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Starting to get into modding Fallout New Vegas and was looking for suggestions on mods for a Sniper/Stealth playthrough.
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Compatibility Patch Request Page This is a place for users to request compatibility-patches for mods and a place for modders in need of a distraction from their current projects or in search for easy-ish work. This page originates from the patch-request-page mhahn123 created some time ago and closed again due to time limitations. This page is it's successor and is tied to the One Stop Patch Shop (OSPS). This means each patch created because of a request started here will either be hosted on the OSPS-page directly or be linked there to make it easier for you to find most patches available to the community. Just to make that clear, we want to address all sorts of conflicts, not only landscaping issues, but every problem you may encounter when using two different mods alongside each other. Though I have to stress the following - a patch to make two mods doing exactly the same work together is not going to happen. Seriously, why would you use two mods for altering the same content? Active CPRP/OSPS Modders: KadVenku [Limited availability] Slangens ElderScrollsFan001 dreamed1 mhahn123 [Limited Availability] This start post will be updated regularly with lists that sum up the requested files, the WIP files and the created patches including the link(s) to those files. But there are some conditions, both people who are requesting patches and patch authors have to match. For the requests: When you post a compatibility-patch request please make sure you have searched for it on the Nexus, looked up the requested files section, the One Stop Patch Shop and the Unique Landscapes descriptions, maybe your file is already listed there. Make sure you are using the latest versions of the conflicting mods. Have you tried swapping the load order of the conflicting mods? Loading mod b before mod a instead of loading a before b often can resolve your problems without a patch. Also use the provided form or at least include all the information the form asks for in a sensible manner to request patch-files It makes life for those who want to create the patches way easier, as they do not have top spend an unnecessary amount of time figuring out which problems using mod a and mod b together actually caused when you, who are requesting said patch, already stumbled over in your game. Which of course will speed up the creating process a lot. Patch suggestions not following the posted guideline will NOT be worked on. Apart from this there can be reasons your requested patch is not going to happen, namely the author not giving permission or a conflict is way too heavy for a simple patch and rather would need a rework of one of the two mods. Though as this won't happen to often we'll let you know. Empty blueprint for you to copy and fill: (1) Patch request for [Mod name, filename, version]: (2) Your load order of the mods you are requesting a patch for [Do NOT post your entire load order here, only the load order of the to-be-patched files matters]: (3) Describe the general issues you experienced here: Please always be clear and precise, this saves us a lot of time searching the problems, which we instead can use fixing them. (3a) If it's a cosmetic landscape problem, describe it (e.g.: Objects stuck into each other, NPCs are falling from the sky, cell borders are ripped,...) and, if possible, provide a screen-shot [use a clear (open console and use the "fw 38eee" command, turn of ENB or heavy OBGE effects) screen-shot captured during daytime, use spoilers or a link to post] If you know how to find cell grid info or form-ID-numbers, please provide them: (3b) If it's a quest that broke, please provide the quest's name, involved NPCs and the last journal entry you received. If you know how to find quest IDs and stages please provide them: (3c) If it's armour/weapon stats that are messed up, name the items in question. If you know how to find item IDs please provide them: (4) Additional annotations which won't fit in one of the afore mentioned categories: A quick example of how a filled out form could look like: (1) Patch request for [Mod name, filename, version]: CoolModA, mod_a.esp, V1.3b AnotherFancyModNamedB, strange_name_of_mod_b_esp_file.esp, V1.0 (2) Your load order of the mods you are requesting a patch for [Do NOT post your entire load order here, only the load order of the to-be-patched files matters]: strange_name_of_mod_b_esp_file.esp mod_a.esp (3) Describe the general issues you experienced here: Please always be clear and precise, this saves us a lot of time searching the problems, which we instead can use fixing them. (3a) If it's a cosmetic landscape problem, describe it (e.g.: Objects stuck into each other, NPCs are falling from the sky, cell borders are ripped,...) and, if possible, provide a screen-shot [use a clear (open console and