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Reecy101

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About Reecy101

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    Jamaica
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    The Elders Scroll V: Skyrim Legendary Edition, Dragon Age: Inquisition

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  1. Hey Richardo11, instead of modifying Lydia and Iona, I instead decided to just modify Brelyna Maryon and Onmund since they were already mage followers. I simply removed their starter spells. They both came with spells bound to left or right hand and I couldn't remove those using Amazing Follower Tweaks.
  2. Hey, can anyone point me to a guide on optimizing Skyrim INI files for performance?
  3. Hmm... it does say it does stuff with perks, but that could also be a separate script that reacts when you get a perk, which would work in case the original affected perks weren't altered too much in PerMa. I'll give it a shot - in case it doesn't work, I have a clean save from before anyway. Thanks for the suggestion! Greets, AG You're welcome. I hope it works out for you. Yup! Works like a charm. And it also affects my custom spells made with the Spell Crafting Mod... ... which has a PerMa Compatibility Patch itself, so all three work together wonderfully. Thanks a bunch! Greets, AG Hmm... it does say it does stuff with perks, but that could also be a separate script that reacts when you get a perk, which would work in case the original affected perks weren't altered too much in PerMa. I'll give it a shot - in case it doesn't work, I have a clean save from before anyway. Thanks for the suggestion! Greets, AG You're welcome. I hope it works out for you. Yup! Works like a charm. And it also affects my custom spells made with the Spell Crafting Mod... ... which has a PerMa Compatibility Patch itself, so all three work together wonderfully. Thanks a bunch! Greets, AG Glad to hear that.
  4. Hmm... it does say it does stuff with perks, but that could also be a separate script that reacts when you get a perk, which would work in case the original affected perks weren't altered too much in PerMa. I'll give it a shot - in case it doesn't work, I have a clean save from before anyway. Thanks for the suggestion! Greets, AG You're welcome. I hope it works out for you.
  5. Sadly, it's not that easy. If you want more details, I wrote a complete article about ICAIOs compatibility: http://www.nexusmods.com/skyrim/articles/50303/? Btw, detailed cities is compatible. Ok. Well from my testing my hypothesis seems to be correct to some extent. I started using Jk's Skyrim and Extended Towns and Cities. By your incompatibilities list, they shouldn't work well but so far I haven't noticed anything npcs being stuck like before with Adura's Merchant Mod. What I have noticed so far though is that maybe an npc bumps into a cart placed in Whiterun by JK's Skyrim. They try to path through and eventually get around it. I have only looked at Whiterun, so maybe other areas break or maybe under other situations it will break, like a vampire attack at night or something.
  6. Have you tried Balanced Magic? http://www.nexusmods.com/skyrim/mods/2275/? As far as I can tell, it doesn't seem to be incompatible with PerMa. I use both.
  7. Guys, great news :dance: It was Adura's Merchant Mod. I disabled it in MO. Launched SKyrim with all my other mods enabled. CoC WhiterunSkyforge Went to the market area. I didn't see any npcs being stuck in front of the vegetable seller stall as per usual. Recruited Jenasa. Tried to lead her up the stairs, she didn't get stuck. Renabled Adura's Merchant Mod. Launched SKyrim. CoC WhiterunSkyforge Went to the market area. Immediately noticed npcs being stuck in front of the vegetable seller stall. Recruited Jenasa. Tried to lead her up the stairs, she got stuck. Moved Adura's Merchant Mod to load before IC:AIO. Launched SKyrim. CoC WhiterunSkyforge Went to the market area. I didn't see any npcs being stuck in front of the vegetable seller stall. Recruited Jenasa. Tried to lead her up the stairs, she didn't get stuck. I'm glad that Adura's seems to be compatible as long as it loads before IC:AIO because I really liked the merchant mod. Thanks for the awesome help. Now I need to figure out why my archery animation is a mix between vanilla draw and shoot and belt quiver's draw and shot animation. More testing for me. @Shura, so basically, if I want to add mods that would modify towns I should make sure they all load before your mod? I hope that's the case, because I just found some city mods that I kind of like.
