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StopMakingSense
Member
(02-19-2012, 12:43 AM)
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Originally Posted by Sutton Dagger

How do I disable SSAO with the ENB config that 'StopMaking Sense' provided. It's like a slideshow...

Edit: Found it, just testing it out now.

Do you have the 12.2 preview ati drivers? Have you updated your drivers at all since installing bootcamp? SSAO was similarly horrible sub 1 fps for me as well until the last few ati drivers.

http://support.amd.com/us/kbarticles...iewdriver.aspx

But the ENB profile should look really good sans SSAO, too.
Last edited by StopMakingSense; 02-19-2012 at 12:48 AM.
SnowTeeth
Member
(02-19-2012, 12:45 AM)
Hey guys. Does anyone remember what the hi-res skill tree mod is called? I've searched but am having no luck locating it in the nexus or on GAF
ScRYeD
Member
(02-19-2012, 12:58 AM)
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Originally Posted by ColonialRaptor

Real Wildlife - keep an eye on this, it's planning on extending the number of different types of animals running around the world by 'hundreds', so that there aren't just one single type of each animal in the world. A very good idea.

Real Wildlife's been out for a little while now, Skyrim is a hell of a lot livelier now. The only thing i don't like so far is that there are dragons who just fly around alot and do nothing, hopefully this is a bug and some dragons do attack.

Originally Posted by SnowTeeth

Hey guys. Does anyone remember what the hi-res skill tree mod is called? I've searched but am having no luck locating it in the nexus or on GAF

Flora Overhaul by Vurt is the one i use just type in tree in the search at nexus and you'll find lots more.
Last edited by ScRYeD; 02-19-2012 at 01:00 AM.
Sutton Dagger
Member
(02-19-2012, 01:34 AM)
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Originally Posted by StopMakingSense

Do you have the 12.2 preview ati drivers? Have you updated your drivers at all since installing bootcamp? SSAO was similarly horrible sub 1 fps for me as well until the last few ati drivers.

http://support.amd.com/us/kbarticles...iewdriver.aspx

But the ENB profile should look really good sans SSAO, too.

I have the 12.1 drivers. I turned off SSAO and it was running really well. I'm not sure I like the look though...something about it just seems off... I might get those new drivers and see if having SSAO on makes it more to my liking.
ChoklitReign
Member
(02-19-2012, 02:32 AM)
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Is there a mod that allows you to enchant an item without removing its smithing improvement? I hate that.
MacAttack
Member
(02-19-2012, 03:43 AM)
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Originally Posted by NameGenerated

Does anyone know why my game's performance starts to deteriorate the more I play in 1 session? It starts out great 40+ or whatever , everywhere in the world. Eventually it gets to the teens in fps or lower and I have to reboot to make in playable again. It only happens in Skyrim or in Cities, never in any dungeons or buildings. Really annoying. I have 15 mods installed via Steam, I don't think any are over 1mb + the HD texture pack. I don't understand why it's playable at the start then just dies the more I load into and out of places, if that's what is causing it. Shouldn't it just be always playable or always crappy?

I get this too. Sounds like you have a 1GB card like I do. I'm running some big texture mods (Beth 1+2, Vurts, isoku's stuff, and various armor and weapons mods). Its the lack of VRAM and even though performance is great for an hour or two it will occasionally get glitchy. I can just quit out and reload to get the performance back.

Even without any mods in Markath the VRAM hovers around 900MB used. That can easily push the limit of the card if you had even a couple big texture mods.
SnowTeeth
Member
(02-19-2012, 05:31 AM)

Originally Posted by ScRYeD

Flora Overhaul by Vurt is the one i use just type in tree in the search at nexus and you'll find lots more.

Thanks for that, but I was actually referring to the perks/level-up menu. I remember there being a hi-res mod with a few other bells and whistles included. Looked much prettier but added nothing function wise.

Wouldn't have the faintest idea what it's called. I did a search on nexus and google but luck is not on my side.
S0N0S
Member
(02-19-2012, 05:43 AM)
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Originally Posted by SnowTeeth

Thanks for that, but I was actually referring to the perks/level-up menu. I remember there being a hi-res mod with a few other bells and whistles included. Looked much prettier but added nothing function wise.

