We leave that choice up to the user whether or not they want to merge. If they for some reason want a profile without WAF, it's much simpler to just untick the patch rather than having to hide assets, move plugins in or out of Optional ESPs, etc, etc.
![]() ![]()
With that said, I merge all the mod's addons, optionals, and patches ( besides Content Addon) because I wouldn't play without WAF or most of the STEP mods with any setup. But there are plenty of users that would play without them ( Pack users for example) and would want to keep the patches and addons separate. Krypt - just started with the 1.7, and I like the way that mods are being handled, but at the same time there seems to be some inconsistency. I use both Bandoleer and CoS. I originally had the esps for both enabled (forgot to turn off Bando), and both mods were greyed out/unavailable in the menu.
Turned off Bando, they came available. Turned off CoS. What exactly is CCOR looking for in the CoS case to make it avail in the mod activation portion?I still have this issue.
Does anyone have any ideas or suggestions on it's resolution? Krypt - just started with the 1.7, and I like the way that mods are being handled, but at the same time there seems to be some inconsistency. I use both Bandoleer and CoS. I originally had the esps for both enabled (forgot to turn off Bando), and both mods were greyed out/unavailable in the menu. Turned off Bando, they came available.
Turned off CoS. What exactly is CCOR looking for in the CoS case to make it avail in the mod activation portion?More questions on this. Im a slow tester. Apparently 1.7 replaces or obivates.all.
(!!??) the.esp's from 'Cloaks of Skyrim', WiC, and Bandoliers. These mods should probably be installed first, or perhaps simply a lower priority will be sufficient, to allow the CCOR 1.7 package to dependably assume the function of these.esps (presumably through the MCM. (thats actually sort of question).Can I still stop Imperials from (mostly) having cloaks?see Smile44's guide along these linesEdited by boycad, 04 March 2016 - 06:37 AM. Another minor change in the STEP guide for this mod. Since we are recommending the WAF patch to be installed it might be an idea to just explicitly state to merge this when installing, as that is the most logical option to do. Of course it is possible to make a new mod in MO's left pane, but for new users this seems overly 'creative'.As a newbie working through S.T.E.P. For the first time, this comment actually fixed my problem.
If that could be updated, I feel that may save some future newbies the headache.
Originally posted by:Do you use LOOT to sort your load order? The unofficial patches, USKP you have one of them. USLEEP is the combined version of them.New Players: You must install the Unofficial Skyrim PatchesBashed Patch, a patch created by Wrye Bash that allows the items in your mods to be distributed through out the world. At the top of the Skyrim Forums, pinned thread Player Spreadsheet has an explanation and links to it. Plus lots of more information and links about modding Skyrim.Complete Crafting Overhaul Remade has included Cloaks of Skyrim into itself, but the mod has to activated in the in game MCM menu. Bring up your pause menu and at the end where save, load etc.
Is there is an options called MCM. In that will be Complete Crafting Overhaul.
At the bottom of the CCOR menu will be an option that allows you activate the mods you have that are integrated into CCOR. The description and/or posts page of CCOR at the Nexus forums has all the info you will need.Complete Crafting Overhaul Remade. Originally posted by:You have a lot of mods, and only 1 of the unofficial patches? You should have all 4 of them, besides.If you plan on going to USLEEP, the unofficial patch that combines all the other 4, I'd advice you to be careful, there might be some mods that have some dependencies on one of the unofficial patches, so you must be mindful of that, not to screw up your game.As far as I know, frostfall works, only after looking a few seconds at the night sky, have you trited that?Just tried it and it did not work. Originally posted by:Does frostfall have a check mark for Complete crafting overhaul?
If so maybe the check mark for cloaks is greyed out because it is integrated into Complete crafting overhaul, same thing for winter is coming.Recent version of Complete Crafting Overhaul Remade does NOT require any ESP files from Cloaks of Skyrim or Winter is coming. After installing those mods - no compatibility patches required - both ESP files should be deleted from the game. Not just disable, but removed. CCOR only requires resources and includes USKP fix for Cloaks of Skyrim and acts as a compatibility patch between Cloaks and Winter is coming.Now these items can be activated from CCOR MCM. First checkbox adds them among craftable item.
CCOR will give a warning, but it can be ignored if resources are installed. The second checkbox (on right) manages if these items appear in levelled lists and spread around the Skyrim. That should activate as default, when first checkbox is selected. That is all there is to it.However, that fix and especially that load order requires Bashed Patch from Wrye Bash.
