Because it only consists of mesh and texture replacements. You do not need an .esp for that. You just need to choose which textures and meshes you want if another mod covers the same items. If you don't want to use it for some reason, you can just remove it entirely, and it will "just work" :-D
Pardon me for bumping this. In the description it is stated that RCI should overwrite SMIM but here you say that it should load before. Can you kindly clarify? Also should Unofficial material fixes overwrite this mod?
Would it be cool if I got permission to have someone make a mod using one of your assets for Xbox? Specifically the fxspiderwebkitdinnerhuman I believe it’s called. It’s the file that modifies the corpses wrapped in spider webs. Because I have lux and your mod fixes the purple textures but it takes up a ton of space that I don’t have. I will make sure you are credited.
From the description page: "If you are using ELFX, you will have to overwrite some meshes (catacomb small ways and candlehorn chandeliers). You can do this safely. I tested my meshes in game with ELFX activated and there was no light flickering or other issues."
I did not understand which mod needs to be overwritten (i.e. put first in the download queue) - ELFX or RCI? And will this rule be true for any lighting mods (e.g. LUX)?
And how RCI compares in the load queue with mods Unofficial Material Fix and High Poly Project?
I'd really like to see the fat trimmed from this -- or more options in the installer than just the handful presented. While I'm not knocking the textures, imo:
Stuff like silverware and dining sets have absolutely no place here
Why are ship meshes/textures touched?
What do things like instruments have to do with ruins?
Lighting being sort of its own animal, skipping the candles in the installer should ... install no candles.
I could go on, but you get the idea. So much stuff no one would ever expect to be touched by a mod named "ruins clutter improved."
I keep revisiting it because almost nothing touches the nordic ruins furniture textures, but the bloat continues to grow. I mean, by all means, offer everything, but "ruins clutter improved" should be about ... ruins clutter.
I feel the same way. What I do is place it higher than silverware/candle/instrument retextures so the ones from this mod get overwritten by the individual retexture mods. And I still get to have the actual ruins clutter.
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Ruins Clutter Improved SE has been updated to version 3.2.
Unless no major bugs will be reported, this version will be the final update for Ruins Clutter Improved.
You can now also find an official version for Xbox One at Bethesda.net:
https://bethesda.net/de/mods/skyrim/mod-detail/4250246
Cheers,
raiserfx
Name: "Ruins_SconceBaseOnly01:0"
RTTIName: "BSTriShape"
Flags: kSelectiveUpdate | kSelectiveUpdateTransforms | kSelectiveUpdateController
Full Name: ""
File: "Clutter\Ruins\RuinSconce01WithBase.nif"
And thanks for your work!
Is this Mod Compatible with ?
What is the suggested Load order ?
Static Mesh Improvement
High Poly Project
Realistic Lighting Overhaul
From the description page:
"If you are using ELFX, you will have to overwrite some meshes (catacomb small ways and candlehorn chandeliers). You can do this safely. I tested my meshes in game with ELFX activated and there was no light flickering or other issues."
I did not understand which mod needs to be overwritten (i.e. put first in the download queue) - ELFX or RCI?
And will this rule be true for any lighting mods (e.g. LUX)?
And how RCI compares in the load queue with mods Unofficial Material Fix and High Poly Project?
Should i still load this after the ELFX Fixes also?
Cheers!
I could go on, but you get the idea. So much stuff no one would ever expect to be touched by a mod named "ruins clutter improved."
I keep revisiting it because almost nothing touches the nordic ruins furniture textures, but the bloat continues to grow. I mean, by all means, offer everything, but "ruins clutter improved" should be about ... ruins clutter.