[relz] Skyrim mods by kuertee (thread 1)

Post » Mon May 28, 2012 2:27 am

details of changes (if any are of note) will always be in the 2nd post - the one below this.
orange: new or updated since the last time i edited this post.
? and bold: affects combat in one way or another - i.e. a combat mod.
All these mods are configurable. Details on how are in their full descriptions in their Readmes and on Nexus.

Actor behaviour mods
  • ?Fight or fly 0.64, 17 May 2012: http://skyrim.nexusmods.com/downloads/file.php?id=15223 Actors will flee when they start to lose a fight. You can loot NPCs that yielded by conversing with them.
  • Horse commands] 0.53, 25 Apri 2012: http://skyrim.nexusmods.com/downloads/file.php?id=15225 Adds saddlebags and makes horses intelligent (i.e. it stays or follows your depending on your situation).

Realism mods
  • ?Battle fatigue and injuries 0.6, 27 May 2012: http://skyrim.nexusmods.com/downloads/file.php?id=13241 Health loss can result in battle fatigue and injuries that require sleep to heal.
  • Eat and sleep 0.61, 14 May 2012: http://skyrim.nexusmods.com/downloads/file.php?id=13246 Need some way to make the flow of time a factor in your game? Exhaustion, hunger and thirst penalties are incurred when sleep, food and drink requirements are ignored.
  • Encumbering loot armour and weapons 0.51, 28 Apr 2012: http://skyrim.nexusmods.com/downloads/file.php?id=13247 You're not a pack rat and need some way to limit your inventory? Loot armour and weapons (i.e. unequipped) have encumbrance penalties.
  • Gold adjustment 0.6, 18 May 2012: http://skyrim.nexusmods.com/downloads/file.php?id=13248 Is gold in abundance in your game? Gold adjustment limits your income by adjusting gold acquired from chests, coin purses and quest rewards.
  • Vampirism tweaks 0.5, 15 Apr 2012: http://skyrim.nexusmods.com/downloads/file.php?id=15221 Disabled for now. Feed from dialogue, feed on newly dead NPCs, heal from feeding, blood-lust view, Vampirism stage progression bug-fix, etc.

Miscellaneous mods
  • Auto-save and Time 0.5, 19 Mar 2012: http://skyrim.nexusmods.com/downloads/file.php?id=13239 Custom auto-save triggers, situation-dependant variable TimeScale, in-game and real-time alarm clocks
  • Actor events 0.5, 15 Apr 2012: http://skyrim.nexusmods.com/downloads/file.php?id=15219 Disabled for now. This is an ESM mod utility required by some of my mods. It tracks actors around the player.
  • Inventory and weight 0.5, 19 Mar 2012: http://skyrim.nexusmods.com/downloads/file.php?id=13244 Obsolete. This is an ESM mod utility required by some of my mods. It tracks the player's inventory and the weight of each item in it.
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R.I.P
 
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Post » Mon May 28, 2012 2:09 am

Updated mods:
Battle fatigue and injuries http://skyrim.nexusmods.com/downloads/file.php?id=13241
0.6, 27 May 2012:
  • Bug-fix: Removing enchanted items that give you health shouldn't result in injuries anymore.
  • Tweak: This mod doesn't bug-out the prologue mission anymore. However, it doesn't actually start in-game until after you
    escape from Helgen.

Fight or fly http://skyrim.nexusmods.com/downloads/file.php?id=15223
0.64, 27 May 2012:
  • Tweak: Preventing yielded NPCs from attacking again. Previously, there was a delay in applying the AI that prevents
    them from reentering combat. In this version, the only delay happens when you go through a "load door" and enter
    an area with actors who previously surrendered. It may take a second for the Ai to be applied to these actors.
    This is enough time for them to take a swing at you. After this delay, they will acquire the behaviour and not
    attack again. I'm not sure if I can remove this delay. I already reset the quest that applies the behaviour (via
    alises) when the player loads a new area. The Skyrim game engine will then apply the behaviours when the quest
    gets its alloted CPU time slice - this is what causes this delay.
  • Tweak: Followers (including your last ridden horse) who flee to you will only return to combat immediately if they
    cannot die (i.e. they are tagged as essential). Otherwise, they will continue to flee until they are safe.
    Previously, if they are close to you, they will fight to the death - resulting in their deaths.
  • Tweak: This version uses GetRace () == DragonRace to prevent the mod from applying the flee behaviours to dragons.
    Previously, only IsInFaction (DragonFaction) was used. This version uses both.
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Thema
 
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Post » Sun May 27, 2012 9:41 pm

Huzzah!
No more pack-rat for me :)

Having fun with Skyrim?
Lots of stuff to stiffen up in Skyrim in my opinion.

