Skyrim Special Edition

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kryptopyr and Gamwich

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882 comments

  1. DrMonops
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    Until such a time that SPID reenables Outfit force equip, to use our SPID patch you'll likely need to revert to SPID v6.8.2. Otherwise, I suggest forgoing the use of the SPID patch entirely.

    If you're adding the SPID Patch to an ongoing game where it wasn't previously installed, I suggest disabling all distribution options in the ACE MCM first, saving and exiting, and then installing the SPID Patch.
  2. Zendichez
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    This mod seems super cool, but its reliance on WACCF is quite unfortunate. As you probably know, WACCF is rather divisive and many people (myself included) don't like many of the "fixes" it provides. You mentioned in an earlier post that you would consider updating the mod to no longer require it, and I have to say that I would be very happy if such a change was made. I would absolutely use your mod in such a case
    1. DrMonops
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      While I appreciate you voicing your opinion in a polite and conscientious way, one of the authors of this mod also made WACCF, and I maintain both mods, and this line of discussion got old for us a long time ago. We're definitely aware that some people dislike WACCF for various reasons, and we're willing to look at updating WACCF to address some of those reasons, and to move away from including it as a requirement for other mods (like this one). Like you, most Nexus posters are generally polite, but a consistent stream of vitriol directed toward WACCF and its author (on various Discord servers and on Reddit) has left a bad taste in our mouths, and is, quite frankly, the kind of behavior that can drive mod authors from the modding community.

      To be clear, there was nothing inherently wrong with your comment, and this isn't directed at you specifically, but I hope other users read and consider it before posting. We're here and we are listening, but at the same time, every "+1 to no-WACCF" is disheartening and makes us more likely to play a game or read a book instead of modding.
  3. Olegowsom
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    Is it normal for Heimskr in Whiterun to have the regular orange robes and a black hood?
    1. DrMonops
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      If the mod is working correctly and the Priest Outfit distribution hasn't been disabled in the MCM, he should have the blue Talos Robes and Hood. Otherwise he should have the regular robes and a yellow hood.
    2. Olegowsom
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      Idk what I did wrong then, he has the new talos hood but the robes are the regular orange

      Edit: saw that this mod was loading before WACCF (Thanks Vortex) and I though that fixing the load order by downloading LOOT would fix it, it didn't, I'm starting a new game and see if that fixes it

      Update: it did not work, Heimskr is still wearing the orange robes, boots and hood are correct though
  4. DiogenesElSatiro
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    How would this work midgame? Already tired of the same vanilal clothes. Looks promising
    1. DrMonops
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      It should work fine on an existing game.
  5. conditormundorum
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    What is this mod using to change the outfits of NPC's?  I've noticed if I use SSE Edit to change an npcs outfit, it is usually overwritten by this mod, regardless of load order. Also, if this mod is removed mid-game, every character ends up with an empty inventory, and outfits still can't be changed using SSE Edit. Even if I use the MCM to toggle off all the options, the npcs get locked into their original outfit; still can't be changed. Can't even overwrite it with SPID. Any solution to this? 
    1. Teabag86
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      Check the OUTFIT and QUEST records. You can see lot's of new outfits and how they are applied with the quests. You don't want to remove this (or any) mod mid-save unless you want to break things.
    2. DrMonops
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      Further to what Teabag86 said above, disabling the outfit distribution options in the MCM will revert the NPCs to using the outfits assigned in their Actor record.
  6. Glanzer
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    So the old ISC_CommonClothesAndArmor_Patch.esp plugin is no longer needed with the new SRD yaml file, correct? Also, please add Sound Record Distributor to the Required list so people know, it took me a couple minutes to figure out how that yaml file is supposed to get loaded. Thanks!
    1. DrMonops
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      Correct and done (also added to CCOR and the Content Addon). Thanks for the suggestion!
  7. MahhFace
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    I rustic clothing absolutely neccesary? I am experiencing script lag, and rustic clothing is pretty damn heavy.
    1. Teabag86
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      Rustic Clothing is required in order to maintain consistency with the added textures and normal maps. Rustic Clothing doesn't have any scripts, it's just a texture replacer for clothing and is available in a 2k-1k texture size, which is the same as vanilla AFAIK. If you have script lag, then your problem lies elsewhere.
    2. MahhFace
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      They said script lag is cause by anything that add something new to the game. Does it not apply to this type of mod?
    3. MahhFace
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      Also, when footstep stop producing sound only to appear all together, that is consider script lag right?
    4. Teabag86
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      Script lag refers to overloading your game and slowing down the process of scripts firing in a timely manner. Generally this is caused by [1] adding too many script heavy mods to your game [2] adding too many high poly, high texture mods that stresses the engine or [3] adding or removing mods mid save, possibly borking your save file or worse yet leaving broken scripts to run in the background.