I am not surprised if content is missing, when patch was not made.More about Wrye Bash here. Feel free to ask there or here, if something went wrong.Guide: Modding Tools, Tips and Resources by Nazenn. Originally posted by:Does frostfall have a check mark for Complete crafting overhaul? If so maybe the check mark for cloaks is greyed out because it is integrated into Complete crafting overhaul, same thing for winter is coming.Recent version of Complete Crafting Overhaul Remade does NOT require any ESP files from Cloaks of Skyrim or Winter is coming. After installing those mods - no compatibility patches required - both ESP files should be deleted from the game. Not just disable, but removed.
CCOR only requires resources and includes USKP fix for Cloaks of Skyrim and acts as a compatibility patch between Cloaks and Winter is coming.Now these items can be activated from CCOR MCM. First checkbox adds them among craftable item. CCOR will give a warning, but it can be ignored if resources are installed. The second checkbox (on right) manages if these items appear in levelled lists and spread around the Skyrim. That should activate as default, when first checkbox is selected.
That is all there is to it.However, that fix and especially that load order requires Bashed Patch from Wrye Bash. I am not surprised if content is missing, when patch was not made.More about Wrye Bash here. Feel free to ask there or here, if something went wrong.Guide: Modding Tools, Tips and Resources by NazennI do not know why this mod is acting the way it is. Before i took a paus from skyrim i installed cloaks of skyrim and it was no problem everything worked really good it was just install the i could play the game with the mod it in, I really do suck a modding and my english is not really good when it comes to the modding language. Maybe there is something that i left old files behind and i need to delete them? Or perhaps you can be so very kind and use easier english for me as im pretty young too, thanks.
:: Cloaks of Skyrim::at Skyrim Nexus:: Description::Adds cloaks to the world of Skyrim, via crafting and levelled-lists. They are lore-friendly and enchantable, and more are being added with every update. The aim of this mod is to provide some variety and flavour to the world, as well as the chance to wear a stylish cloak and quite literally keep the cold out (the cloaks provide defence against the cold in both the and mods).
You will see NPCs around Skyrim wearing various cloaks, and there are unique and rare variations to stumble across in your travels. The cloaks use slot 46, so can be worn without replacing any other equipment.Please feel free to add more screenshots, as I do love seeing them.:: Updates::version 0.9-more cloaks!
Including variants for Imperial, Necromancer and Forsworn factions, along with more Dwemer-flavoured cloaks, and another bunch of unique and rare cloaks to be found around Skyrim-burlap cloaks (a more detailed, rougher retexture of linen) are craftable at the tanning rack-minor tweaks and fixesversion 0.8-10 new cloak styles added. These are unique or rare, and have been hand-placed in the world. See Locations Readme for more information and hints-3 new Hold guard cloaks added, to complete the collection-a few minor tweaks and fixesversion 0.7-fixed Player Only.esp so hopefully no-one will be seen wearing cloaks they shouldn't be!
Please let me know if you spot any.-added Thalmor and Greybeard cloaks (hopefully the first of many unique/rare cloaks to collect from locations around Skyrim)-two more Holds now have cloaks for their guards-blue cloaks without the Windhelm/Stormcloak symbol available to be crafted again-changed naming style to avoid issues with the comma-tweaked/improved a couple of Hold cloaksversion 0.6-both cloak styles are now finally available to both genders - a rough hide cloak, and a smoother linen cloak. They are craftable at the tanning rack and have been distributed throughout the levelled lists as before.-two more Holds now have cloak-wearing guards.-couple of minor tweaks to levelled lists.version 0.5-reuploaded 0.5, this time with the correct esps (d'oh!) - should be no more invisible cloak shenanigans.-fixed absolute texture paths on meshes. Should prevent occasional issue with textures not showing.-changed slot used to 46.
This still won't conflict with any other equipment, and is now in line with the general consensus on cloaks/capes slots.-fixed issue with cloaks not showing on some vampires or custom races such as Dremora.-Tails will now no longer clip through the cloaks.-some Holds have issued their guards with cloaks. More Holds still to come. (And yes, I'm still working on getting the two cloak types available for both genders!)version 0.4-added white cloak-fixed metal clasp colouring on male cloaks-inventory/world models should now be working-all cloaks craftable at tanning rack rather than forge-alternative.esp files included for Player Character Only or No Imperial versions:: Location::With the addition of new cloaks, I thought it may be an idea to explain how to find the various kinds.:: BASIC HIDE, LINEN and BURLAP::Basic, plain cloaks can be found on NPCs such as Bandits, Necromancers and Vampires, etc.