Cheers!
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Naazhe Perezz
 
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Post » Sun May 27, 2012 10:08 pm

kuertee, can we have an auto-save only mod? I don't want the other features like the timescale and alarm clock...
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Andres Lechuga
 
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Post » Sun May 27, 2012 9:59 pm

Having fun with Skyrim? Lots of stuff to stiffen up in Skyrim in my opinion.
Hey Locksley. Yeah, it's ok. And I agree with you. I can't wait for SKSE. I can't believe that I can't query the weight of an item with the new scripting engine, Papyrus. Nor query what armour, boots, gloves, and helmet are equipped. My band-aid solution is Inventory and weight mod utility required by Eat and sleep and Encumbering loot armour and weapons. I can't wait to get my NPCs yield, Horse commands and Clothing matters (will be renamed NPC reactions) running in Skyrim. But I'm taking a break. It's been a heavy two months or so since the Creation Kit was released.

kuertee, can we have an auto-save only mod? I don't want the other features like the timescale and alarm clock...
Hey Nash, you can turn them off. All my mods are configurable. Unfortunately at this time, via the Console. When SKSE is released, hopefully, we'd be able to run batch text files to facilitate user configuration of mods. Once you have the mod activated and the console down, type these lines:
Spoiler
setpqv kuasatq userAlarmClockInterval 0setpqv kuasatq userInGameClockInterval 0setpqv kuasatq userTimeScaleInCombat 0setpqv kuasatq userTimeScaleWhileSneaking 0setpqv kuasatq userTimeScaleOutdoors 0setpqv kuasatq userTimeScaleIndoors 0
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Kevin Jay
 
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Post » Mon May 28, 2012 8:04 am

Been waiting for you to pop into Skyrim since it came out! Thanks for the encumbrance mod, been waiting for it since I started Skyrim. On the list for installation this weekend, along with my all time favorite auto save and time.
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alicia hillier
 
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Post » Sun May 27, 2012 8:31 pm

Alright kuertee, thanks for the info. :)
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Laura Richards
 
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Post » Sun May 27, 2012 9:01 pm

Note that it's generally worth checking the first post. It has a list of all my mods, their version, and direct links to them. Then I edit the 2nd post of details of updates. Then I copy my edits in the 2nd post to a new post to bump this thread.

So these posts usually don't contain ALL my mods. To be specific, I have a total of eight mods. Three of them are new and are listed below. Two of them have been updated and are also detailed below. However, there are no changes to the other three and so are not listed in this post. They are listed in the first post.

New mods
  • Actor fight or fly 0.5, http://skyrim.nexusmods.com/downloads/file.php?id=15223
    Actors will flee when they start to lose a fight. You can loot NPCs that yielded by conversing with them.
    (Requires Actor events.ESM: http://skyrim.nexusmods.com/downloads/file.php?id=15219)
  • Horse commands 0.5, http://skyrim.nexusmods.com/downloads/file.php?id=15219
    Adds saddlebags and makes horses intelligent (i.e. it stays or follows your depending on your situation).
    (Requires Actor events.ESM: http://skyrim.nexusmods.com/downloads/file.php?id=15219)
  • Vampirism tweaks 0.5, http://skyrim.nexusmods.com/downloads/file.php?id=15221
    Feed from dialogue, feed from newly dead NPCs, heal from feeding, blood-lust view, Night-eye tweak, Vampirism stage progression bug-fix
    Spoiler
    • Feed from dialogue:
      You can feed off NPCs that have a Relationship Rank with you of Confidant level or more by conversing with them.
      I.e. they do not need to be asleep.

    • Feed from newly dead NPCS:
      You can drain the blood of recently dead NPCs by Activating on their corpse.

    • Effects of feeding:
      The Relationship Rank of NPCs you feed from are increased up to Ally level.