use the "fw 38eee" command, turn of ENB or heavy OBGE effects) screen-shot captured during daytime, use spoilers or a link to post] If you know how to find cell grid info or form-ID-numbers, please provide them: I experience landscape tears in the area near Whatever Cave where the two mods meet and there are two houses stuck into each other north of that tear. Link to screenshot. Or: There is a NPC running in circles instead of leading me to a certain place near Fort Some-cool-name (3b) If it's a quest that broke, please provide the quest's name, involved NPCs and the last journal entry you received. If you know how to find quest IDs and stages please provide them: I should go and meet the NPC Random Guy in A-certain-place I got there and nobody waits for me instead there is a huge castle blocking my way. The quest is called "Random in danger" and the journal tells me: "I should hurry and find Random. A-certain-place was where we wanted to meet. From there on I should continue my search north" (3c) If it's armour/weapon stats that are messed up: name the items in question: For rescuing Random I received a full armour set (helmet, chest, gauntlets, boots and shield) called "Random's Really Powerful Armor" but it's stats are even weaker than leather gear and as heavy as Daedric armour (4) Additional annotations which won't fit in one of the afore mentioned categories: For those who want to patch the files: Requested files: Trails of Cyrodiil Merged + Roads of Cyrodiil OCO2 + Slof's Oblivion Better Beasts OCO2 + Bearded NPCs (+ Slof's Oblivion Better Beasts) OCO2 + Integration - The Stranded Light Integrated Cyrodiil Rebuild II + Roads of Cyrodiil Enhanced Economy + Several Mods OCO V2 + Knights of the Nine Relevation Zutheskunk Shivering Isle Overhaul + OMOBS Open Cities Reborn + Treasure Maps UL Edition Open Cities Classic + Trade and Commerce Requested fixes: Lextons Scale Armour: Dragon Scale Cuirass Neck Fix Armour conversions: Slof's Robe Trader + Mage Equipment 2.1 Jojjos Dread Knight and Morrigan Armor - BAB version Knights of the Nine Relevation + HGEC Body (EBE Lightguts) Mighty Umra + Several Bodies Knights of the Nine Relevation + TGND body Better Cities - TGND Body Unofficial Francesco's Armor Add On + Robert's Muscular + TGND Body FCOM requests: FCOM + TIE Patch Update WIP Files [claimed by author]: Talos Bridge Gatehouse + Imperial City Suburbs [KadVenku] Dragon Captions Pride of Wolf's Gate + Kvatch Rebuilt [KadVenku] Lilyvale Town + Various Other Mods [mhahn123] Hammerfell: The Eastern Grasslands + Sutch Village + UL - The Lost Coast [mhahn123] Finished files: Knights of the Nine + Frans 5.2b by Slangens Eyrens Vampire Hunter Armor - BAB version by Nakakita Better Cities Imperial Isle Compatibility Patches by KadVenku Cardac Patch Collection by mhahn123 Oblivion Jobs + Unique Landscapes Arrius Creek by mhahn123 Snowy Road to Bruma Patch Collection by mhahn123 Mage Equipment Body Conversions by Nakakita Capes for NPC's by dreamed1 Shetcomb Farm + Integration - The Stranded Light by mhahn123 Vaults of Cyrodiil + Open Cities Reborn by mhahn123 ImpeREALCity Unique Districts + Origins of the Mages Guild by dreamed1 Midas Magic + Tales from the Tomb by KadVenku Academy Oblivion Magic + Reclaiming Sancre Tor by mhahn123
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Hello to everyone reading this, i am currently thinking on doing a modded play threw of Skyrim but have no idea on which mods i should touch as i am late to the party i do not know the best mods to play. So i would much appreciate some mods if anyone wants to throw them my way and don't be to shy to suggest quite a few i want to do a fairly modded to a some what heavy modded play threw.
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Hello. I was going to post into mod requests but i taught id ask here first. Is there a mod that will allow me to cast a spell in one hand at the same time as i swing with my 1H sword? I have seen posts about using a 2 handed sword with spells but never one like this. When you use a sword and spell combination you can both use magic or use your sword but if oyu are casting and swing your sword it gets interrupted. I want the spell to carry on during and afer the swing.
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I will be buying the legendary pack soon. What are mods that will make the game as challenging, complex and balanced as its predecesers? Modern day Bethsoft has a tendency to make you a demi god pretty quickly as you progress.
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So there seems to be a seperate cap for types of objects placed through the workshop. Regardless of your budget size there seems to be no way of placing more than X machine gun turrets MKII or this type of wall, or that type of floor. I have NO IDEA why bethesda though that was a good idea or useful in any way, but i'm really sick on not being able to place more than 8 turrets of a type or barricade my entire base. *salt levels rise* aarrgh.
