Edited by nathanj, 13 July 2012 - 08:05 AM.
Posted 13 July 2012 - 08:05 AM
Posted 13 July 2012 - 08:10 AM
Edited by star67, 13 July 2012 - 08:12 AM.
Posted 13 July 2012 - 10:46 AM
Edited by zakab, 13 July 2012 - 10:47 AM.
Posted 13 July 2012 - 11:15 AM
i don't know if it's caused by some faulty strings, because i experienced something similiar with other mods if the strings where broken. but i looked them up and they seem to be correct!? had to rename them from "_English." to "_German." though.
Posted 13 July 2012 - 11:31 AM
Edited by star67, 13 July 2012 - 11:31 AM.
Posted 13 July 2012 - 03:32 PM
Edited by PlayerOblivion, 13 July 2012 - 03:46 PM.
Posted 13 July 2012 - 05:16 PM
lool, asis motto should be, keep calm and patch =P
Posted 13 July 2012 - 05:53 PM
Posted 14 July 2012 - 12:12 AM
For AI changes - simply don't use the customized AI. Simple as that.
For patching.. yes, patch.
Posted 14 July 2012 - 12:21 AM
The main quests and major guild quests are plotted out with a level progression. Dungeons near cities are the easiest, roads can have easy dungeons but also range to a medium level range (in the assumption that troops will keep them relatively clear, but not totally), and dungeons out in the far wilderness can be extraordinarily hard with dungeons set to levels 40, 50, even 60 as a minimum level.
If you use it, take care and save often. A zone level might not be represented by the first few enemies - anything under the minimum level can spawn, so you might not see the Volkihar vampire until the middle of the dungeon.
Do not expect to finish guild quests early. Mages Guild, for example, might require you to be in the 30's to 40's - the main quest, slightly higher. Unless you are extremely good (... or abuse smithing/enchanting, always a possibility), you will not complete those at low levels.
Takes the best effect with a new game as any zones already set in your current game will be unaffected.