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Everything posted by godescalcus
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You're right. Besides, it would make less of a difference getting the same bonus from short trips or longer ones. How hard could it be to make that patch from scratch? I suppose you don't need a special script to trigger the perk and its duration, because the patch I mentioned for classic skyrim had only the plugin. So, maybe one could do it simply by either setting a condition in the "rested" perk form, or by triggering it from the "climb on back" or equivalent ferry form? I'm totally unfamiliar with these mechanics.
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You can always do the conversion for yourself :) And thanks for the heads-up, hadn't spotted that one before. I myself am trying to convert a patch for CFTO and iNeed to make carriage and ferry trips give you the rested bonus as if you had slept. Apparently you need to set the conditions to activate the perk/effect that makes you "well rested" if you travelled by any of those means. The problem is that the classic version used for the patch doesn't match the latest SSE version exactly, and I need to remove all content related with Frostfall, which I can't. I tried it, didn't crash the game, but didn't give me the bonus either. If anyone knows of another patch just for cfto and ineed, I'd love to use it.
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Depending on the mod, it can be a little more complicated than that, you may also have to convert meshes, havok animations, even certain texture formats are no longer supported in the SE. The trouble with asking people to port mods is that the procedures are prone to error and it would be necessary to provide support to those ports on an ad-hoc basis. Again, I ask Lexy to correct me if I'm wrong, but we're only using the CK to fix mods that were "incompletely" ported, but are "official" SSE ports you can download on Nexus. Having said that, I'm doing my own ports, one of them being the relatively complex CCOR (the port itself seems simple, but it means also porting WAFR and dealing with the patches for LOTD and several mods that are included in CCOR). But it's my problem to make them work and to figure out bugs and stuff.
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I know I also mentioned Smash here but haven't got around to testing it... Still pleased with manually resolving conflicts and Wrye Bash just does its trick for levelled lists without any configuration (besides setting up bash tags). Can a mega-merge can make all the fine decisions we make when manually patching, some of which are arbitrary (and get them all right)? What's your experience with it, Deco? Could it replace the need to manually patch most stuff?
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I'm using Wheels of Lull, Ravengate - Riften Underground, Barely Used Vanilla Actors Recycle Project, Thane Weapons Reborn, Daedric Realms Volume I - The Hunting Grounds, Mystic Condenser, Ruin's Edge, Sands of Time, The Ice Blade of The Monarch, The Staff of Sheogorath. It seems like not all the extra mods I'm using are exactly additions to LOTD (at least in the SSE version)! Cases of Beyond Reach and Wyrmstooth which I'm also running. Though I think some used to be in classic. Also, knowing it's not adding stuff, I use Quaxe's Questorium. I have tried Project AHO but had a consistent CTD that I couldn't find the source of, so I uninstalled it. I used to run Skyrim Underground and thoroughly enjoyed it, but have since dropped it for Skyrim Sewers (less content but also less conflicts). Also using a ton of location mods, like Palaces and Castles Enhanced, Dawn of Skyrim, Settlements Expanded, Inncredible + More Tavern Idles, Whiterun Underground Lair, Better Docks, Solitude Exterior Addon, SNOW CITY - The Great Expansion of Windhelm (greatest Windhelm expansion I know, my port from classic, minor (really minor) overlapping with DoS and nothing affecting NPC movemen). Also using ETAC's Darkwater Crossing and JK's Dragonbridge and Rorikstead in replacement of Arthmoor's corresponding villages, besides JK's Falkreath (only Falkreath addon that I know that doesn't conflict with Helgen Reborn) and JK's Morthal. I know JK's mods add a ton of useless clutter that kills FPS and I've always wanted to address that in my build but haven't got to it yet... Still, I prefer them because they add great atmosphere that I haven't found another mod adding.
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Hi minos55, at the moment the guide's policy is to not add classic Skyrim mods that need custom conversion, and wait for official ports instead... Correct me if I'm wrong. Just check Legacy's description, under "technical information" > both "integrated support for mods" and "patched support for mods". Of those listed, I'm only using the ones that add content to the museum, not those that are patched for conflicts or consistency. Still, quite a few extras. They should need a thorough check for conflicts with the guide which I haven't done systematically, only chase the conflicts as they become apparent, I'm afraid.
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I'm not at my main computer right now, but the laptop build of this guide I'm looking at is built with Wrye Bash and takes about 60Gb for installed mods (wrye bash works with compressed archives, while MO's mods are folders, so, consider about 80-90Gb and add another 15Gb for the main game) and about 100Gb in downloaded mods, that I keep in a separate drive. I do include a lot of extra quest mods related to the Dragonborn Museum that may account for some 10Gb of drive space. You can keep following a specific older version if you select the "Page Tools" tab at the top right of the main page, then "History". You'll be shown a list of links to all the previous versions, just pick the one you want to use. Keep in mind that you'll need to download the version of conflict resolution files available under "old files" that matches the one called for in the older version of the guide that you're following. Also keep in mind that it's not just this guide but SSE that's evolving fast - mods and patches may also have been updated and not be entirely compatible with the older conflict resolution.
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Legacy has "remote access spells" (toggle in MCM menu) that let you access the supply containers and the closet in the museum safehouse. You can store and retrieve anything from anywhere. I'd still recommend caution with auto-sorting scripts of any kind (including legacy's, they do have the same recommendation). Auto-sorting is pretty script-intensive and this build is already heavy on scripts. At some point I ported Dynamic Things from classic Skyrim and used it, also seemed flawless, but then I thought I could do without all those dynamic scripts firing like crazy whenever I got somewhere full of clutter crates, straw bales and piles of wood. For the same reason I'm not using SAFO's option to dynamically replace/remove food from the world.