Wouldn't have the faintest idea what it's called. I did a search on nexus and google but luck is not on my side.

Skill Interface Retexture
Bioloff
Junior Member
(02-19-2012, 06:09 AM)
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Originally Posted by ChoklitReign

Is there a mod that allows you to enchant an item without removing its smithing improvement? I hate that.

Currently - No.

Mod's aren't really meant to be like Gamesharks for the game.. That doesn't mean they can't be though. More creative mods are being made at the moment.
Bricfa
Member
(02-19-2012, 06:56 AM)
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Originally Posted by Bioloff

Currently - No.

Mod's aren't really meant to be like Gamesharks for the game.. That doesn't mean they can't be though. More creative mods are being made at the moment.

That really isn't a cheat, it should work that way logically. (as logical as magic can be lol)
Last edited by Bricfa; 02-19-2012 at 06:58 AM.
Darkman M
Member
(02-19-2012, 07:19 AM)
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Originally Posted by ColonialRaptor

I'm thinking about transferring over to NMM from MO, or perhaps considering the use of Wyre Bash... I want to make my game more stable and I'm willing to work for it...

Any suggestions people? What do ya'll think is the best idea? Ideally I want to merge mods, but I don't know how to do that... yet. TESSnip is apparently able to merge mods, and so is WyreBash but I really don't understand WyreBash at all and whenever I use it, it seems to just fuck things up for me :/


This is a nice retex of the Glass Armor - http://skyrim.nexusmods.com/downloads/file.php?id=10235

As of right now i say NMM+Wyre Bash combo is the way to go. Wyre Bash is an amazing tool once you get it installed correctly, took me forever in Oblivion to get it working, but it worked fine the first time for Skyrim.
ScRYeD
Member
(02-19-2012, 07:30 AM)
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Originally Posted by SnowTeeth

Thanks for that, but I was actually referring to the perks/level-up menu. I remember there being a hi-res mod with a few other bells and whistles included. Looked much prettier but added nothing function wise.

Wouldn't have the faintest idea what it's called. I did a search on nexus and google but luck is not on my side.

Damn i should read a bit better, just saw tree mod and thought about tree's.
IoCaster
Member
(02-19-2012, 08:27 AM)
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The post processing and shaders that I'm using have really grown on me. It's very close to vanilla Skyrim with a bit more color and goes well with the HD textures that I'm using. I did a bit of tweaking today and took some more pics...


Delphine mixing it up with Sahloknir.


My character taking a ride and getting some killcam action.


The skeletal remains of Sahloknir and a Stormcloak soldier that died in that weird kneeling pose.


Just a neat shot of a High Hrothgar tower near sunset.


That's old Calixto laying there after I killed him.
SnowTeeth
Member
(02-19-2012, 08:29 AM)

Originally Posted by S0N0S

Skill Interface Retexture

Perfect. Thank you!

Originally Posted by ScRYeD

Damn i should read a bit better, just saw tree mod and thought about tree's.

Hey no worries at all. Thanks for the help anyway :)
hemtae
Member
(02-19-2012, 04:53 PM)
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Does anybody know why the Realistic Water Textures and Vurt's Flora mod got set to hidden on Nexus?
therealminime
Member
(02-19-2012, 04:57 PM)
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Originally Posted by hemtae

Does anybody know why the Realistic Water Textures and Vurt's Flora mod got set to hidden on Nexus?

Interesting, both of them are visible for me. The realistic water textures is now one big package here and the Vurt's flora overhaul is here. Not sure why those wouldn't be visible.
S0N0S
Member
(02-19-2012, 05:15 PM)
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Originally Posted by hemtae

Does anybody know why the Realistic Water Textures and Vurt's Flora mod got set to hidden on Nexus?

I know some choose to hide their mods when updating their files, but it could also be site issues. The weekends are especially bad for the Nexus. Too many people using the site at once. Right now, I see both of the mods, though.

EDIT: Wow, this is probably the worst weekend for Skyrim Nexus yet. At this point, no page will load for me. Steam users are flooding the Nexus.
Last edited by S0N0S; 02-19-2012 at 06:25 PM.
ColonialRaptor
Member
(02-19-2012, 06:51 PM)
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Hey guys, there is apparently some sort of bug that doesn't allow to to 'ad more' to the game than 'one' extra item to a cell at the moment with the CK.

