Hello, guys! I have a question about mods working capacity. Does next guys change many of world spaces, navmeshes, loading time and landscape edits? And how its critical for new-game or middle-game saves?
Answered about it, cos I am afraid and already know for sure that due to the fact that this is a old and crude mods, and what they can break my mod-list for most probably. So, I need to know from smart players, who has passed these mods completely and knows about their mistakes on 100%, which issues I can get. And does I need to turn them ON in general? Thanks.
Writed with help of translator. Thanks for understanding.
Dunno! I have literally thousands of patches across various pages - I include the version numbers so folks can know what I made them for in case they disappear, but it would be a full-time job to constantly test everything for every change that might be made. Usually folks who are active will let me know if stuff gets out of date, at which point I take a closer look :)
Unless he's changed the plugin name or removed the dungeon in question, it's probably still needed and good.
With the number of patches (and mods that are patched) which are out there and getting updated, verifying every one post-release would be a full-time job. So the answer is generally "I'm not sure" - I'd check the changelog to see if it's relevant changes, and if you find something broken, feel free to let me know :)
Wanted to thank you for these mods, it took me a long time to solve these problems... I also want to ask you a question. Previously on LE when merging mods I solved problems quite easily (https://www.reddit.com/r/skyrimmods/comments/7brrps/merge_plugins_a_simple_guide_on_fixing_navmesh/) But on SE for some reason I can not do it. "Computing Bounds For Navmeshes ...%" does not appear and the function does not seem to work. Could you suggest or link to information on how you resolve navmesh's conflicts? P.S. I use CK SSE CreationKit Fixes.
Can you make a patch for ESO Imports if there's anything to do beyond what I did in mine? I noticed exterior navmesh conflicts but I have no idea what to do about those.
Quick question - are these the same ones that are in you patch hun, just re-located for accessibility, or should I install these and overwrite the old ones?
They're identical, I just ran into the problem of people not being able to find them because they didn't know what to search for, because none of the keywords in the name helped :P
17 comments
Interesting NPCs SE (3DNPC) at Skyrim Special Edition Nexus - Mods and Community (nexusmods.com)
Citizens of Tamriel SE at Skyrim Special Edition Nexus - Mods and Community (nexusmods.com)
Anna NPCs SSE at Skyrim Special Edition Nexus - Mods and Community (nexusmods.com)
Also want to know about those ones (not particularly important, but also interesting):
INIGO at Skyrim Special Edition Nexus - Mods and Community (nexusmods.com)
Kaidan 2 at Skyrim Special Edition Nexus - Mods and Community (nexusmods.com) (with ALL inclusive addons, patches, etc. like: extended edition, immersive features, kaineedy, barter addons, race compab, visual replacers, DAR anims, 3DNPC patch, etc, etc, etc. cos most of them have medium issues in total compability with other mods)
Moon and Star at Skyrim Special Edition Nexus - Mods and Community (nexusmods.com)
Undeath Remastered at Skyrim Special Edition Nexus - Mods and Community (nexusmods.com)
Merchants of Skyrim at Skyrim Special Edition Nexus - Mods and Community (nexusmods.com)
Morgaine - Fully Voiced Standalone Follower at Skyrim Special Edition Nexus - Mods and Community (nexusmods.com)
Answered about it, cos I am afraid and already know for sure that due to the fact that this is a old and crude mods, and what they can break my mod-list for most probably. So, I need to know from smart players, who has passed these mods completely and knows about their mistakes on 100%, which issues I can get. And does I need to turn them ON in general? Thanks.
Writed with help of translator. Thanks for understanding.Unless he's changed the plugin name or removed the dungeon in question, it's probably still needed and good.
Thank you for your patching!
Previously on LE when merging mods I solved problems quite easily (https://www.reddit.com/r/skyrimmods/comments/7brrps/merge_plugins_a_simple_guide_on_fixing_navmesh/) But on SE for some reason I can not do it. "Computing Bounds For Navmeshes ...%" does not appear and the function does not seem to work. Could you suggest or link to information on how you resolve navmesh's conflicts?
P.S. I use CK SSE CreationKit Fixes.