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Leonardo

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Posts posted by Leonardo


  1. I just login and couldn't find the correct timezone and I usually have GMT +1 Copenhagen, Stockholm.

    Although, the GMT +1 timezone was there, but had a little misleading location as the GMT +1 timezone was for France/Germany/Spain.  Which I think is wrong at least for France and Spain since both countries are more or less South or South West of the UK.

    Also, I haven't seen any site that uses GMT instead of UK for a timezone.


  2. I wonder if you are checking TAL these days or is it just AFK Mods.

    If you are checking TAL then this thread might interest you.  I've been trying to help Darklustre about getting Wrye Mash working after the installation of Morrowind is completed on Windows 8.


  3. If it matters even Melchor had them there and from what I understand Wrye never changed that and those two plugins have probably been in the Extras folder since the first version of Wrye Mash was released years ago.

    What I mean is to manually add those esp into the Data Files folder inside the Wrye Mash 87 Beta 2 archive on GitHub.  I can do it if you want and add the archive in a post.


  4. @Sharlikran How goes it? :)

    Right now I'm trying to help another Morrowind player and it occured to me that the Mashed Lists.esp, essential for handling the levelled lists in Morrowind are not present in the Data Files folder in the Wrye Mash 87 Beta 2 archive.

    Instead the Mashed Lists.esp is stored in the Mopy\Extras folder along with another essential esp, called the NoM MiniRes.esp, and the NoM MiniRes.esp is a sort of NoMify mod as it makes ingredients from other mods available/compatible for NoM in-game.

    It would be useful for everyone if both the Mashed Lists.esp and the NoM MinRes.esp was stored in the Data Files folder with the other Wrye Mash related folders.  I think that would reduce confusing for mod users who are using Wrye Mash.


  5. After five months I decided to ask a question to the people who are using my mod.  Has anyone discover new locations that doesn't have a map marker yet?

    The reason I ask is because I dunno if there is new locations to be found and that makes an update to the 1.9 version unlikely to happen in the future.  Unless, I get a report about a recently found bug or similar. 


  6. On 6/18/2018 at 6:40 PM, Easykiln said:

    What exactly should I be aware of?

    Below is what you should be aware of.

    On 10/27/2016 at 5:08 AM, Arthmoor said:

    Mods which alter the following quests will not be compatible without a patch:

    MQ101 - Unbound
    MQ102 - Before the Storm
    DialogueWhiterunGuardGateStop - Guard who stops you at the Whiterun city gate.
    WERoad01 - Farmer refugees after dragon attack

    Mods which edit the following scripts will not be compatible unless patched:

    dunPostHelgenEnableScript
    QF_MQ101_0003372B
    QF_MQ102_0004E50D
    QF_DialogueWhiterunGuardGateS_000D1984
    TIF__0005A6A6
    TIF__0005A6B1
    TIF__000D50CA
    TIF__000D50DB
    TIF__000D50E0
    TIF__000D197B
    TIF__000D660D
    TIF__000E2D03

     


  7. I see.  Well, I don't think that's possible to do what you're trying to do, so I suggest that do something else like finish a quest or two or change worldspace e.g travel to Solstheim from Skyrim or vice versa.

    The point is that you do something else then go back.  Also, those radiant quests is the same as for Arngeir's radiant world wall quest.


  8. Sorry, Arthmoor but this guy needs to shut the fuck up.

    On 6/20/2018 at 8:13 AM, Hawkgirl said:

    what the fuck is wrong with this crap?

    What the fuck is wrong with you? :huh:

    Cleaning the master files e.g Update.esm, Dawnguard.esm, Hearthfire.esm, Dragonborn.esm in xEdit (TES5Edit for SLE or SSEEdit for SSE) needs to be done, because some of those edits will cause issues in-game.

    That's required if one wants to play a game with less bugs than it is without cleaning the master files.

    I strongly suggest that you read the thread, linked in the second post, and then politely ask a question or two about what you don't understand and the nice people will answer your question.  I can assure you that will happen. :)


  9. On 6/2/2018 at 8:20 PM, DayDreamer said:

    OTOH, as bug report attachments, they'll be there forever? (I'm wishing for an attachment deletion capability, just as we have for forums.)

    I don't think there is a bug for attachments in a post, instead one need to view the attachments via the drop down menu (click on your username at the top to the left and select the "My Attachements" command).


  10. Me paranoid?  Are you serious?

    Let me tell you one thing this isn't the first time it happen, in fact it had happen more than once , but this time I had enough of it.

    Last time it happen was the 26th of January 2018, and those two are the latest, but it had happen a couple of times in the past.  I posted about it in the Feedback thread at Bethesda.net and IIRC someone told me that anyone could actually make such a "reset password request" without being an admin.


  11. That's it.  Bethesda.net have gone too far this time, because this morning I got an e-mail about a password request I did not make and now when I try to login I can't login.

    So, I am gonna to abandon Bethesda.net for good and my mods there, especially the mods for PS4 and XB1 are no longer supported or to be updated.   Also, Nexus is the only site I will offer support for the PC version.


  12. Another village mod to visit in-game. :horkercookie:

    4 hours ago, Arthmoor said:

    Old school (and I mean old) may recognize the name of the mod as an old Commodore 64 game by Avalon Hill (circa 1983).

    Yeah, that's old enough. :P

    Although, I didn't play the game since I didn't own a C64, but I recall the company for that game you're referring to.


  13. These coins were created by La♔De♔Da♔Brigadier Graham @ TWC Forum, courtsey to him.

    afCNGA.png

    kenCTe.png

    rlcFX5.png

    [IMG=https://download.sovngarde.se/afCNGA.png]
    
    [IMG=https://download.sovngarde.se/kenCTe.png]
    
    [IMG=https://download.sovngarde.se/rlcFX5.png]

    Feel free to use these coins as smileys in your posts.


  14. 4 hours ago, MyHouseATL said:

    I did pay special attention to mods I converted to make sure they are form 43.  However, I was doing a bash patch when I noticed several mods that came with other mods that still have form 44!  I will convert them and retest to see if that is the cause. I don't believe outlaws is the problem because I have played without it and had the same issue.

    Why you're having the same issue with the outlaws, regardless what mods you are using, is exactly what Arthmoor and Hana said.

    Any mod that has form 44 is what every SSE mods must have, otherwise you'll always have an issue regardless what you do.  Except for not removing form 44 from mods that has form 44 to begin with.

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