xwhiteninjax Posted June 22, 2018 Posted June 22, 2018 add to category "models and textures": the skyrim distance overhaul unique grasses and groundcovers alternate tundra and rift grass calientes beautiful bodys edition dimonized unp female body dream girl female vampires have fangs ps universal pc npc body changer demoniac texture add to category "immersion": skyFalls + SkyMills immersive college of winterhold footprints lanterns of skyrim immersive fallen trees immersive wenches deadly wenches hateful wenches forgotten wenches add to category "environment" skysight - simply bigger trees add to category "locations" forgotten dungeons unique border gates expanded towns and cities new category "player homes": evil lair of hydra rayeks end - vampire hunter edition vampire slavers den add to category "quest": treasure of the first nords rigmor of bruma better vampire weapons raven castle castle valdmire recorder standalone fully voiced follower lurking in the shadow ambriel - the lost princess arise - chapter 1 - the black sacrament lustmord vampire armor vylania new category "hair": KS hairdos KS hairdos - HDT pyhsics ApachiiSkyHair ; full 1.6, female 1.5, male, wigs (optional SGHairPack, OblivionHairpack) new category "races and classes": succubus race winged twilights lunari drow race - all in one new category "armour": northgirl armor UNP vampire dark knight for dream girl tdn equipable horns cassandra frost witch outfit new category "weapons": dread knight weapon set new category "npc": ks hairdos female npc overhaul interesting npc the college of winterhold - npc improvement volkihar re-vamp - female overhaul lilly - a fully voiced female courier replacer (beautiful lilly overhaul optional) there are some changes in categories for some mods (comparing to the original tag)... this is mainly for merging in the future... the main goal is, to have similiar mods in the same category, with scripts, and categories without scripts.... merging mods with scripts could be done, but it is much easier to merge mods, which have none... so a good rule is, merging mods without scripts (like armor, weapons)... and merging others with different categories if there is only one with a scripted mod (or you will know, that there are no problems, no overwriting same scripts)... questmods can be merged, but mostly there will be problems... mods, which have multiple .esp/bsa (like realistic water) can be merged into a single one (or even into related water-mods from other categories)... we will look at this later on, when we will finetune the game ATTENTION: when you installed your mods, you have read all requirements, right? with the now "native" procedure LOOT you have a controlling function, remembering of cleaning dirty ones... or even the hint, that some masters/dependencies are not set... it is easy to change dependencies with WryeBash... so change the missing one to the correct modname, if you have not done it, yet
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