      Skyrim is an old game with bottlenecks in the engine that doesn't care how good your modern hardware is. Do you want high poly meshes with 8K textures? Go for it, but you'll have to cut back on city overhauls. Do you want stunning HD NPCs with lot's of AI and cloaking script mods? Go for it but keep the NPCs to a low limit. There are a tonne of different examples. Modding Skyrim is a balance. Play the game how you want but you can't have everything. And NEVER remove mods from your current save file. Just start a NEW game.
    5. MahhFace
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      So rustic clothing is one of them?

      And does the size of the mods matter? While rustic clothing is the heaviest mod ive installed. I have other mod that weight in 100 mbs.
    6. MahhFace
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      And thx for explaining 
  8. PaladinDanser
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    Are there any unenchanted versions of the various schools of magic robes?
    1. DrMonops
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      Not currently, but planned for the next update.
    2. PaladinDanser
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      Nice! Looking forward to it. The colors are always such a big deal when it comes to variety. Are the patterns on it also going to be the same (blue for illusion, teal for alteration, etc.) but on the non-enchanted variants or will they be replaced with different patterns for the sake of keeping it more neutral but still stylish? (cause honestly the thought of different patterns on it instead of the magic school symbols would be pretty neat. Flowers, roses, laurels, etc. so many options.)
    3. DrMonops
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      They'll use the existing textures from the enchanted versions.
    4. PaladinDanser
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      Still nice.
  9. Cineromantic
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    For some reason, the adept/apprentice robes are only default colors on female characters. Male characters can get red destruction robes, but a woman will only get the normal texture.
    1. DrMonops
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      If that's the case, you probably have another mod editing the female model (meshes\Clothes\MageApprentice\MageApprenticeRobesF_1.nif), which can sometimes interfere with the texture sets this mod uses. Are you using any female body replacers, such as CBBE, etc.?
  10. shvetsov0711
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    Can you please tell me if I delete the WACCF master file and install the Armor and Clothing Extension without WACCF, will there be any errors?
    1. DrMonops
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      Yes, there will be errors.
    2. shvetsov0711
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      It's clear. Still, I will risk joining the polite opinion of Zendichez in the pinned post and express hope for the appearance of a version of ACE untied from WACCF, or for the appearance of a supported version of WACCF with vanilla balance.
  11. nyanisty
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    Xbox player here, would you be willing to grant permission
    for this to be uploaded to bethesda.net? All credits will be given
    1. DrMonops
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      Sorry, this particular mod is a Nexus exclusive.
  12. Raetekusu
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    Getting a weird set of errors in a text box when I arrive at the main menu.

    Form Immersive Sounds - Compendium.esp|39A326 of class RE::BGSFootstepSet does not exist in ACE - ISC Patch_SRD.yaml, this entry may be incomplete

    I get one of these at the main menu (and then a bunch for a HEavy Armory one, but I've already messaged the mod maker about that).  I haven't had to update Immersive Sounds in years, but I updated ACE with the most recent version and got this error.

    EDIT:  It appears this may also be caused by a bad interaction with "Sound Record Distributor", because when I removed that mod, I did not receive these errors.
    1. Raetekusu
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      Okay, ISC was missing some records.  A clean install with the default options fixed it.