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godescalcus

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Everything posted by godescalcus

  1. What Kneph13 said. But LupusH has been doing some interesting work.
  2. Does anybody know how to fix this? The lights are all wrong, the halos aren't occluded and nothing casts shadows. I checked this in xEdit and this cell (EastEmpireWarehouseStart) is covered by ELFX but not by RS.
  3. I'm having fun with OBIS, too. Genesis might be a good replacer for spawns. I've used Populated Skyrim before but it adds many NPCs other than bandits/enemies (too many, imo). You have a couple of Genesis mods atm, one for dungeons/ruins/etc... and another for wilderness. Both supposed to be very light weight.
  4. And this means the Subsurface Scattering Shader mod has to go, as can be read in ReEngaged ENB's sticky:
  5. Does the vfs do more than just point to the archive? I asked about bsa management in MO2's forum at nexus and al12rs told me that it was never a feature of MO2, Tannin decided from the beginning to avoid the confusion of having a different archive management system than the game's. Either way, if I could get this to work it would still be useful in that I usually play SSE with Wrye Bash, once I have a stable build I'll probably build it there. One thing I didn't do was use the DynDOLOD update procedure of disable-save in interior cell-exit-load etc... Don't know if it would make a difference since the plugins are the same. Crashing on load sounds like the game was looking for assets and couldn't find them.
  6. Edit 2: crashed as well, now on savegame load. So, maybe the whole thing isn't such a good idea... I could patiently check if BSArch left any files out of the .bsa...
  7. Still testing, but MO2's archives list has DynDOLOD.bsa paired with DynDOLOD.esp and not with DynDOLOD.esm. I've hidden the conflicting loose files in their mods filetrees, not that much of a hassle considering it's only three mods and the whole ..\meshes\terrain\#worldname#\Objects folders, plus #WORLDNAME#.LST - now, to run the game and check if it crashes. Edit: it crashed on main menu. Trying other option, leave folders intact and conflicted loose files as loose files in DynDOLOD's mod folder...
  8. Thank you! I think I'll try this and troubleshoot as you suggest. I've checked for file conflicts in MO2 and there's surprisingly few of them, considering only loose files. In my load order (and I'm using Lexy's LOTD behemoth guide, plus a few extras) only three mods have conflicting loose files: Qarxe's Questorium and The Grey Cowl of Nocturnal - HD Texture pack both have object .bto meshes that are overridden by DynDOLOD and Skyrim Bigger Trees has one single file, Tamriel.LST. So either I hide those files in their mods or leave DynDOLOD's loose, along with the .bsa, so that they override what needs to be overridden. Now it seems the difficult part will be to figure out conflicts with other archives. Of course, if doing the test you suggest proves that DynDOLOD.esp calls the .bsa, it will automatically win all conflicts with prior archives. I do use an SSD but a low-end Crucial MX. I read somewhere, maybe at afkmods but maybe elsewhere, that seeking times are also improved when using archived assets. I absolutely can't confirm that but my anecdotal experience is that my current build, the first one where I'm trying to preserve archives as much as I can (I do extract and fiddle with some, hence my interest in BSArch to repack), is performing better than any of the previous ones with the same general load order and yet it's, arguably, the heavier build.
  9. 5.0 came out this week and the guide needs updating. That fix is no longer needed, as the patch included in version 5.0 is fixed.
  10. Sheson, I hope you don't mind a smart-arsed question. I'm playing with BSArch to archive as many of my mods as possible. Only beginning, though, I don't have any experience at all and all I know is the trivial, that archived assets are loaded first in the order of the plugins that load those archives, and loose files are loaded later and override archived ones if conflicting. Assuming I can figure out and resolve any conflicts with loose files, if I archived DynDOLOD's output in .bsa format, which file would determine its priority regarding other archived assets - the master, DynDOLOD.esm which loads close to first in my load order, or DynDOLOD.esp, which loads last?
