NewoNZ Posted February 13, 2016 Author Share Posted February 13, 2016 (edited) Adding a few more mods to the list to support the map mod. Player Home Map MarkersFully Colored Map MarkersHigh Quality 3D Map (High Res)A Quality World Map (with Clear Map and Dragonborn DLC addons)High Quality LOD's Also some fire mods. Ultimate HD Fire EffectsDeadly Spell ImpactsSmoking Torches and Candles Since I suffered a hard drive failure and basically have had to reinstall and start from scratch, I'm also compiling a step by step list of instructions to make any future installs as painless as possible. So I was thinking that if anybody finds the list of mods I've compiled attractive I would be more than willing to share them. I'm currently working on checking all the mods so that I get the install order correct. ------------------------------ Revised the combat mods to be replaced with: Grimy Combat PatcherASISRevenge Of The EnemiesAttack Commitment No Turning Also added:Hearthfire ExtendedHD Noble FurnitureServants Sort LootHunting in SkyrimWearable LanternsCloaks of SkyrimWinter is Coming - Cloaks360 Walk Run Plus (for clipping issues with cloaks)Immersive Weapons (to go with Immersive Armors)Deadly Dragons at SkyrimOrdinator (to replace Perkus Maximus for Compatability)Dawn of Skyrim Collection (To replace JK's Skyrim for compatability with Immersive Citizens)Inconsequential NPC's Edited February 20, 2016 by NewoNZ Link to comment Share on other sites More sharing options...
NewoNZ Posted February 17, 2016 Author Share Posted February 17, 2016 I'm still going through my extensive mod list and figuring out what mods go before other mods in terms of installation to create the least amount of problems, and what mods need things done after they have been installed such as .ini tweaks or Bash patches etc. I have a question though. Do you need to create a bash patch for the mod that requires it after installing that mod, or can you just install ALL mods and then create a final bash patch? For the most part, all I have left to sort are my NPC related mods, combat and magic mods. I really wanted to use Perkus Maximus but looking at all the compatability issues and how its installed, I found it a little too daunting so I've put that one aside for now. There are 2 mods that I really want to use but am struggling to figure out how they will work together. Realistic Carry Weight and Item Value Economy OverhaulandTrade Routes at Skyrim I want the carry weight overhaul combined with the item value from Trade Routes. I'm thinking that if I load Traderoutes after it will over-write carry weight? But I'm not 100% sure on this. Link to comment Share on other sites More sharing options...
Katy420 Posted February 18, 2016 Share Posted February 18, 2016 You make you bashed patch after all of your load order is stable, moved where you want it, and finished. So it works like the latter option you mentioned. If you want to use a TES5Edit merged patch, make it, remove the LVLI and LVLN fields, put it at the bottom of your load order, then build your bashed patch and put it after it. I use Ordinator for a perk overhaul, it doesn't have the same features (or compatibility issues) that Perma does and I find it better for high level characters and builds (way more points). But it's a personal choice, everyone's got their favorite. I just have a long load order and a lot of mods working together so my main concern is always stability and interaction, I want my mods to mind their own business as much as possible. Ordinator works best that way. SPERG used to be my go to, for the same reasons-- but Ordinator is newer and better IMHO. Sorry though, I don't use either of those mods and can't say for sure how they'll interact. If it was me I would load the carry weight overhaul last, but it may overwrite the other depending on how it works (Is it directly editing the items or is it scripted or something weird like that). Check it for conflicts in TES5Edit. Link to comment Share on other sites More sharing options...
NewoNZ Posted February 20, 2016 Author Share Posted February 20, 2016 Updated the first post to reflect all changes made so far, if anybody is interested. Link to comment Share on other sites More sharing options...
NewoNZ Posted February 21, 2016 Author Share Posted February 21, 2016 (edited) It's such a long drawn out process, I guess probably because I'm being so ambitious for my first attempt at modding skyrim. I have arranged my mod list in order for installation now and have checked everything for compatibility by sourcing any extra required mods or patches. All with the exception of Trade Routes and Realistic Carry Weight. I'm almost tempted just to leave them both out.Then all I need to do is go through the process of installing them all, figure out ASIS and bashed patches. [Edit] Of course I couldn't help myself and had to look at another massive recommended mods list giving me another 20 potential mods to consider... *sigh* Added some more mods (for the last time... for now...) Achieve ThatLoot LaterTake Notes - Journal of the DragonbornHigh Level EnemiesReal ShelterHeljarchen FarmWindstad MineDrop Lit TorchesLanterns on Horse SaddlesThieves Guild RequirementsThe Paarthurnax DilemmaTiming is EverythingThe Choice is YoursSilent SkyrimSkyRealism - Capacity Edited February 24, 2016 by NewoNZ Link to comment Share on other sites More sharing options...
NewoNZ Posted February 25, 2016 Author Share Posted February 25, 2016 Success!! I finally installed, activated, lootorized, patched, re-lootorized, double patched, manually lootorized and launched the game! No immediate issues or errors that weren't already solved during the loot process. All i need to do is set all the mods up ingame and test it for a while to see how things work before I finally start a permanent character! Hoorah! Link to comment Share on other sites More sharing options...
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