They come in three styles, Linen, Hide, or Burlap, and can be crafted at a Tanning Rack with the relevant materials (leather or linen wraps). This currently includes the following cloak colours:Cloak - BlackCloak - BlueCloak - BrownCloak - CrimsonCloak - GreenCloak - GreyCloak - White:: HOLD GUARD CLOAKS::Hold Guard cloaks are not craftable, but can be seen worn by guards of the various Holds. In addition, so no guard-killing is necessary, spare Hold cloaks can be found, hand-placed in likely locations. This includes:Cloak - DawnstarCloak - Hjaalmarch (Morthal)Cloak - FalkreathCloak - MarkarthCloak - RiftenCloak - SolitudeCloak - Stormcloak (Windhelm)Cloak - WhiterunCloak - Winterhold:: FACTION CLOAKS::Various factions have their own cloak variants, which can be found in the world, or looted from NPCs. More factions and miscellaneous cloaks to come, but currently the following are included:Cloak - StormcloakCloak - Imperial (2 variants)Cloak - Thalmor (2 variants)Cloak - Forsworn (2 variants)Cloak - Necromancer (2 variants)Cloak - Dwemer (5 variants):: UNIQUE / RARE::Finally, there are currently many styles of unique/rare cloaks hand-placed in the world, waiting to be discovered. Some are already enchanted, some not, and there are many more to come.
Keep an eye out for them when adventuring and exploring! Hints for there locations can be found in the Locations Readme.:: Installation::Using this mod on earlier versions of the game may result in a crash at the main menu. Please take a moment to read the FAQ after installation if you have any questions or queries. Common problems are already answered there.1. Extract the files to a temporary location.2.
Examine the folder structure and make corrections where necessary.3. Copy files to Steamsteamappscommonskyrimdata4.
Three.esp files are included. Be sure to activate only ONE of these. Cloaks.esp - Regular version. Cloaks are distributed throughout levelled lists as well as being craftable.
Cloaks - No Imperial - Cloaks are craftable and distributed throughout the levelled lists, but not amongst Imperial NPCs. This is so that this mod is compatible with Prometheus' excellent Imperial Capes mods. Cloaks - Player Character Only - The cloaks are not distributed throughout the levelled lists. Instead, they are craftable, and therefore unique to the Player Character.now has a patch available for compatibility between the two mods. Be sure to read the description there.:: FAQ::Q- This mod crashes my game before the main menu! Help?A- Not 100% sure on this, but I think it is related to your Skyrim version, as this mod uses Update.esm as a master. Try updating your Skyrim to see if you are running the latest version, or double-check to see if Update.esm is activated (though I think it should run automatically)Q- Why aren't the cloaks showing up in-game or on the tanning rack?A- The esp possibly hasn't been activated.
Double-check your Launcher to make sure the file is ticked. NMM also occasionally has a hiccup when activating a mod, so double-check that too if you use it.Q- If I install this are ALL the NPCs going to be wearing cloaks?A- No. I've added the cloaks to the levelled lists in a hopefully (!) immersive way.
Not every NPC will be wearing one, some NPC types are more likely to have one than others, etc. You'll see Stormcloaks using blue or browns to match their outfits, not crimson, for example, which will instead be worn by some Imperial NPCs. Necromancers or Forsworn will be seen only using the darker colours, and not running around in a pristine white cloak, for example.Q- Why do the crafting recipes show up 3 times?A- All 3 esp files have been activated. Instead, activate only the one of your choice. See Installation section.Q-Why aren't the crafting recipes showing up on the forge?A- They are crafted on the tanning rack.Q- Why has the cloak chopped off my Khajiit/Argonian's tail?A- Beast-race tails are removed, as people complained about them poking through oddly. Think of them as being hidden under the cloaks, rather than poking through the middle of 'em in a bizarre way.
Very simple task anyone can do in the CK to get them back if you are desperate. Just ask if you want the instructions.Q- Some of the cloaks have an Enchanted icon in the inventory, but show no magic effects. What's going on?A- Any cloaks with a flavour description will falsely show an enchanted icon in the inventory. They are still fully enchantable, however. Some of the unique cloaks already have an enchantment, some do not. Any with an enchantment will show it in the Magic Effects menu.Q- Why are the linen cloaks so shiny?A- They shouldn't be.
