned in our mod list has resolved the sleep activator issue for many of us. Can you share your load order? Post it to Pastebin or similar then link it here.boy_cad wrote: edit: No joyI had high hopes, but two hours later, and I still cant sleep. The wait-block spell is still active.
The JCDEnderalEnableWaitNoHeal.esp is loaded just-next-to-last. That should be good. However, Im using Mod Organizer. Perhaps the .seq file isnt taking through this tool. I also haven't "enable(d) the mod in the Enderal launcher".
I will try a manual install and use the launcher activate it, as per mod page description, this evening. But it goes against the grain to alter the vanilla folder.
edit: that doesnt seem to work either.
edit 2: new Forum thread posted.
Ratrace has ported another "portable home" mod, but only in German, so I have not tested it. It apparently will auto-stow & sort your gear into the appropriate containers in the house, which in theory, should allow you to clear your inventory & craft from the container inventory. Would be very nice to see an English version.
Enderal - Inkwell Home - Das Tintenfass, http://www.nexusmods.com/skyrim/mods/77390/?
Edit:
I used TES5Edit to change the bin & furniture names back to English, and it's a very nice mod. The bed works fine with Enderal. The only problem is that the bins are set up for Skyrim crafting, not for Enderal. Enderal mixes crafting materials at the various stations (eg: uses both smithing & tanning mats at the anvil, at the tanning station, at the workbench, etc.). So if you put the stuff in the bins, you'll be missing some items when you go to craft, & you'll have to grab them manually. Eg: one recipe uses both leather & metal ingots, another requires soul gems in addition to the tanning/smithing mats, and the scripts are not set up to pull in that manner. For Enderal, it probably needs to be changed to pull all the crafting materials from a single bin, & then put them back there, or to pull from multiple bins.
It does automatically pull stuff from a bin when you start to craft, & then puts it all back when you pull away from the crafting station, which is very convenient.
I have had no issues with Enderal since starting to use this mod.
Enderal - Inkwell Home - Das Tintenfass, http://www.nexusmods.com/skyrim/mods/77390/?
Edit:
I used TES5Edit to change the bin & furniture names back to English, and it's a very nice mod. The bed works fine with Enderal. The only problem is that the bins are set up for Skyrim crafting, not for Enderal. Enderal mixes crafting materials at the various stations (eg: uses both smithing & tanning mats at the anvil, at the tanning station, at the workbench, etc.). So if you put the stuff in the bins, you'll be missing some items when you go to craft, & you'll have to grab them manually. Eg: one recipe uses both leather & metal ingots, another requires soul gems in addition to the tanning/smithing mats, and the scripts are not set up to pull in that manner. For Enderal, it probably needs to be changed to pull all the crafting materials from a single bin, & then put them back there, or to pull from multiple bins.
It does automatically pull stuff from a bin when you start to craft, & then puts it all back when you pull away from the crafting station, which is very convenient.
I have had no issues with Enderal since starting to use this mod.