      You can delay the transformation to the stage of Vampirism by a second day by feeding on newly dead NPCs. Feeding
      a second time on live NPCs will also increase the length of the first stage of Vampirism by a second day.

      Some Health, Magicka and Stamina are restored after feeding. The amount is dependant on the NPC's "base" Health.

      Feeding on a newly dead vampire will regress your Vampirism by one stage. Feeding on a live vampire is as per
      the unmodded game. I.e. feeding on a live vampire will set your Vampirism to the first stage.

      NPCs who witness you feeding will not converse with you. You can make them forget that you are a vampire by
      feeding on them.

      Also, NPCs who see you at the fourth stage of Vampirism will also refuse your conversations. You can make them
      forget that you are a vampire by feeding on them also. Note that in the unmodded game, NPCs who see you at this
      stage will automatically attack you.

    • Blood-lust vision:
      Your normal vision will have a red tint that increases as you move up the different stages.

    • Night-eye tweaks:
      Night-eye is more useful with the circular blur and its duration removed.

    • Vampirsm stage progression bug-fix:
      There is a bug in the unmodded vampire Script. In the unmodded game, you do not change to the next stage of
      Vampirism when you are in combat. This effectively gives you another 12 hours in your current stage and decreases
      the time you are in the next stage by 12 hours.

      This mod fixes that.
Update mods:
  • Eat and sleep 0.51, http://skyrim.nexusmods.com/downloads/file.php?id=13246
    • Bug-fix: Previously, the "Thirst (X hours) added." message would show even after the mod auto-drinks for you.
    • Bug-fix: Previously, Energy/Exhaustion, Hydration/Thirst and Satiation/hunger would show 23 hours even if you had 24.
    • Tweak: Vampire players are now never Thirsty nor Hungry.
    • Bug-fix: When uninstalling the mod, the Food menu fork and the Light blanket are removed from your inventory.
      This also fixes the bug of having more than one of those items when the mod is reset.
    • Tweak: Previously, penalties were always rounded down from their actual value. In this version, they are rounded
      up or down depending on which value they are closer to.
  • Gold adjustment 0.51, http://skyrim.nexusmods.com/downloads/file.php?id=13248
    • Bug-fix: Chests in player-owned cells of factions that the player is a member are safe from this adjustment.
    • Compatibility: Actor flight or fly: Gold from live actors that have yielded are adjusted.
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Kayla Oatney
 
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Post » Mon May 28, 2012 5:16 am

I've had to disable Actor Fight or Fly for now. There was a bug in restoring Actors previous Stats which left them fleeing constantly when you return to them - even if they didn't flee in your previous visit. Have found a fix already. Am testing it now. I hope those who've tried kept a saved-game before the mod was activated. Sorry, guys.
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Gen Daley
 
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Post » Sun May 27, 2012 9:46 pm

Kuertee - please please please make Actor Details for Skyrim.

With attempts at realism mods happening and they are all fighting over the same three measly stats - having a mod like this would be a great benefit in trouble shooting.

thanks for considering.
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Lifee Mccaslin
 
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Post » Sun May 27, 2012 10:57 pm

Just waiting on SKSE with appropriate functions for it, Psymon! :)
Are you finding a lot of mods corrupting the stats? I've not really tried any mod but those that are mine.
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Jodie Bardgett
 
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Post » Mon May 28, 2012 3:13 am

I've updated this mod:
Actor fight or fly 0.51, http://skyrim.nexusmods.com/downloads/file.php?id=15223
  • Bug-fix: Previously, teammates who have yielded will continually yield even long after combat.
  • Bug-fix: Previously, actors became aggressive after the player leaves their area.
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Eddie Howe
 
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Post » Mon May 28, 2012 6:32 am

Just waiting on SKSE with appropriate functions for it, Psymon! :smile:
Are you finding a lot of mods corrupting the stats? I've not really tried any mod but those that are mine.
Well I can't say for certain if and how corrupted the stats are - I'm not that much of a stat watcher. But not just corruption - a mod like Actor Details helps just to track mod interaction and finding the hidden effects that mods have that mod authors just can't be bothered to document that their mod does.

