Are we supposed to let this load before or after NPC overhauls? I'm getting conflicting FaceGen meshes with Modpocalypse NPCs and Nordic Faces.
After.
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.
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.
Summoning with the Bloody Rose Staff, correct. Magic Summon, the original version of the demon.。。。。Magic summoning, can't it be the same as a wand? Is this mod only suitable for Bloody Rose。
1) While in xEdit, I noticed that DremoraMissile NPCs have the regular Bandit class. I think this might be an oversight by Bethesda since the regular bandit class lacks archery skill. I created a new EncClassDremoraMissile with points in marksman (I switched the 3 from 2H and gave them to marksman). Their missile class templates also utterly lack perks, where as the melee and warlocks have a repertoire of perks. Just pointing this out, in case you might consider this as a bug fix for the mod.
2) Regarding SummonEncDremoraLord. Just wondering why you changed their level to 40 and bulked them up with H/S/M offsets? 725 in the case of stamina.
3) Is there a similar mod to this for bandits, to increase their variety?
4) USSEP gives the flag "Use Advanced Avoidance" to the dremora race record. Safe to carry over? I'm not really sure what it does either way. Something to do with dodging arrows?
While in xEdit, I noticed that DremoraMissile NPCs have the regular Bandit class. I think this might be an oversight by Bethesda since the regular bandit class lacks archery skill. I changed them to the bandit archer class. Either that, or create a new DremoraClass with points in marksman. Just pointing this out, in case you might consider this as a bug fix for the mod.
I see. Thanks for letting me know.
Another thing I'm curious about is the SummonEncDremoraLord. Just wondering why you bulked them up with H/S/M offsets? 725 in the case of stamina.
I can't remember. Might have been a wild edit that snuck in.
Is there a similar mod to this for bandits, to increase their variety?
I have this issue I don't understand and Skyrim isn't playing nice with me deactivating mods to find the culprit But the Dremora Churl from Apocalypse (maybe others?) appear with your clothing changes but the body is a white Nord's body Their face is just dark brown with no red markings of any kind I'm not sure if it's this, Zim's improved Dremora, or the LO of your patches, but it at least checked off that it's not EasyNPC causing this
It seems the issue came from Zim's improvements I'm a bit confused tho cause the few summons I tested had feminine voices tho they were all male, no face paint and I couldn't get blood to appear on their faces from damage. I'm using Dremora Lines Expansion. I'm not sure if these are even issues tbh, everything else seems to be working tho.
Edit: even without DLE the old Mentor summon has a woman's lines when attacked 😅
I have a purple face on NPC Dremora. I don't know is my situation the known bug or no, but... When I enable this mod and mod "High_Poly_Head_v1.4_(SE)" there is a conflict with 2 files: \meshes\actors\character\character assets\hair\maledremorahair01_horns.nif \meshes\actors\character\character assets\hair\maledremorahair02_horns.nif If I choose files from your mod - dremora's head becomes purple. When I choose files from "High_Poly_Head_v1.4_(SE)" - dremora's head becomes normal. P.S. I also use BnP female/male Skin replacers and "Racial Skin Variance - SPID" with all necessary patches and requirements
Update: no, this files don't affect the color of the head( I don't know what it is. Checking... I noticed that the purple head only appears on NPCs that have just appeared, such as a summoned Dremora. But if you save, re-enter the game and load from the last save, the head of an existing Dremora will be normal. WTF?
So I was wanting to make a patch between this and Dremora Spellswords by Oreo (https://www.nexusmods.com/skyrimspecialedition/mods/79810) because the Adept spell tends to make the Dremora vanish: what would I need to do to make this patch?
Maybe a weird issue, but here it goes... When I run the synthesis patcher for High Poly Head faceparts, the dremora faceparts get lumped into RaceMenu. Would there be a way you combat this and prevent it from happening? Scars is the main category that gets captured, I believe.
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And what about High Poly Head? The two meshes maledremorahair01_horns.nif and maledremorahair01_horns.nif are conflicting.
2) Regarding SummonEncDremoraLord. Just wondering why you changed their level to 40 and bulked them up with H/S/M offsets? 725 in the case of stamina.
3) Is there a similar mod to this for bandits, to increase their variety?
4) USSEP gives the flag "Use Advanced Avoidance" to the dremora race record. Safe to carry over? I'm not really sure what it does either way. Something to do with dodging arrows?
There's a mod called Fill In The Blanks.
But the Dremora Churl from Apocalypse (maybe others?) appear with your clothing changes but the body is a white Nord's body
Their face is just dark brown with no red markings of any kind
I'm not sure if it's this, Zim's improved Dremora, or the LO of your patches, but it at least checked off that it's not EasyNPC causing this
I'm a bit confused tho cause the few summons I tested had feminine voices tho they were all male, no face paint and I couldn't get blood to appear on their faces from damage. I'm using Dremora Lines Expansion.
I'm not sure if these are even issues tbh, everything else seems to be working tho.
Edit: even without DLE the old Mentor summon has a woman's lines when attacked 😅
I don't know is my situation the known bug or no, but...
When I enable this mod and mod "High_Poly_Head_v1.4_(SE)" there is a conflict with 2 files:\meshes\actors\character\character assets\hair\maledremorahair01_horns.nif
\meshes\actors\character\character assets\hair\maledremorahair02_horns.nif
If I choose files from your mod - dremora's head becomes purple.
When I choose files from "High_Poly_Head_v1.4_(SE)" - dremora's head becomes normal.
P.S. I also use BnP female/male Skin replacers and "Racial Skin Variance - SPID" with all necessary patches and requirements
Update: no, this files don't affect the color of the head( I don't know what it is. Checking...
I noticed that the purple head only appears on NPCs that have just appeared, such as a summoned Dremora. But if you save, re-enter the game and load from the last save, the head of an existing Dremora will be normal. WTF?