  11. Followers do not follow me into Engleman's Rest during the quest to retrieve the stolen relics from the museum. Could there be a navmesh conflict in the exterior area? I checked the interior cell and it's a Legacy added one. So if Legacy's navmesh is changed in the exterior, I assume it will be disconnected from the interior? When approaching the entrance, I also noticed I had to keep very close to my followers, otherwise they'd turn back running (looking for a valid way)? Makes me suspicious that there may be broken mesh here. The cell is <6,-28>, #00009920 tagged 'EngRest_Ext_01' by Legacy. It's overridden by BSHeartland.esm, Dyndolod.esm and Trees and Flora Merged.esp, but the only change is in the Editor ID field. I think the navmesh is defined in #00012FB4 like the rest of Tamriel and I simply don't know how to check that for conflicts, let alone fix them.
  12. What is the Mundus server you get invited to when you click the Discord link at the top of the wiki main page? Is it all about this guide?
  13. For any of you who are trying different ENBs and ENB configurations, I've been trying this utility: https://www.nexusmods.com/skyrimspecialedition/mods/4143/?tab=description Although not as "sexy", I find it to be more practical and less error-prone than the ENB Organizer that was abandoned in the classic guide. You simply create a folder anywhere, and the program will save your different configurations as different sub-folders named slot1, slot2, etc... To each of those folders you manually copy the binaries and the preset files exactly as you would copy them to the main game folder. The program simply does two things: it removes any ENB or Reshader files from the game folder, and copies any of the saved configurations.
  14. From Bori's comment on ENB v.0.343: "Added subsurface scattering same as in mod for old Skyrim, but because don't have albedo it look a bit different. Some minor bugfixes." YES! Does this have implications with other choices in the guide? Does the ENB preset need to update to make use of SSS?
  15. Simple Face-to-Face Conversation is back on, https://www.nexusmods.com/skyrimspecialedition/mods/16664? and has been updated to version 2.0, adding support to 3rd person view.
  16. I don't know about the reasons to leave that one out of the merge, but if you don't load Blowing in the Wind - SMIM Merged All Patch SSE.esp with Merge Plugins Standalone, the program shouldn't be able to tell there are broken dependencies. It only "sees" the mods you load.
  17. Can anybody say whether these larger files will impact performance? Voice files are triggered constantly in the game and in some areas, multiple files simultaneously.
  18. Assuming it's a mod conflict what you have, the easiest scenario is if those records from Immersive College of Winterhold are being overridden by only one other mod. You can check if you can move ICoW below that other mod in MO's plugins. But bear in mind that it may then cause other conflicts with any mods that have been left above ICoW when you moved it. So, you should only change your load order from loot's when you're 100% sure of what you're doing. xEdit patching is safer. As others pointed out before, youtube is a good place to start working with xEdit. Gamerpoets videos are always a good introduction, in that regard. https://www.youtube.com/watch?v=2F19Do8HAl4 When you open your load order in xEdit and expand the formid's you're checking, you're looking at a database. Plugins are databases that the game reads from, structured in records and sub-records, each one containing a set of fields. When you open a record (either by selecting any on the left hand tree list, or by searching in the formID box at the top left corner) each column on the right hand side of the xEdit window has the values that each plugin assigns to fields within that form. With very few exceptions (certain data types are added by successive plugins instead of being replaced) the last column on the right contains the values that are carried into the game because they correspond to the last plugin to load (highest priority). So if Immersive College of Winterhold isn't the rightmost column for the records you're checking, it means that it's being overridden by plugins displaying to the right of it. Check if the x,y,z positioning of those items you found to be displaced in game aren't being overridden. If they are, the safest procedure is to make a patch to correct that. This can easily be done by right-clicking on the top of the column corresponding to Immersive College of Winterhold and selecting "copy as override into", then "new file" (type in a filename). Do this for all the items you're checking, then exit and save and MAKE SURE TO CHECK ONLY THE NEW FILE for saving. If you're using MO2, the new file will be in the overwrites folder and you can right-click overwrites and "create mod". Activate it and place it towards the end of your load order (maybe near the Conflict Resolution plugin). The important thing is, it may not be that simple. When you check your records in xEdit it's important to have some knowledge of what each mod is about, and check what it's trying to achieve with that record. Sometimes, each mod only makes a small change to different fields but, since only the last one wins, the changes made by mods to the left (in xEdit) aren't carried. To properly patch this for your load order, you need to carry the unique values each mod sets to its fields, and, in case they conflict (when they set different values to the same fields) you need to arbitrate which one should be carried, and for that you need to know what that field does and its impact on each mod. You can "merge" the changes made by several mods by manually editing the fields or, in xEdit, by "dragging" the fields you want to carry, into the patch's collumn. This takes time to learn, don't hurry. Better read and watch those videos, you can use your conflict as a lab test and experiment. If you don't have time to invest on this right now, disabling them in game like you said will probably be enough to let you play the game. Snazzy, of course, is always a good candidate for messing things around ;)
  19. It doesn't mean another mod didn't tamper with a form referenced originally by skyrim.esm. If they merely change its position, for example, they make an override that does NOT change the reference id. My bet is that's what ICoW was doing with those misplaced items - either moving them or disabling them - but another mod with higher priority is, in turn, overriding those changes and likely restoring vanilla settings. Best way to be sure is to check with xEdit.
