Are you sure you are not mixing up the uncapper itself with the SkyRe optional ini file for the uncapper?
Skyrim Mod Sanctuary 59 : SkyRe
Started by
Gopher
, Feb 26 2013 01:56 PM
93 replies to this topic
#31
Posted 26 February 2013 - 11:35 PM
#32
Posted 26 February 2013 - 11:37 PM
I am rendering and uploading a fixed version of this video with corrections for:
1) Running the ReProccer before editing the BlockList.txt (so that it does in fact exist).
2) Correct load order.
1) Running the ReProccer before editing the BlockList.txt (so that it does in fact exist).
2) Correct load order.
#33
Posted 26 February 2013 - 11:54 PM
I like the concept of a static-level Skyrim, but pretty much every mod out there that does this does so in a rather clunky manner. I like the sound of having to retreat from some enemies. I like the idea of needing to make critical decisions concerning a fight-or-flight response, I really do. The only thing is that I have yet to encounter a mod that reliably gives me the opportunity to make that decision. I'm either surviving the encounters comfortably, or I'm watching my ragdolled corpse after a single blow/shot/spell.
Edited by DiabolusUrsus, 26 February 2013 - 11:54 PM.
#34
Posted 26 February 2013 - 11:59 PM
Yeah, I clicked the link to the Skyrim Community Uncapper page, and that's what it gave me.
#35
Posted 27 February 2013 - 12:14 AM
The files that are added to the blocklist are made from the ReProccer.esp using the TES5edit can correct mistakes caused by the reproducing process. They need to be loaded after ReProccer.esp in order for there fixes to take effect.
Originally the nonPlayerfix corrected items which were flagged as non-player becoming visible and usable to the player, this was fixed with ReProccer 1.6 but the files contains other fixes. If they load up before the ReProccer, the errors they correct will effectifly be uncorrected.
I generally don't advice people install my mod (Balbor and Steelsouls ReProccer Project) until after they know they ReProccer.jar will work for them.
Originally the nonPlayerfix corrected items which were flagged as non-player becoming visible and usable to the player, this was fixed with ReProccer 1.6 but the files contains other fixes. If they load up before the ReProccer, the errors they correct will effectifly be uncorrected.
I generally don't advice people install my mod (Balbor and Steelsouls ReProccer Project) until after they know they ReProccer.jar will work for them.
#36
Posted 27 February 2013 - 12:15 AM
I think the files folder and blacklist are created the first time you run the ReProccer.jar
#37
Posted 27 February 2013 - 12:28 AM
I think the files folder and blacklist are created the first time you run the ReProccer.jar
#38
Posted 27 February 2013 - 03:06 AM
Thanks Gopher for another well made presentation. This sounds very tempting and reminds me a bit of how Morrowind was in some respect. The install process however reminds me a bit of doing my taxes, so I think I will pick a quiet weekend in the near future. Cheers
#39
Posted 27 February 2013 - 03:07 AM
pretty much this. I found the stock perk system to be quite... lacking. When Tendo, came out with this, I gave it a try and have been hooked on it since since last September. It's absolutely phenomenal.
#40
Posted 27 February 2013 - 03:43 AM
Noted:
SkyRe is conflicting with many mods so you have to check every mod when you download
SkyRe is conflicting with many mods so you have to check every mod when you download



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