I can say save games can get corrupted.

look forward to it - thanks. Grabbed Fight or fly ... if I ever get a working game again it will go in.
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Nicole Coucopoulos
 
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Post » Mon May 28, 2012 3:07 am

Hi.

You've done nice work with the autosave here! :) I liked CASM's features in FO3 and FONV too, once I got used to it, so yours is similar.

You might want to check compatibility with IMCN's dynamic time scale settings. I've noticed that the in-game clock popups are not happening at the proper intervals except perhaps the first popup. I set it to 30 minutes but it starts popping up at odd times after the first one. I would guess that it doesn't like IMCN controlling time scale, but that's needed for Imp's mod to truly be effective.

You might even want to check out IMCN and Frostfall as they are two of the most popular survival mods, and probably the most developed and detailed.
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Bird
 
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Post » Sun May 27, 2012 8:36 pm

Hey AiTenshi1! I don't know CASM. Auto-save and Time is a rebuild of my Oblivion mod of the same name. Once SKSE is out with Papyrus support, Auto-save and Time will be 100x better with properly named saved-games like: postCombatX, newLocationX, questCompletedX, etc. (where X is the cyclical saved game number).

Also the in-game clock pop-ups may get delayed due to combat. If you are in combat when it ticks over, it is delayed until combat stops. Then its timer restarts again. I've noticed that when in a dungeon full of enemies, I generally won't get a pop-up until after I clear it. So, 20 minutes may have passed before seeing the clock instead of 10 - my clock setting.

I'll check out IMCN and Frostfall. I don't know either of them. My Eat and sleep is a rebuild of my Oblivion mod of the same name. My idea of mods may differ to most authors. I don't stacking big detrimental effects on one mod so as not to put any one gameplay in the forefront of another. Hence, the effects of Eat and Sleep and Battle fatigue are small. They are only a hindrance IF you decide to ignore their effects. And healing them is very inconsequential in the game - sleep and ensure you have food/drink in your inventory. E.g. there is no bandage management and I even took out the need for the player to actually eat with my auto-eat and auto-drink feature. Time is already compressed in the game. There's no need for more micromanaging of these things.

I'll check those other mods out. Thanks, aitTenshi1!
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Melanie Steinberg
 
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Post » Mon May 28, 2012 4:39 am

Kuertee-

I'm a big fan of IMCN - well more so of the Fallout3 version which made more sense to do things like track protein versus carbs - not sure if that is something that people would think about in the land of skyrim.

Anyway - I may be willing to try eat and sleep but there is a potential conflict that I have to be aware of regarding Duke Patrick's combat mod. See post http://www.gamesas.com/topic/1362399-duke-patricks-heavy-weapons-combat-mod/page__view__findpost__p__20560093 and http://www.gamesas.com/topic/1362399-duke-patricks-heavy-weapons-combat-mod/page__view__findpost__p__20561953.

So what do you think - would they be compatible?

thanks
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Dj Matty P
 
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Post » Mon May 28, 2012 8:19 am

Kuertee-

I'm a big fan of IMCN - well more so of the Fallout3 version which made more sense to do things like track protein versus carbs - not sure if that is something that people would think about in the land of skyrim.

Anyway - I may be willing to try eat and sleep but there is a potential conflict that I have to be aware of regarding Duke Patrick's combat mod. See post http://www.gamesas.com/topic/1362399-duke-patricks-heavy-weapons-combat-mod/page__view__findpost__p__20560093 and http://www.gamesas.com/topic/1362399-duke-patricks-heavy-weapons-combat-mod/page__view__findpost__p__20561953.

So what do you think - would they be compatible?

thanks
Hey Psymon. Thanks for your two links. It reads as if my Eat and Sleep should be compatible. All my effects are applied with Abilities and none of them raise Stamina. Penalties, however, lower Stamina - but not Stamina regeneration rate. I can't be 100% of this because I don't use the mod.