If you have used a texture optimizer mod, it'll edit the linen cloak textures and turn them from dark to super-shiny and plastic-looking. Any chance of having some non ragged male cloaks? Or are they the rare ones?Yep, the non-ragged ones are in the works.
Hoping to have the alternative versions out soon, but running into difficulties with some of the editing I'm doing. Slowly but surely getting the smooth linen-style cloaks looking good on male shoulders, but having issues with the textures turning black in any light sources. Odd, as the textures themselves have worked fine on many other meshes. I still have much to learn.Posts: 3413 Joined: Mon Aug 27, 2007 3:48 am. Yep, the non-ragged ones are in the works. Hoping to have the alternative versions out soon, but running into difficulties with some of the editing I'm doing. Slowly but surely getting the smooth linen-style cloaks looking good on male shoulders, but having issues with the textures turning black in any light sources.
Odd, as the textures themselves have worked fine on many other meshes. I still have much to learn.Hope you figure it out I like the ragged ones though, just nice to have different styles.Have you thought about adding torn 'evil' ones?Posts: 3312 Joined: Fri Dec 15, 2006 2:43 pm. Yep, the non-ragged ones are in the works.
Hoping to have the alternative versions out soon, but running into difficulties with some of the editing I'm doing. Slowly but surely getting the smooth linen-style cloaks looking good on male shoulders, but having issues with the textures turning black in any light sources. Odd, as the textures themselves have worked fine on many other meshes. I still have much to learn.I've been using this for a while and I must say I love it. It is very immersive. I was jus wondering, did you do any change in the mesh as of late?
The version I have tends to clip quite haevily with novice through to adept robes on females. The clipping is most obvious on the shoulders. Would be cool if that could be fixed.
I'm looking forward to trying the new version.Posts: 3451 Joined: Wed Aug 15, 2007 10:29 am. Momoland im so hot instrumental mp3. Would be cool if you could include cloakes and capes from other mods too.for example the imperial stuff from prometheus.That's in the works. Hoping to get permissions to include the Imperial capes in Cloaking up the community!A mini-update is due soon to tweak the equip slot, to keep it in line with the community consensus on body slots, and make it compatible with nivea's Winter is Coming. There may be the occasional guard wearing a cloak too but, for now, the meshes/alternative versions are still being worked on.Posts: 3514 Joined: Thu Nov 01, 2007 6:31 am.
Cloaks Of Skyrim Complete Crafting Overhaul Instructions
Version 0.5-fixed absolute texture paths on meshes. Should prevent occasional issue with textures not showing.-changed slot used to 46. This still won't conflict with any other equipment, and is now in line with the general consensus on cloaks/capes slots.-fixed issue with cloaks not showing on some vampires or custom races such as Dremora.-tails will now no longer clip through the cloaks.-some Holds have issued their guards with cloaks. More Holds still to come.Posts: 3407 Joined: Sat Jan 27, 2007 9:58 pm.
Version 0.5-fixed absolute texture paths on meshes. Should prevent occasional issue with textures not showing.-changed slot used to 46. This still won't conflict with any other equipment, and is now in line with the general consensus on cloaks/capes slots.-fixed issue with cloaks not showing on some vampires or custom races such as Dremora.-tails will now no longer clip through the cloaks.-some Holds have issued their guards with cloaks.
![]()
More Holds still to come.That is perfect, thank you very much for this mod. Just one question, if I may. Where is armour from? It looks great.Posts: 3484 Joined: Fri Feb 23, 2007 4:09 am. Hi, I have just noticed Nexus. Do you think you could implement it in yours? Pretty please.
Some of thsoe meshes are very nice and would compement your mod nicely in my opinionHey, Winter is Coming is gorgeous isn't it? Nivea and I are already working together to get the two mods playing nicely with each other.
As it stands so far, we've organised the Cloaks to both use the same slot, to prevent any ugly two-cloaks-equipped moments, so they are already mostly compatible.Posts: 3368 Joined: Mon Jul 09, 2007 1:21 am. Hey, Winter is Coming is gorgeous isn't it?
Nivea and I are already working together to get the two mods playing nicely with each other. As it stands so far, we've organised the Cloaks to both use the same slot, to prevent any ugly two-cloaks-equipped moments, so they are already mostly compatible.Great to hear that! I suppose that both mods modify the same leveled lists, though, so a Wry Bash is propably needed to actually see both types of cloaks, right?Posts: 3431 Joined: Mon Nov 26, 2007 9:58 am.
Comments are closed.
|
AuthorWrite something about yourself. No need to be fancy, just an overview. ArchivesCategories |