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Posts posted by Anatriax
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Spoiler37 minutes ago, SylvLy said:
hey, i couldn't find the gallery so imgur.
started the game: http://i.imgur.com/opDMmc3.jpgran around until ive reached whiterun: http://i.imgur.com/w8OLMZC.jpg
http://i.imgur.com/zqmP7LV.jpgadded the newest tetrachromic enb and the game runs wonderful. also added combat improvement mods and sex mods
again, thanks anatriax.
You should post some of your screenies to the gallery
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Interesting ...
modlist.txt
That's my present modlist. (I removed some of the realism mods [iNeed, Frostfall, Wet and Cold], and the quest mods [Falskaar, Wyrmstooth...] because I want to play through the game and finish some main quests before I start going into extra stuff.)
But, these are where your LOD's should be placed. If it doesn't initialize properly when Skyrim is started (and you're in the open world), then I suggest reinstalling DynDOLOD (repackage it your way, if you need to), and running it again. -
17 minutes ago, ritualclarity said:
It's not common, but not unseen either.
If it closes on it's own (as seen in the pic) it should be fine. If, for some reason when you load up the game you don't get the notification "DynDOLOD has Successfully Initiallized", then you may have to re-run it.
--also, I think somewhere on the support thread for DynDOLOD (over on STEP) there is an argument for TES5Edit that allows for more memory while running through MO. I'd look for that and try that as well. It should help. -
4 hours ago, Quorwyf said:
Landscape LOD generator tes4ll-v5 - possibly worth adding to LOD generation
Yep. Already done
What I'm doing right now is going through HiShutUp's Mythic Dawn guide, finding what works, what doesn't, and possible Morroblivion patches -
Mr Elf Prince, is there a way to make custom categories in NMM? I'm using for FO 4 (v0.61.16) and I'd like an "Armour" and "Armour Mod" categories as separate.
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3 hours ago, SylvLy said:
follows to the letter and it works great. stable, fast and looks very pretty.
thank you, finally i can play and enjoy my modded skyrim.
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No. I haven't. However, I've been using MBP. I'll upload some screenshots later
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If you're not experiencing problems, by all means use MO. I highly suggest it as a primary manager simply because it keeps the data folder clean.
But for average user simplicity, I'll be going with Wrye/OBMM -
1 hour ago, Quorwyf said:
I was able to clear the texture problem by moving the TESrenewal tree root replacer and building change I added above the texture mods. I have a new problem now. Wyre Bash is looking for meshes in the Oblivion folder instead of looking in MO's folders when I try to load the installers tab. Can't figure out why.
Yup. Things randomly not working right are a big part of why I'm going to remove MO entirely.
It's more of a hassle to get set up, anyway... and most people are going to be modding it to play both games, not to experiment with mods and such. So MO isn't really needed, as the setup will hardly be changed. -
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Looking around TESRenewal, there are A LOT more mods that are going to be added... oh sheesh.
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I'm currently sitting at 120 plugins, and about that many mods total.
And yes. The Morrowind Texture pack I found did help a little. I'd like to find more, and more for flora to fill out that side of the game more. -
12 minutes ago, Quorwyf said:
Do you think things would work if you did all Wyre Bash/OBMM via MO, or would you rather cut MO out now?
Correct. I will be cutting MO out entirely.
1) MO requires too many "tricks" to get mods working properly. WB/OBMM you just install as directed, no problems.
2) WB/OBMM combination works whether you have disks or Steam versions.
3) nuff said <3- 1
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2 minutes ago, ritualclarity said:
No MO corrrect? All OBMM and Wyre Bash(OBMM only for those mods created for it)
correct
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ROFL
I just installed like 200 mods with Wrye Bash and OBMM... zero problems. Everything works as intended. -
Something didn't install properly, then. You shouldn't be getting those blueish purple textures.
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Now to figure out how to format the guide so that it's Wrye Bash friendly...
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1 hour ago, Quorwyf said:
As far as testing goes, I tried the game with my build from the original guide and I was able to get through creation and out into Seyda Neen without a problem, but i'm getting an error after I create the character saying that I have a missing BSA. I have four Morroblivion BSAs checked under the Archives tab in MO. The world looks about 70/30 good to screwed up.
I'll try it with OCO 2 later, going
Yeah. For some reason MO isn't playing nicely with a lot of the mods being used, so I'm going to have to write out directions for Wrye Bash / OBMM use.
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As long as you install the HDT skeleton, everything is optional. On the animation lines I usually go with Weapon Master animations.
(I'll correct that portion later on. I want to take some time today to sit and relax. Play a little Oblivion, I think.) -
Working with Beautiful People, and Modular Beautiful People today.
Replacing Oblivion Character Overhaul with this set of mods, if all goes well. -
I saw that. I also found Morroblivion XP.
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The problem lies in FCOM: Convergence, somewhere. I've narrowed it down to that.
So.
Going to research to see if Oblivion XP is compatible with Morroblivion; then test it, instead of FCOM: Convergence (Sad panda). -
Support Thread for: A Naughty and Immersive Skyrim
in Tutorials and Guides
Posted
Hmm. I'll do a little more testing with that, and find out. Otherwise, just keep 15.2 installed, and that's it.