So, you can't go and ad like 5 different player homes to a cell otherwise it will f'k up your game.

I've been starting to have a lot of crashing problems again lately, and I figured out it was the player houses / new areas / new quest lines that were causing the problem. It's unfortunate because I enjoyed the Arena oh so much.

I also think the 'Various Guards' mod is buggy. It works inside cities, but it doesn't like the outside of cities.
S0N0S
Member
(02-19-2012, 07:14 PM)
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Originally Posted by ColonialRaptor

Hey guys, there is apparently some sort of bug that doesn't allow to to 'ad more' to the game than 'one' extra item to a cell at the moment with the CK.

So, you can't go and ad like 5 different player homes to a cell otherwise it will f'k up your game.

I've been starting to have a lot of crashing problems again lately, and I figured out it was the player houses / new areas / new quest lines that were causing the problem. It's unfortunate because I enjoyed the Arena oh so much.

I also think the 'Various Guards' mod is buggy. It works inside cities, but it doesn't like the outside of cities.

For example, one could not use mods like Real Lights - Cities, Detailed Cities, and Crowded Cities together?

If so, this combined with the LOD issues, the navmesh bug, and the rest of the CK bugs, things are still pretty fucked up at the moment. It seems as though Bethesda did very little bug testing for CK content, if any. You'd think they'd at least insure that the type of content the tutorials covered would work.
Last edited by S0N0S; 02-19-2012 at 07:20 PM.
Darkman M
Member
(02-19-2012, 07:18 PM)
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RealLights for interiors gonna try this one out.

http://skyrim.nexusmods.com/downloads/file.php?id=10390
Tesseract
Member
(02-19-2012, 07:23 PM)
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Originally Posted by Darkman M

RealLights for interiors gonna try this one out.

http://skyrim.nexusmods.com/downloads/file.php?id=10390

can you post some comparison shots?
ColonialRaptor
Member
(02-19-2012, 08:00 PM)
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Hey Guys... here is the second shield I've created. It's a retexture (I didn't create the mesh). But I think it turned out especially awesome.







Also - i think the Nexus has died, they really need to get those servers upgraded.

Another also is that I think there is not enough examples of 'blue' places in the game and so I thought I'd share a couple of my favorite pics from the last few days.



I love that first one so much, i was so lucky with the timing to have that Giant walking there right at that time. So good.
Last edited by ColonialRaptor; 02-19-2012 at 08:06 PM.
hemtae
Member
(02-19-2012, 08:03 PM)
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Originally Posted by therealminime

Interesting, both of them are visible for me. The realistic water textures is now one big package here and the Vurt's flora overhaul is here. Not sure why those wouldn't be visible.

lol sorry, the links on NMM were messed up for me.
ColonialRaptor
Member
(02-19-2012, 08:19 PM)
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Originally Posted by S0N0S

For example, one could not use mods like Real Lights - Cities, Detailed Cities, and Crowded Cities together?

If so, this combined with the LOD issues, the navmesh bug, and the rest of the CK bugs, things are still pretty fucked up at the moment. It seems as though Bethesda did very little bug testing for CK content, if any. You'd think they'd at least insure that the type of content the tutorials covered would work.

No, it's not like that... I think that still works. It's got something to do with creating 'new' areas. I'll try and find the link.

Basically, there is some worldsize limitation in the game-somewhere and because Bethesda pushed their engine essentially to it's limits they 'filled' their codespace, therefore any 'new lands' that go beyonds the regular game's buildings and spaces will cause you to crash the game if it tries to load into your cells. But it only has to do with outside the cities in the over world. I'm not 100% sure about the details I only skimmed it yesterday I've got to find the link.



Also - for those of you considering or wanting to know how to merge mods, I've figured out a way that works for me. I haven't been merging different mods, but rather than mods that came in 'modular' versions (like Valdacil's Item Sorting - SOOO annoying having like 10 .esps) and I've merged any modular versions of various mods into single .esp's in many cases. It's pretty cool and it also found a lot of FORMID errors and over-rides. It's incredible how many errors modders make when programming their mods. It's also no wonder mods cause crashes because they just conflict with each other out of hand.

