Usip 1.2 mobs patch




















Its is spelled correctly in the list of master files, so I am guessing they are having a mod manger problem. Maybe misspelled in an install script or an incompatible mod manager? Hi Lefty! Never came across anything like that. Could be a mangy mod mgr issue, or script- are they using something like Wabbajack? A quick check shows that the a version on Nexus does include it as a master, but it's correctly spelled.

Version did NOT include it as a master. You need to be a member in order to leave a comment. Sign up for a new account in our community. It's easy! Already have an account? Sign in here.

Existing user? Share More sharing options Followers 1. Recommended Posts. Arthmoor Posted August 10, Posted August 10, Unofficial Shivering Isles Patch. Link to comment Share on other sites More sharing options Arthmoor Posted January 30, Posted January 30, Arthmoor Posted August 14, Posted August 14, Vrugdush Posted April 15, Posted April 15, I've checked against a few popular mods, and these are the Tags I'd recommend: Add Actors.

Skeleton to preserve changes from beast to regular skeleton for Dumag gro-Bonk conflicts with Oblivion Uncut , and a few other NPCs didn't notice conflicts with these yet, but there might be some, even if there are few mods altering SI.

NIF instead of Skeleton. Add Actors. I can't find this particular change in the log, but it seems like you've changed the two kinds of level 5 Flesh Atronachs to use the level 5 spells specifically created for them, which previously went unused.

Maybe while you changed the summoned versions to remove the No Low Level Processing flag, although I can't find that in the change log either Anyway, this isn't a huge deal, since the level 5 Atronachs are rare—the Boss version seems to only be used in one location, and one of the spells is even identical between the level 4 and 5 versions—but a bug is a bug, and the fix should be preserved.

Music to preserve changes to music in several locations conflicts with Cobl SI, which places objects in these cells. Corresponds to the lines "Correct the music in Bliss, Crucible, the Palace District, Mania Garden and Dementia Garden, now set to public town and not default wilderness. Lefty Scaevola Posted October 25, Posted October 25, I also directed them to here, but they have not shown up here yet. Posted October 31, Create an account or sign in to comment You need to be a member in order to leave a comment Create an account Sign up for a new account in our community.

Register a new account. Sign in Already have an account? Set load order and play. These files are already recognized. Specific Load Order instructions are included with each read-me file as well. Compatibility Disclaimer May conflict with other mods and patches which edit the same game area. Please understand that these patches are specifically designed to work only for these particular conflicts.

No guarantees are made that they will work alongside anything else in your load order. Features some built-in compatibility with other mods as well. Giving the potential to use eight Weye mods at once. Description Weye is arguably the single most heavily modded area in the entire game. And for good reason too, the vanilla town of Weye is little more than an inn and a farm house. A quick search can easily turn up several dozen mods for this spot.

From simple player homes to full village expansions complete with quests. Unfortunately most of them do not play nicely together and can have nasty conflicts. While there were a few patches on the market for various combinations of Weye mods, they all required sacrificing bits and pieces of the mods in order to work.

Not an ideal solution. So I went to work creating a set of patches that will allow simultaneous use of the three most popular Weye mods I know of, while keeping all mod content intact. The end result transforms Weye into a bustling community with vendors, shops offering services, farms, ships, quests, and a large mansion which can be yours.

Details There are three progressively larger main patch files included here. They are all created from the same template but have minor differences. Using more than one at the same time will cause duplicates and lag. There are also two optional files. One is a replacer. It will only work alongside the basic main file. Another available option is an addon for Imperial City Suburbs. It should be noted that none of these patches have any direct conflict with ICS.

But Region Revive itself does. In the Downloads section, packaged in with the "Recent Files". None of these mods is required. I have simply adjusted object placement, landscaping, and path grids to allow simultaneous use of these mods should you choose to do so.

Depending on your choice of plugins In order to use Akaviri Imports you will need the replacer esp that is included here under optional files. Install the full Akaviri Imports mod as you normally would, then install the replacer esp and allow it to overwrite the original. Any other areas edited by these mods is outside the scope of this project. It is advisable to leave the Weye area before applying any patches. Due to the extensive changes throughout the surrounding area, activating while in town may trap you inside a building or other structure.

Because many buildings and doors had to be moved, it is also advisable to perform a clean save before using a save game which had any of these mods installed. Failure to do so may result in doors showing up in their previous locations. Anything else added into Weye will most likely result in a conflict of some kind. Siika - ship resources Momo - Grain, hay, water textures severian - Akaviri Imports simyaz - Ruined Tail's Tale Legal Stuff Please do not upload these files to any other sites without my consent.

Details Prior to patching, using both of these mods together would result in several conflicts. Main focus of the patch was relocating the Gerrard Family Farm onto the hillside just outside the city walls. Also re-worked the cow pen fence at Lazzan Family Farm to make room for the road leading into the city gates. Relocated two patrol guards to a position just north of city gates, corrected numerous path grids, sealed up rips at cell borders, etc. Note: Over the years since I made this patch, some other patches have been made which add further functionality to it.

At some point in the near future I will incorporate those via a final update. Set Load order and play. This file is already recognized. Specific Load Order instructions are included with the read-me file as well. Compatibility May conflict with other mods or patches which edit the same game cells.

Sutch Unification - Uniforms: Gives guards from both mods all the same outfits. It not only hosts patch files in the download section, but also provides links to many others. Once upon a time, I was part of a small team of mod authors over at Nexus. We took requests for compatibility patches creation, and knocked out quite a few mod conflicts doing so. I don't know if that part of the service will return.

I am the only one left, with limited free time for this hobby. But the page was successful over there, and I believe it can be here as well. Glenmoril Covens - Ruins of Miscarcand Patch: Grounds floating objects and other fixes Glenvar Castle Teleport Patch: Allows you to learn a spell so you can teleport back to the castle from any location.

See Allister's comment below for some helpful info on how to also use this patch with Oblivion Fragrance mod. Both teach the old school method of using the vanilla Construction Set.

While a bit more tricky, I strongly suggest learning this method first. Then graduating to Construction Set Extender, which makes modding life much easier in general. But is truly a life saver when making patches. Arthmoor's tutorial is detailed and well laid out. Covers all the basics with some nice tips along the way. Brasher's tutorial is geared towards people who may have a bit more experience and understanding. It's not as straight forward, but does touch on some useful techniques not found in the other.

I used both when I was learning, both are very helpful tools which will get you to the finish line. Credits Given the nature of what this mod page is all about, a credits list would take up a great deal of space. Please look to the read-me files that are provided with the patches you download. Legal Stuff I can only speak for my own work which is uploaded here, and files that have been entrusted to me.

Please do not redistribute files without consent. Look to permissions on linked pages and in downloaded read-me files.



0コメント

  • 1000 / 1000