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I was introduced to "The Elder Scrolls" with "Oblivion". imho Daggerfall Unity with its many mods make it better than Oblivion in Many many many ways. I am excited to see what mod makers will make in the future. I have an Idea for a few simple mods that could be simple yet complex. I'm not sure as I am no programer. Mod A. Kajiit Night Vision. I love the visual monochromatic element of Khajiit vision in Oblivion. The bonus's from "Races Redone" covers all the game mechanic so this is only a visual mod for Kajiit's that kicks in when visual light levels drop below a certain percent with an x-time adjustable delay. I suspect it would alter DFU's lighting settings temporarily to elminate shadows and push into a monochrome mode. But would only trip back when exposed to full visible light for X amount of time. The con is that once adapted to darkness that going into daylight causes a temporary white blindness and disables "access waggon without leaving dungeon" prompts. Mod B. Kajiit type variance. This is only a visual set of Player paperdolls for Kajiit's allowing for the more fluffier versions as seen in oblivion and skyrim. Lynxs, cheetahs, and tigers oh my. Con. Only applies to the player paperdoll not the in game sprites. Mod C. Climbable Trees. Bonus, get away from ground only mele attacks. Con, trees must now be colideable objects which is bad with trees with large roots. Tedious-Travel type programs become useless without a road-follow mod; which "travel options" does integrate with "basic roads" Also certain species can easily climb trees. Spiders anyone?. Mod D: Alfiq species. (a silly silly idea) In game play a thieves, spellcasters, etc. Mainly non mele combat. Inventory is unlimited as it uses a "transport crystal" to a secondary "base crystal" which requires a raided tomb, a constantly rented room at an inn, or a purchased house. Each has differnt prices but also percentage of loot being stolen, ie reliability. First person perspective is considerably reduced in height. Night vision as described above is constant but with quarter white blinding in sunlight. The ability to charm someone like a bard is increased. Only meats can consumed. All armor found must be "reworked" by a black smith/armorer to be effective and is full price. Said armor has a high weight restriction that slows down running, jumping and climbing. Paper doll is reduced to a small selection of unique Alfiq images. Other than helmet and body armor only rings, necklaces, bands, etc can be worn. Prefferably magical ones. All in all a VERY SILLY IDEA. Somehow I imagine if anyone did this, images of popular comicbook cats would show up. Garfield, Bucky, Dexstar, goose, etc. Verry silly. So there are four verry silly silly ideas. I hope I have inspired some of you as that is all I can do. As I mentioned I am no programmer so all I can do is suggest and dream. To all those who delve daggerfall; may the dungeons be deep and interesting, the loot be light weight to carry and expensively sold, may the monsters dispatched with enjoyable challenges!
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Hey there! I've got a couple of questions regarding MO2 and the popular FCOM compilation. I prefer to use that over Maskar's, because of MMM and Francesco's, so I want to be using that. But there's a problem - I've had to install Francesco's through Wrye Bash, since I couldn't find-out what parts of that mod to manually install, making me miss-out on MO2's feature of switching back-and-forth between mod setups. I did so with FCOM and MMM as well, just to see if it will work if I install OOO through MO2 and it did. But how do I find what parts of Francesco's are used for FCOM and what esps and data should I install? Another question - MO2 uses LOOT, which is terrible for Oblivion. If I use BOSS on the side, will it fix LOOT's messing with my load order? As I understand it - MO2's priority means; the higher a mod is in priority, the more dominant it is in the loadorder and it will overwrite the ones before it, or should, right? I also started using the FCOM and HGEC EVE patch, but, for some reason, EVE FCOM is overwriting my HGEC install. I want to use the "More revealing armor" and "EVE for BBB" and only have the FCOM compatibility on FCOM items, but it overrides even vanilla armor. What should I do to fix it? My preffered mods are higher in priority. I'm also using OCOv2 seamless with all the patches for BBB, HGEC and Robert's and everything except FCOM, MMM and Fran's is isntalled with MO2, mostly manually, BAIN where applicable. I have OBMM to deal with ArchiveInvalidation and BSA timestamps and extractions and Wrye for bashed patch, should I find the need to use it. By the way, would you recommend using OBGE Reloaded with some ini customizations and compatible ENB, or should I try a combination of different water and graphics mods instead? OCO, Seamless, OBGE and FCOM make for a pretty hard install and i'm using MO2 on top of it. Don't want to mess this up - so far, I've only had trouble with green orc ears, which I've fixed with a patch from Nexus. My load order is mostly crap, but I can tell what issues come from load order, so i'll fix that up later on. OBGE is a biatch, though. It makes my game pretty unstable, as it adds a lot of clutter, sucha as pointless extra animations and such and is not just a graphics mod. Also planning on installing Better Cities and COBL, but that should go smoothly. I also have compatibility patches ready and Ayleid Steps for more fun. Any more mods you can recommend? :D Thanks in advance.