  8. I already use the ASIS Improved INI Files. So if it modifies the base character then to achieve my true objective which is to make two housecarls (Lydia and Iona) take magic perks, I would have to modify those characters via Creation Kit? The reason I want to do this is because I want to control the skills my mage followers know and since I can't remove the default spells, I decided to go this route. Thanks for the info about giving npcs perks via the console.
  9. Yea, I re-run the patcher every time I add a mod. But what I was really asking about was the scenario where I don't add any new mods. Going off the point you made about the perk distribution happening at patch time and taking in to consideration that when I level up, AFT auto levels my followers as well to match my level and also redistributes skill levels. I was wondering if I should re-run the patch since at that point my followers skills have changed since the initial run. Does this matter or not at all?
  10. Thanks guys. I'll check it out when I get home from work and post my findings. I hope that mod is the cause and hopefully I can make them play nice together. Because I really really like both. @Shurah, would Detailed Cities cause a compatibility issue as well? I used to use that mod.
  11. Which is better T3nd0's Perkus Maximus (http://www.nexusmods.com/skyrim/mods/59257/?) or ACE - Combat Skills (http://www.nexusmods.com/skyrim/mods/10037/?) ? Are they compatible with each other? Can I mix them? I use ACE currently and I like the description it shows in the magic section.
  12. Thanks OukaHosokawa. Cleared up a lot for me. In regards to 8. Basically, I need to re-run the ASIS Patcher every now and then? So that it can distribute perks?
  13. If this has already been solved, I'm sorry in advance. Just please point me to the solution. I have Immersive Citizens: AI Overhaul installed and for the most part it works as it should. However I notice that in certain locations and times, NPCs become stuck. In Whiterun, by the bridge at the entrance and the market (mostly the market). NPCs seem to just get stuck there. Even my followers managed by AFT get stuck at the market if I pass through there. What causes this? Is there a solution to this? As far as I can tell, the mods I have aren't incompatible based on the list of incompatibilities stated for the mod. Maybe I'm wrong. Here's a list of all the mods I have in the order I have them (left pane of Mod Organizer), right pane is sorted by LOOT. Skyrim Project OptimizationUnofficial Skyrim Legendary Edition PatchSkyrim: High Resolution Texture Pack (Free DLC)Unofficial High Resolution PatchUltimate HD Fire EffectsFunctional HomesFunctional Homes DawnguardFunctional Homes DragonbornWeapons And Armour Fixes RemadeSharlikrans Compatibility Patches - Weapon And Armour Compatibility Fixes PatchClothing And Clutter FixesCloaks of SkyrimBandolier - Bags and PouchesBandolier - DawnguardBandolier for NPCsComplete Crafting Overhaul RemadeSharlikrans Compatibility Patches - Complete Crafting Overhaul Compatibility PatchStatic Mesh Improvement ModRealistic Ragdolls and ForceSTEP Mod Compilation and v2.2.9.2 PatchesSkyrim HD - 2K TexturesEnhanced Blood TexturesXCE - Xenius Character EnhancementSuperior Lore-Friendly Hair - HD texturesBeardsImmersive Citizens - AI OverhaulRealistic Water TwoJContainersSkyUIRaceMenuCharacter Creation Overhaul - Races - Birthsigns - Classes - Skills - Specializations - AttributesExtended UIBetter Dialogue ControlsBetter MessageBoxControlsmoreHUD (AHZmoreHUD)A Matter of Time - A HUD clock WidgetA Quality World Map and Solstheim Map - With RoadsPlayer Home Map MarkersMine Map MarkersJaxonz Map MarkersImmersive