Also, I've looked at IMCN's thread. Wow! It looks quite involved.
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Emma Pennington
 
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Post » Sun May 27, 2012 11:13 pm

Updated mods:
  • Actor fight or fly 0.52, 18 April 2012: http://skyrim.nexusmods.com/downloads/file.php?id=15223
    • Tweak: Enemies with health < 25% of the player's health flee immediately only if the player has no high-level enemies. Basically, low-level enemies will engage in combat if another, but is high-level, engages the player in combat. Previously, low-level enemies flee immediately.
    • Tweak: Also, low-level (base health < 25% the player's) ranged enemies against the player will not immediately flee if the player is engaged in melee combat with another.
    • Bug-fix: NPCs who yield to other NPCs do not get the Action: Loot dialogue option.
  • Battle fatigue and injuries 0.51, 18 Apr 2012: http://skyrim.nexusmods.com/downloads/file.php?id=13241
    • Bug-fix: Previously, Alchemy penalties are doubled-up for head injuries 9 and 10 and there were no Alteration penalties. This version has an Alchemy penalty and an Alteration penalty in those injuries. Thanks to Naryl for spotting it.
  • Horse commands 0.51, 18 Apr 2012: http://skyrim.nexusmods.com/downloads/file.php?id=15225
    • Tweak: All horses now have saddlebags. You can access them even if you do not own them. It will be a crime, however.
    • Tweak: Your last ridden horse will now always look for you - regardless of how far you are from it. Previously, the horse needed to be in a location that is loaded in memory.
    • Tweak: Removed the "Cancel" option from the menu.
    • Bug-fix: In the previous version, horses became non-activatable in some instances.
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Marion Geneste
 
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Post » Mon May 28, 2012 12:59 am

I've had to disable, on Nexus, Actor Fight Or Fly, Vampirism Tweaks, and Actor Events (because both rely on this) for now. There's some bugs in Actor Fight Or Fly. And I'm removing the ESM/ESP from Actor Events so that it's purely a Script package that both Fight or Fly and Vampirism Tweaks (and other future mods of mine) will still need.
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Janeth Valenzuela Castelo
 
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Post » Sun May 27, 2012 7:22 pm

Updated mods:
  • Fight or fly 0.53, 22 April 2012: http://skyrim.nexusmods.com/downloads/file.php?id=15223
    • Tweak: Newly reporgrammed. This mod doesn't need Actor events package anymore.
    • Tweak: Animation of surrendered NPCs when you loot them. There are no recorded audio, so you may not see the subtitles unless you have ShadeMe's Fuz Roh D'oh (universal silent voice file replacer): http://www.skyrimnexus.com/downloads/file.php?id=14884. It needs SKSE.
  • Battle fatigue and injuries 0.52, 22 April 2012: http://skyrim.nexusmods.com/downloads/file.php?id=13241
    • New feature: Added a penalty to the player's maximum carriable weight to leg injuries. Thanks to Naryl for the suggestion.
    • Tweak: Detrimental effects should not persist if the mod is uninstalled without following the instructions. However, you should still follow the uninstall instructions so that the iterated updates are removed safely.
  • Eat and sleep 0.52, 22 April 2012: http://skyrim.nexusmods.com/downloads/file.php?id=13246
    • Bug-fix: Added Nord Mead to the drink list so that the auto-drink feature recognises it as a drink.
    • Tweak: Detrimental effects should not persist if the mod is uninstalled without following the instructions. However, you should still follow the uninstall instructions so that the iterated updates are removed safely.
  • Horse commands 0.52, 22 April 2012: http://skyrim.nexusmods.com/downloads/file.php?id=15225
    • Tweak: The mod Actor Events is not required.
    • Bug-fix: Previously, sometimes you can't loot the corpse of your horse. This version fixes that.
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Life long Observer
 
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Post » Sun May 27, 2012 9:57 pm

I've updated this mod:

Horse commands 0.53, 25 April 2012: http://skyrim.nexusmods.com/downloads/file.php?id=15225
  • New feature: Flee from combat/Engage cautiously commands.
  • New feature: Horse command whistle. When used when your last ridden horse is nearby (within 1000 distant), it will interpret the command as a Stay command. When used when the horse is no where near, the horse will interpret the command as a Come here command. The horse will stop fleeing from combat and approach you regardless of any other condition. E.g. even if you are in combat or is sneaking.
  • Bug-fix: Horses you dismount will always automatically follow you. I.e. If it was issued a Stay command, it will be removed will be removed when you dismount from it.
  • Bug-fix: Other horses will not follow you anymore. Only your last ridden horse was intended to receive the AIs.