I suggest everyone does a test to see how many errors they get if they can open up the CK and choose 'open' and then go through and activate all your mods and let the CK check how you're game is going to work with all of them enabled. It should be able to find any errors or conflicts between each mod and automatically make any changes that need to be made to the files to 'fix' the problems that you might have that will cause CTD's. It's not easy, but I swear to you all it will be ABSOLUTELY worth your while to do so.
IoCaster
Member
(02-19-2012, 08:42 PM)
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Originally Posted by ColonialRaptor

Hey Guys... here is the second shield I've created. It's a retexture (I didn't create the mesh). But I think it turned out especially awesome.




Also - i think the Nexus has died, they really need to get those servers upgraded.

Love the shield Raptor. I've been mostly busy building my Skyrim Chalet so I haven't had time to create any customized equipment. Unfortunately, with all of the CK bugs cropping up my custom HQ is causing me all kinds of grief to it get working right. As far as the Nexus is concerned it seems like the site is barely held together with spit and baling wire on the weekends.
Dries
Member
(02-19-2012, 08:47 PM)
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Oh yeah.. Realistic Water 2.0 is out! Loving this version.
ColonialRaptor
Member
(02-19-2012, 09:01 PM)
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Navmesh Bug

No point making levels, and it causes CTD's in most cases if the level's that have been created are complicated.
S0N0S
Member
(02-19-2012, 09:11 PM)
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Originally Posted by ColonialRaptor

Navmesh Bug

No point making levels, and it causes CTD's in most cases if the level's that have been created are complicated.

Is that the bug you were referring to? We've brought it up before in the thread and Bethesda has acknowledged it. A fix is in the works. Oh, and Open Cities development has resumed in light of the news of the incoming fix. Still, who knows when it will come out. The navmesh bug has apparently been around since FO3.
Tony Redgrave
Member
(02-19-2012, 09:13 PM)
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Guys check THIS out if you're looking for a lore-friendly Dragon buff.

It makes Dragons tougher and reduces the damage NPC's do to them but not the player (So guards, Giants etc won't solo) it also adds a modified Dismay shout to 20+ level Dragons that does not affect the PC and Unrelenting Force to 30+ lvl Dragons.
Mosse
Junior Member
(02-19-2012, 10:04 PM)
Ignore my last post about my second mod. I made a much better version of it with tons of upgrades.
http://steamcommunity.com/sharedfile...66&searchtext=
goat
Member
(02-19-2012, 10:17 PM)
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Apologies if this has already been linked, but Dungeon Quest Awareness is an awesome mod. It modifies the map to tell you if you can clear a dungeon or to wait to clear it so you don't break a quest line tied to it.
Last edited by goat; 02-19-2012 at 10:45 PM. Reason: Whoops, called it Quest Dungeon Awareness...
Bruiserk
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(02-19-2012, 10:33 PM)
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Originally Posted by goat

Apologies if this has already been linked, but Quest Dungeon Awareness is an awesome mod. It modifies the map to tell you if you can clear a dungeon or to wait to clear it so you don't break a quest line tied to it.

I will definitely be adding this -- I always have to think twice before venturing into a dungeon but now I don't have to!
ChoklitReign
Member
(02-20-2012, 12:20 AM)
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This is an odd request, but I want to get rid of the dragons. I've unlocked every shout and it is annoying that they spawn frequently when I fast travel. To make things worse, they are usually ancient dragons, probably since I am level 51. It would be nice if it was a toggleable ESP file. If no one knows where to find such a mod, I would like advice on how to make a mod.
wolfmat
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(02-20-2012, 12:51 AM)
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Originally Posted by ChoklitReign

This is an odd request, but I want to get rid of the dragons. I've unlocked every shout and it is annoying that they spawn frequently when I fast travel. To make things worse, they are usually ancient dragons, probably since I am level 51. It would be nice if it was a toggleable ESP file. If no one knows where to find such a mod, I would like advice on how to make a mod.

