Hey, been enjoying the mod, but I may have come across an issue. I've just unlocked the Weaving Mill perk, but no tanning racks actually allow me to craft anything but regular leather and strips. I've checked the guide, and even posts here and elsewhere, but am still confused. Any help would be appreciated.
All Dreamcloth recipes are generated by the ReProccer patch, make sure it's generated and active. Also, only recipes for clothing items in inventory will be displayed.
I've rebuilt Reproccer any time I add a new mod, but It's never been more than a bandana (from immersive armors) or basic leather crafting, I'm assuming it requires a specific ingredient for the choice to appear.
Unlikely. I'm a long-time user of the original SkyRe, know it through and through, and yet it took me almost a year to progress from 1.4 to 2.0. Besides, even legacy SkyRe was already mostly a finished product, while PerMa was a pretty raw beta when T3nd0 stepped away from modding.
Question @ingvion in ssedit Can u detail or give quick run down of what I should I strip from the mod below if I just wanna keep the books requirements but keep everything else smithing wise of skyre. Been looking for a mod that locks smithing similar to requiem n this is the closest one but it comes with a perk tree. lol
Lockpicking overriding in SkyRe is implemented via perk, so if you have some other mod, that alters interaction with locked objects, likely it uses the same method, and overrides SkyRe's changes.
are u using skyrim souls? If so u might wanna set the lockpicking setting on that to false. I play with static experience now so i wont hafta care about that compatibility issue anymore.
No, you should not do this anymore. Lockpicking controller uses a menu check now, instead of a time-based one, to take into account unpaused menu mods.
Hi. I wanted to clarify on compatibility with gameplay mods such as: 1. Forceful Tongue - Shouts Overhaul 2. Locational Damage(SKSE Plugin) 3.Realistic AI Detection 4.Smart NPC Potions - Enemies Use Potions and Poisons 5.TK Dodge SE\TK Hitstop SE 6.Valhalla Combat SE-AE .Wait Your Turn - Enemy Circling Behavior 8.Wildcat 9.Awakening - Vampires of Skyrim 10.Archery Gameplay Overhaul 11.Complete Alchemy and Cooking Overhaul. (already saw the comment below!) Individually, these mods should work well with each other as they affect different pieces of gameplay. But I don't quite understand from the description what things from SkyRe will overlap with the mods above. I would be very grateful for clarification!
1. Requires a patch, due to changes in shouting (in SkyRe shouts power are based on Speech skill and its perks). 2. Compatible, but likely makes combat harder if used with the Combat Module (turn off direct hits, wounds, and exhaustion in CM to compensate). 3, 4, 5. Compatible. 6. Incompatible, because implements its own timed blocking system. 7. Compatible. 8. Incompatible, because implements its own timed blocking system (equivalent combat AI changes are included in the Combat Module). 9. Compatible, SkyRe makes no vampire-related changes. 10. Compatible, however SkyRe has its own enchanted arrows, so it'll be another set of those in the game.
Compatibles should be placed lower than SkyRe modules.
Both CACO and SkyRe heavily modify alchemy aspects of the game, so compatibility patch is close to impossible here, and for synergy patch one should be closely familiar with both mods, and I've never used CACO.
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Don't forget to check out the guide before asking; likely you'll find the answer on your question there.
Also, only recipes for clothing items in inventory will be displayed.
Can you build a vanilla + SkyRe ReProccer patch and share it?
Basically set it to false.
bLockpickingMenu = false
I'm a long-time user of the original SkyRe, know it through and through, and yet it took me almost a year to progress from 1.4 to 2.0. Besides, even legacy SkyRe was already mostly a finished product, while PerMa was a pretty raw beta when T3nd0 stepped away from modding.
Forgemaster - Comprehensive Smithing Overhaul at Skyrim Special Edition Nexus - Mods and Community (nexusmods.com)
uses the same method, and overrides SkyRe's changes.
Edit*
The problem was due to the translation mod
https://imgur.com/a/nObUpFs
How to fix?
1. Forceful Tongue - Shouts Overhaul
2. Locational Damage(SKSE Plugin)
3.Realistic AI Detection
4.Smart NPC Potions - Enemies Use Potions and Poisons
5.TK Dodge SE\TK Hitstop SE
6.Valhalla Combat SE-AE
.Wait Your Turn - Enemy Circling Behavior
8.Wildcat
9.Awakening - Vampires of Skyrim
10.Archery Gameplay Overhaul
11.Complete Alchemy and Cooking Overhaul. (already saw the comment below!)
Individually, these mods should work well with each other as they affect different pieces of gameplay. But I don't quite understand from the description what things from SkyRe will overlap with the mods above. I would be very grateful for clarification!
2. Compatible, but likely makes combat harder if used with the Combat Module (turn off direct hits, wounds, and exhaustion in CM to compensate).
3, 4, 5. Compatible.
6. Incompatible, because implements its own timed blocking system.
7. Compatible.
8. Incompatible, because implements its own timed blocking system (equivalent combat AI changes are included in the Combat Module).
9. Compatible, SkyRe makes no vampire-related changes.
10. Compatible, however SkyRe has its own enchanted arrows, so it'll be another set of those in the game.
Compatibles should be placed lower than SkyRe modules.