Some notes on the updates:
  • The whistle is an Armour item rather than a spell.
  • You can call the horse to you even if you are in combat and it will revert its Stay and/or Flee from combat (if you commanded it so) and approach you, attacking any of your opponents.
  • Once you get used to the Whistle, you'll find that you can control the horse's AI without having to sneak-Activate it. Once SKSE is released with its Papyrus commands, I'll remove the sneak-Activate action and replace it with how my Oblivion version worked. I.e. you get the menu when you use the whistle while a horse is in target.
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Jessica White
 
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Post » Sun May 27, 2012 5:13 pm

Used your stuff in Oblivion :D.

Definitely considering the gold one and I might even give the eat and sleep one a go this time round...
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Matthew Aaron Evans
 
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Post » Mon May 28, 2012 1:43 am

Used your stuff in Oblivion :D. Definitely considering the gold one and I might even give the eat and sleep one a go this time round...
Thanks, PhonAntiPhon! Gold adjustmnent is a must! But even with it, there is still soo much gold left. I'm thinking of adding a gem and lockpick adjustment into it. But I'm not sure if/when that will happen, however.
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Damian Parsons
 
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Post » Mon May 28, 2012 12:31 am

Updated mods:
Eat and sleep http://skyrim.nexusmods.com/downloads/file.php?id=13246
0.53, 28 April 2012:
  • Tweak: Removed requirement of Inventory and Weight. This now requires SKSE. Benefits: More accurate and faster query
    of weight of food. No temporary duplication of items. Note that the current SKSE is a BETA release. But so is
    this mod anyway at 0.53.
  • To update:
    Spoiler
    Create a "clean save". Install and activate this version.
    Here is how to do it:
    • Load a game.
    • Uninstall Inventory and weight from the console by typing: setpqv kuiawq uninstallNow True
    • Uninstall the previous version of Eat and sleep from the console by typing: setpqv kuEASQ uninstallNow True
    • Close the console and wait 30 seconds.
    • Save your game.
    • Deactivate and uninstall both Inventory and weight and Eat and sleep. Be sure that none of their files remain in the
      file system. Use of Wrye Bash or Nexus Mod Manager is recommended for installing mods because they make uninstalling
      them easy.
    • Load your game then save it. This should remove data from the mod from your file. This is a clean save.
    • Install SKSE 1.5.4 or higher.
    • Install and activate this new version.
Encumbering loot armour and weapons http://skyrim.nexusmods.com/downloads/file.php?id=13247
0.51, 28 April 2012:
  • Tweak: Removed requirement of Inventory and Weight. This now requires SKSE. Benefits: More accurate and faster
    resolution of encumbrance penalties. No temporary duplication of items. Note that the current SKSE is a BETA
    release. But so is this mod at 0.51.
  • To update:
    Spoiler
    Create a "clean save". Install and activate this version.
    Here is how to do it:
    • Load a game.
    • Uninstall Inventory and weight from the console by typing: setpqv kuiawq uninstallNow True
    • Uninstall the previous version of Encumbering loot armour and weapons from the console by typing:
      setpqv kuelaawq uninstallNow True
    • Close the console and wait 30 seconds.
    • Save your game.
    • Deactivate and uninstall both Inventory and weight and Encumbering loot armour and weapons. Be sure that none of
      their files remain in the file system. Use of Wrye Bash or Nexus Mod Manager is recommended for installing mods
      because they make uninstalling them easy.
    • Load your game then save it. This should remove data from the mod from your file. This is a clean save.
    • Install SKSE 1.5.4 or higher.
    • Install and activate this new version.
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Connie Thomas
 
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Post » Sun May 27, 2012 5:53 pm

Hi there kuertee! I loved playing your mods in Oblvion so I'm glad you've made the switch to Skyrim. I have one request for Auto-Save and Time though, is there anyway to disable the timescale part of the mod? I use Imp's More Complex Needs which has it's own Dynamic Timescale settings that can be configured in it's own in game menu. You're current defaults would conflict with the settings I have. I know I can manually set them all with the console but that is awkward to do one line at a time. Alternatively I would be happy with an in game menu where I could easily set in game my Timescale Settings to be the same as Imp's More Complex Needs.

Artorius.
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carly mcdonough
 
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