15 comments
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i don't know why but im confused, is this to patch to the next gen update or just to make the all sets extended and height unlocked mods compatible?
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There is one ESL Plugin per Settlement. Tested with ESP variants of ASE Players Choice. Some of my patches (Abernathy Farm, Hangman's Alley, Finch Farm) list their counterpart as master, so I don't know what happens when you try to load the large ASE mod.
Quite simple, really - the patches for those three settlements are unloadable. You'd have to recreate them to be compatible. I'm trying to figure out if it's an easy fix but xEdit and CK are out of my comfort zone so I'd recommend creating new versions which aren't reliant on their existing counterparts.-
I'd be willing to look into doing this myself, but I'd need to know the details of how these patches were created in the first place so I'm not running blind.
EDIT: If anything it may be easier to rebase the changes from the individual patches to an AIO patch which requires the full ASE mod, thinking about it. I'm still not sure what exactly I'd need to do/change for this to work.
EDIT 2: In the meanwhile, I'm going to just swap over to using the individual player's choice plugins. It's messier to do it that way, but it's what'll allow me to use these.
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would this work with the esl versions of ASE?
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Would it be possible to add FOLON settlements as well, i.e. as optional selection?
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Nice, Thx for the patch :)
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I suggest better screen shots