Hey, the Asdasfa Tweaks and Fixes mod mentions this one doesn't have an MCM nor item distributions. Could someone please clarify if I can get the immersive armors automatically distributed to NPCs and enemies in the world with this mod?
I think this mod unintentionally removed gold earrings from the crafting table. It was something that was forgable with 110 gold coins at an anvil, but now it's gone entirely. I'm still able to spawn it via console commands, so it still exists in the mod files. Am I just missing a crucial piece of information on how we're able to craft them now?
When am I suppose to start seeing these in the world or do they become craft only with this? I haven't seen any show up and I'm actually confused by how this works now. I see that all variations of the armors are supposed to be available now but I still haven't seen anyone wearing any of the armor or robes and such.
Just wanted to say thank you. These kind of mods fill me with joy. Reading the description is a treat : it's thorough & exhaustive. There are patches. There's a SPID file. There's a comparison with a similar mod (which I had in my LO). Instructions Etc... It's like feeling safe and content with a warm drink during a storm (storm being the og IA mod being a mess lol).
Is there a list somewhere of the smithig recipe and quests requirement? I am breaking my head trying to understand how to craft different armors like the glacial crystal and Vvardenfell glass.
I've added a list in the description for everything with a crafting requirement. The two sets you mention require the following:
Spoiler:
Show
Glacial Crystal requires A New Source of Stalhrim and Glass Smithing Vvardenfell Glass requires the Solstheim map marker on the Skyrim map and Glass Smithing
Hi, I noticed your description says not to use a WACCF patch unless it's provided by this page, but there isn't one. Should I still be using the patch from kryptopyr's patch fomod?
Thanks for this! From the looks of it, I think I'd prefer your implementation overall.
I might just be tired and/or reading this wrong, but the following on the main page:
Disable, hide, or delete the following plugins. Ignore CBBE and weight patch if you don't have CBBE or HIMBO. Immersive Armors - Asdasfa Tweaks and Fixes.esp [Immersive Armors Weight Patch.esp] [IA_CBBE.esp]
Maybe I'm just getting confused by a double-negative, but if we use CBBE and HIMBO, are we disabling the plugins or leaving them enabled?
If I just use WAACF but not ACE, should WAACF load before or after Immersive Armors? So far my load order looks like this:
For your first question, there's no double negative. You disable OR hide OR delete the plugins.
Tbh the load order for WACCF and IA doesn't really matter, since IARR removes conflicting edits. (It's just my personal preference for them since IARR uses WACCF keywords, but those keywords are injected into update.esm so it doesn't actually cause issues if WACCF is loaded after IA.)
Also where is the Immersive Armors Weight Patch.esp plugin from? Most likely that'll need to be disabled like the CBBE plugin.
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to remove waccf, since Ace has done that also
Looks like I removed the "master" from it I can use the Ace patch :)
Are they all doing the same thing by different means? Should we just choose one?
It's like feeling safe and content with a warm drink during a storm (storm being the og IA mod being a mess lol).
The two sets you mention require the following:
Vvardenfell Glass requires the Solstheim map marker on the Skyrim map and Glass Smithing
I might just be tired and/or reading this wrong, but the following on the main page:
Maybe I'm just getting confused by a double-negative, but if we use CBBE and HIMBO, are we disabling the plugins or leaving them enabled?If I just use WAACF but not ACE, should WAACF load before or after Immersive Armors? So far my load order looks like this:
Much appreciated, and thanks again!
Edit - Okay after doing some reading, I believe the HIMBO and CBBE esp files aren't needed :P
Tbh the load order for WACCF and IA doesn't really matter, since IARR removes conflicting edits. (It's just my personal preference for them since IARR uses WACCF keywords, but those keywords are injected into update.esm so it doesn't actually cause issues if WACCF is loaded after IA.)
Also where is the Immersive Armors Weight Patch.esp plugin from? Most likely that'll need to be disabled like the CBBE plugin.
Lol, I forgot I had already written about that plugin on my own page, I should know what it is.