Open the console with tilde.
Type this and press Enter:

Code:

set MQ106TurnOffRandomDragons to 1
Do this everytime you load a game (I think, not really sure right now). You can press ArrowUp in the console to get the previously entered line.
ColonialRaptor
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(02-20-2012, 12:52 AM)
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Originally Posted by ChoklitReign

This is an odd request, but I want to get rid of the dragons. I've unlocked every shout and it is annoying that they spawn frequently when I fast travel. To make things worse, they are usually ancient dragons, probably since I am level 51. It would be nice if it was a toggleable ESP file. If no one knows where to find such a mod, I would like advice on how to make a mod.

I don't know why you'd want to do this, because I find Dragons to be the most fun battles in the game, but I guess it's all personal opinion so your choice here :D

I don't know of a mod that can do that, but I'll see if it's very difficult to make an esp to turn off dragons, if it's not I'll throw something together for you quickly now.
UrbanRats
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(02-20-2012, 01:02 AM)
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Originally Posted by ColonialRaptor

I don't know why you'd want to do this, because I find Dragons to be the most fun battles in the game, but I guess it's all personal opinion so your choice here :D

I don't know of a mod that can do that, but I'll see if it's very difficult to make an esp to turn off dragons, if it's not I'll throw something together for you quickly now.

I'd like that too.
Dragons can be fun, but i think too much of them kinda detract from the whole "aura of mystery" they have.
Then again, to each is own.
ColonialRaptor
Member
(02-20-2012, 01:33 AM)
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Originally Posted by UrbanRats

I'd like that too.
Dragons can be fun, but i think too much of them kinda detract from the whole "aura of mystery" they have.
Then again, to each is own.

Originally Posted by ChoklitReign

This is an odd request, but I want to get rid of the dragons. I've unlocked every shout and it is annoying that they spawn frequently when I fast travel. To make things worse, they are usually ancient dragons, probably since I am level 51. It would be nice if it was a toggleable ESP file. If no one knows where to find such a mod, I would like advice on how to make a mod.

Dragon Extinction - Clear Skies - No More Dragons

Lemme know how it goes
StopMakingSense
Member
(02-20-2012, 01:36 AM)
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Originally Posted by ColonialRaptor

I don't know why you'd want to do this, because I find Dragons to be the most fun battles in the game, but I guess it's all personal opinion so your choice here :D

I don't know of a mod that can do that, but I'll see if it's very difficult to make an esp to turn off dragons, if it's not I'll throw something together for you quickly now.

Eh, I am at a point where the random dragon spawns are a little much. Feels like every 4-5 fast travels at this point.
Piano
Foie Gras For Free!
(02-20-2012, 02:53 AM)
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Are there any mods that make merchants actually possess the money / items they trade with upon killing them? I just came across a caravan of Khajit merchants, bought stuff from them, then killed them and altogether they had less than 200 gold. What?

edit: and the new update to Wars in Skyrim is annoying. Is there a mod that makes the world more alive without making it some strange wasteland controlled by bandits and hostiles? Like, you know, there could be an increased amount of enemies but mostly there would be more civilians, more passive wildlife, etc? More like...it's a real functioning world?

Wars in Skyrim just doesn't make sense. Everyone's out to kill everyone. I haven't tried the wildlife mod but it seems to do the same thing - add tons more wildlife, and that means tons more animals out to slaughter. How on earth are normal civilians in Skyrim supposed to get from town to town?

Skyrim Occupation looks like a good start but it only covers guard/bandit spawns...
Last edited by Piano; 02-20-2012 at 03:13 AM.
DLaren
Junior Member
(02-20-2012, 05:37 AM)

Originally Posted by Piano

Are there any mods that make merchants actually possess the money / items they trade with upon killing them? I just came across a caravan of Khajit merchants, bought stuff from them, then killed them and altogether they had less than 200 gold. What?

This one..maybe?

Dynamic Merchants




Originally Posted by Piano

Wars in Skyrim just doesn't make sense. Everyone's out to kill everyone. I haven't tried the wildlife mod but it seems to do the same thing - add tons more wildlife, and that means tons more animals out to slaughter. How on earth are normal civilians in Skyrim supposed to get from town to town?

Skyrim Occupation looks like a good start but it only covers guard/bandit spawns...

