It should summon them with normal Daedric Armor. The armor from Apocalypse didn't work with females, so I switched it back to the regular Daedric Armor.
I believe High Poly Face has a patcher that you can run in xEdit, to make your own patches. I advise you to use that. I'm not going to make a patch, because it will conflict with other patches, so I will need to make patches for patches, that require patches and have patches for other mods. As such, I want to avoid that patching hell.
There is a Synthesis Patcher which will convert all vanilla head parts to High-Poly Head parts. Which would save more time than trying to patch HPH in xEdit.
After. After. Ideally a patch would be made, but said patch will conflict with other my patches, which will require more patches and I'll end up in patch hell. So I decided to not make a patch for High Poly Head. AFAIK, it should have an automatic patcher, so I'd use that.
Fair enough, thank you. How bad is the conflict with High Poly Head? If it's just a matter of slightly different meshes that don't cause any visual seams or bugs, I guess it's not a big deal.
Sorry to bother, but when you make a mod that affects a bunch of other mods (such as this one), could you add the other mods as requirements on Nexus so we can more easily find yours? I added Apocalypse to my load order some time ago and only now figured out that, along with all the other patches that mod has, I also needed the one from here.
All links can be found under the "Compatibility" section in the description. It's not possible to add requirements to a single file, they will be added to all files, which will cause even more confusion.
You can easily add requirements to the page (not the files) on the "Requirements and mirrors" tab when you're editing mod details. You can even add a note saying each requirement is only for its patch. That helps direct people who download one of those mods to come over and also download your patch, since it will show up on "Mods requiring this file" on the other mod's page. It's just a lot more convenient for users.
Idk if you're familiar with EasyNPC, but I use it and the instructions say you should disable all NPC overhaul patches. From your mod I use the VIGILANT patch and the VNR - Vigilant patch, but I was wondering if I should actually disable these two? Are they really ''patches'' per se, or are they more like separate overhauls for other mods' Dremora?
TL;DR: I use EasyNPC as well as the VIGILANT and VNR - VIGILANT patch, and I was wondering whether I disable them
I'm not sure. It's more of a synergy patch, that allows the Dremore of VIGILANT to be randomized from the pool of Dremora in this mod. I don't know how this affects EasyNPC.
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thanks
And what about High Poly Head? The two meshes maledremorahair01_horns.nif and maledremorahair01_horns.nif are conflicting.
After. Ideally a patch would be made, but said patch will conflict with other my patches, which will require more patches and I'll end up in patch hell. So I decided to not make a patch for High Poly Head. AFAIK, it should have an automatic patcher, so I'd use that.
TL;DR: I use EasyNPC as well as the VIGILANT and VNR - VIGILANT patch, and I was wondering whether I disable them