RoadsImmersive Roads - Snow Shine PatchRealistic Lighting OverhaulRealistic Lighting Overhaul Update 4.0.8.02Climates Of Tamriel - Weather - Lighting - AudioENBoostSounds of Skyrim - CivilizationCompatibility Patches - SoS CivilizationsSounds of Skyrim - The DungeonsCompatibility Patches - SoS The DungeonsSounds of Skyrim - The WildsCompatibility Patches - SoS The WildsACE - Combat SkillsApocalypse - Magic of SkyrimInvested Magic - A Better Magic ParadigmBalanced MagicSkyrim Immersive CreaturesCCO Compatibility Patch for Skyrim Immersive CreaturesImmersive PatrolsOBIS - Organized Bandits In SkyrimSmithing Perks Overhaul - Remade and UpdatedSharlikrans Compatibility Patches - Smithing Perks Overhaul Compatibility PatchImmersive ArmoursRoyal Elven Armour and WeaponsImmersive WeaponsUnique UniquesExchange CurrencyImmersive JewelryWarmonger ArmoryDragonbone WeaponsHeavy Armory - New Weapons (V2.4B)Heavy Armory - New Weapons Dawnguard Add onHeavy Armory - CCO Supported VersionWearable LanternsSkyrim Realistic Archery - Bows - Arrows - Crossbows - BoltsArchery Gameplay OverhaulArrow Recovery System OverhaulUltimate Spinning ArrowsBelt-Fastened QuiversDuel - Combat RealismConvenient HorsesConvenient Horse HerdingImmersive AnimationsYY Anim Replacer - Mystic KnightYY Anim Replacer - ZweihanderVioLens - A Killmove ModA Hunters Life - Hunting OverhaulAdura Skyrim Merchant ModAH Hotkeys - Skyrim Hotkey ManagerAmazing Follower TweaksAutomatic Follower Loot SystemNo Poison DialoguesAuto Consume PotionsAuto Unequip AmmoAuto Save ManagerBetter SortingSharlikrans Compatibility Patches - Better Sorting Compatibility PatchCrime Bounty DecayDeadly DragonsFaction: Pit FighterFast travel timescale fixFollowers Stay CloseGlowing Ore Veins 300Golden VendorsGuard Dialogue OverhaulI Can't Believe It's Not ENB 3Improved Quest BooksImproved Skill BooksJaxonz Archery UtilJaxonz RenamerJaxonz Protect FavouritesJaxonz Real NamesKace Auto Loot - MCM Configurable AutolootLegionettesLock OverhaulNPCs can CraftNPC Use AmmoNPC Smarter Water AIPoint The WayRealistic Crime RadiusRealistic Humanoid Movement SpeedRealistic Wildlife Loot And RecipesRoadsigns RedoneRun For Your LivesStable uGrids to LoadTK DodgeTraining Dummies and TargetsThundering shoutsUnread Books GlowUse both Xbox 360 controller AND Keyboard SIMULTANEOUSLYWet and ColdWhen Vampires AttackAudio Overhaul for Skyrim 2Bashed PatchASISASIS Improved INI Files
  14. If these have been asked before, I'm sorry in advance. Just please point me to where I can find the answers I'm seeking. 1. Could someone explain to me what the Customized GMST option does? It isn't very clear. 2. Does the Customized AI option conflict with AI changes made by Immersive Citizen: AI Overhaul and Duel's Combat Realism, etc? 3. In regards to perks and followers. I use AFT to manage my followers, AFT also auto levels my followers. Can AFT work with ASIS and choose perks for my followers? 4. What controls the selection of perks for followers? 5. Does the NPC class have anything to do with which perks a follower would choose? If so, if I were to change the NPC class via console would that cause them to choose different perks? 6. I tried to add a perk via console to a follower, I saw no confirmation/error message and when checking via AFT. I didn't see the perk. Furthermore, if I use hasperk <perk_code>, I see perk level 0. Is this not possible? 7. I use Apocalypse Magic, are these spells distributed via ASIS? Lastly, 8. When does the distribution of spells and perks take place? Dynamically during playthrough or only when I run the patcher? Thanks if you can help answer these questions.
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