  20. They might be vanilla items that are restored to their original placement by some mod you load after immersive college of winterhold. It's worth some looking into to fix it for good. It could be solved by adjusting the load order or it might need a patch to forward ICoW's placement. If you look up the reference id using the console, then load your entire load order in xEdit and search for that form id, you should be able to tell all the mods that are dealing with it and which one is winning.
  21. I also thought that was the case until I read the post made by Tannin himself, here (scroll down for his reply): https://forum.step-project.com/topic/5033-ramifications-of-bsa-extraction-in-mod-organizer/ Even out of context his post is still a good read, so I quote it in full: What I don't know is whether he did take down the installation order behaviour like he mentioned, or not. In the light of how I currently see the bsa extraction subject, it isn't such a big problem since I won't be extracting anything except what needs to be extracted, where the guide calls for special handling of assets (optimization, deletion of specific files, merging, etc). You can use BSAOpt for those extractions and it also allows you to repack files to bsa, although I never used that feature. BAE also still handles legendary skyrim .bsa format, if you want a quick tool just for extracting. As for downloads, I never used that feature of MO... I download manually from nexus and keep the downloaded files manually classified with an index, inside folders which also have an index so that I can find them instantly when I need them. Keeping the same index in MO's mods and using empty mod as "separators" makes it even easier to find everything quickly, especially in complex merges. Call me OCD if you like, but I won't miss MO's downloads since I've never used it. There's also Wrye Bash ;)
  22. For all I know, extracting everything is a really bad idea. I don't extract any BSA unless I need to mess with the mod's assets, or merge. In those cases, I do as you do. People are beginning to realize how much performance improves if assets are archived in the more recent games, like SSE or FO4. In FO4, actually, certain assets need to be archived or the game will bug out. In SSE you have the nice advantage that its .bsa archives can use lzw4 conversion, which is faster. If you extract this full mod list you'll notice the performance drop. General reading: https://forums.nexusmods.com/index.php?/topic/4591640-update-bsas-and-you/
  23. Thanks Lexy - and so early in the morning! You've already got me making a new build while playing with the one I've finished. Now looking forward to MOU! I've got to tell y'all, Wyrmstooth is such a beautiful mod. And the code is still up in Legacy SE that adds its stuff to the museum - but no support will be given 'cause there's no official port. Latest version on classic Skyrim (1.17B) is fresh out of the oven. Jonx0r published it here on April, 9.
  24. I did download and port a few community patches for PCE from classic (Royal Armoury, Snazzy, etc). I think I wrote about that on a previous post, you can search the forum for Palaces and Castles Enhanced and you're likely to find it. No incompatibilities left that I'm aware of, after visiting all of the major palaces except for Markarth's. Item placement, NPC navigation and NPC AI all working well. Have you restarted MO (and maybe windows)? I've had weird stuff like that happen in the past that I fixed the old fashioned way.
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