I removed Wars in Skyrim in favor of:
Skyrim Immersion Mod
Vasilisk
Member
(02-20-2012, 05:39 AM)
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I don't know if anyone has tried the recent Hardcore mod, but for now its certainly broken. It's based in the Hardcore mode of New Vegas, even using 5 states and scales of 250 points. But the food and water requisites even in the slower preset are crazy, I'll quote myself from The Nexus forums:

Hi, first of all great mod, the hardcore mode of New Vegas was for me a great gameplay addition, and it adds a lot for immersion and the survival aspect for the game. But IMO your mod clearly has balance issues, I've been playing a bit with it and even with the slower preset (80-90 hours in the book) it seems that after 17 hours more or less your character has spent around 250 points of hunger / dehydration. So if you take into account the values of food and water, you need in this case like 5 jugs of water and around 15 food items (or less if you use the 30 point ones) to maintain your character for 17 hours. Its a crazy amount lol (and it isnt the default preset!)

Its a matter of opinion of course, but I think if you set by default the 80-90 hour option, and multiply the hunger and hydration values of the items by three, it would be a decent balance. In that case you would need each 17 hours 2 jugs of water and 5 food items, something reasonable and balanced with the gameplay and realism aspect of the game.

HooYaH
Member
(02-20-2012, 11:16 AM)
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Sorry to hear that isoku is no longer working on Realistic Water. He handed the mod to OpticShooter, author of lush grass/trees.
d0g_bear
Member
(02-20-2012, 12:36 PM)
Lair was ahead of it's time.

Poor Lair, it got so much hate and Skyrim gets so much love on here. Julian Eggenbrecht must be crying bitter tears right now.
Enco
Member
(02-20-2012, 03:30 PM)
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Originally Posted by d0g_bear

Lair was ahead of it's time.

Poor Lair, it got so much hate and Skyrim gets so much love on here. Julian Eggenbrecht must be crying bitter tears right now.

There's much more to Skyrim than dragons.

p.s I've never played Lair
Mashing
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(02-20-2012, 05:27 PM)
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Originally Posted by goat

Apologies if this has already been linked, but Dungeon Quest Awareness is an awesome mod. It modifies the map to tell you if you can clear a dungeon or to wait to clear it so you don't break a quest line tied to it.

Definately installing this.
neoism
Member
(02-20-2012, 07:51 PM)
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ApachiiSkyHair
Last edited by neoism; 02-20-2012 at 07:55 PM.
neoism
Member
(02-20-2012, 07:54 PM)
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Originally Posted by neoism


ApachiiSkyHair

Also I tried looking but does anyone know what character mod this guy used... <3 the hair though. Plus you can you lovely hair too.
neoism
Member
(02-20-2012, 08:02 PM)
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Have another question What do I put in the two x's in these console command




01 Psilocybe Cubensis xx000d62
02 Conocybe Cyanopus xx000d63
03 Gymnopilus Purpuratus xx000d65
04 Panaeolus Cinctulus xx000d67
05 Psilocybe Weilii xx000d6b
06 Psilocybe Serbica xx000d69
07 Psilocybe Baeocystis xx000d6d
08 Psilocybe Azurescens xx000d6f
09 Psilocybe Semilanceata xx000d71
10 Psilocybe stuntzii xx000d73

do I put in the number the mod is loaded or something....
hemtae
Member
(02-20-2012, 08:09 PM)
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Originally Posted by neoism

Have another question What do I put in the two x's in these console command




01 Psilocybe Cubensis xx000d62
02 Conocybe Cyanopus xx000d63
03 Gymnopilus Purpuratus xx000d65
04 Panaeolus Cinctulus xx000d67
05 Psilocybe Weilii xx000d6b
06 Psilocybe Serbica xx000d69
07 Psilocybe Baeocystis xx000d6d
08 Psilocybe Azurescens xx000d6f
09 Psilocybe Semilanceata xx000d71
10 Psilocybe stuntzii xx000d73

do I put in the number the mod is loaded or something....

yes
Betta Lines
Member
(02-20-2012, 08:14 PM)
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Originally Posted by goat

Apologies if this has already been linked, but Dungeon Quest Awareness is an awesome mod. It modifies the map to tell you if you can clear a dungeon or to wait to clear it so you don't break a quest line tied to it.

Wait... this can happen? Is it a bug? Or deliberate? I no understand. :(

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