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Is there a way to make distant terrain textures reflect the grass cover being used, so as to make the big seam less apparent?
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SRLE Extended: Legacy of The Dragonborn
godescalcus replied to Darth_mathias's topic in Skyrim Revisited (retired)
8k x 8k is merely a cap. Where you see it in the guide it means you should use the first set of constraints configurations displayed in the step guide. It means that DDSOpt will only DOWNSAMPLE textures that have a higher resolution. Using such a high cap usually has the effect that DDSOpt will not downsample any textures at all. What we're trying to achieve with texture optimization is to have the texture file better organized in order to be as small as possible, with no redundancy, and thus load faster. If you notice the rest of the settings, all have lossless compression as well. It's not about reducing quality to gain performance, but optimizing for performance without loss of quality. I use Skyshards myself, mostly without issues, although I've had occasionally CTD's when absorbing. I think the mod borrows animations from dragon soul absorption and those are modded in this build, so I don't know if they play exactly as the mod expects. Try it, test it, it should be mostly ok. Another "cheat" that I used was Haven Bag, without any issue. Actually the haven bag cell became my most stable cell for saving games, but I've since given up on it for a more role-play experience. As for LL mods, I would note that this is a pretty script-heavy build already. If you're comfortable with the risk of adding even more heavily scripted mods and havok animations, go ahead but I wouldn't start adding stuff until you have a perfectly stable build. As with any mod, there can be conflicts with other mods in the guide that you'll have to resolve. Mods that alter quests and dialogue can conflict with other mods that do the same. Add mods one by one, check each mod for conflicts in xEdit, patch if necessary and test run it before adding another mod. Finally, I've never looked at the modwat.ch list. Just follow the guide, set metadata, run loot and go with what it gives. Loot calculates the load order using an algorithm, not simply by comparing with a master list. Your "lootified" load order will depend on what mods you have installd - if you have diverged from the guide, either by leaving some mods out or adding others, loot may come up with very different results. Check if you have left out mods that are used by the guide to set "load after" rules - if you have, you may have to set a different rule using another mod that's usually positioned not far from the one you left out. By all means set your own rules for added stuff, read extensively the description to foresee possible conflicts and try to let loot run the show. If I disagree with loot, I prefer to set more rules until I get what I think is best, rather than manually moving plugins around and especially rather than using MO's "lock load order" feature, that will only mess everything up. -
Nozzer66, I'm glad to have you confirm that it's normal. I've noticed this, too, and thought it could also be caused by instability in my build. It also happens when I make some changes to the build - I can't precise whether it's any load order change, or more extensive changes with mods added/removed that change MO2's vfs. I imagine MO2 may build a cache of its vfs and load it as long as no changes have been made from the previous boot; but rebuild it if changes were made, thus causing longer boot times...
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Any idea which mod these volumetric fogs come from? It isn't Obsidian Mountain Fogs, for I think those cover only distant fogs - or could it be? I'm tempted to assume these fogs are from True Storms' foggy weathers. The issue is that I'm trying to resolve a problem where bright moonlit nights with stormy weather are still bright, and the moons' contour is still slightly visible through what should be thick, dark, gloomy storm clouds. I've tried to use only Vivid Weathers with Obsidian Mountain Fogs and that seemed to improve it a bit (although I didn't test it extensively with that configuration, to cover all possible weathers). But, on the other hand, I don't want to miss these superb volumetric fogs! Tried different enb's (ReEngaged, Phoenix) and though Phoenix is generally brighter than ReEngaged, it didn't aggravate the problem; if anything, it slightly improved the coherence in stormy night conditions, for the sky brightness and distant lod (mountains and trees especially) looked completely wrong with re-engaged and less so with Phoenix, but still they seem somewhat displaced for the sky is usually always too bright. SSE ENB has less tweaking options in-game so I'm unable to edit enb weathers, for example: things like sky brightness or ambient light are inaccessible.
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I've noticed the same. It may be my ignorance but I think that for mods to exclude vanilla items from the levelled lists is "bad practice". When I merge weapon and armour mods with Merge Plugins I make a patch to make sure all the levelled lists are merged AND vanilla items included, before I merge (because Merge Plugins Standalone doesn't merge levelled lists and by the time you make the bashed patch with the merged mods the original levelled lists are gone). I'm using common sense here, and don't really know if I'm breaking something down the line. xEdit does indicate a conflict when you put back the deleted stuff in the levelled lists but I think that doesn't mean anything except that you're overriding the intent of the mod that deleted them.
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"Set home" from iAFT merely sets the NPC to use the "home" outfit there if you have defined outfits. I know, it's hugely confusing, but that's how it is. There is a command to tell the NPC to "hang around here" which will effectively make it stay in that cell, but it's not equivalent to setting its home. You can not dismiss a follower anywhere and expect it to return to that cell, because it will still have the original home set. The only way to dismiss a follower and have it stay where you want is the command "hang around here" while being in that cell. Furthermore, to be able to use it, you need to go to the MCM menu and set the dialogue options from "immersive" to "original AFT" or similar, then activate the follower and use dialogue line "command NPC" - not sure the labels are exactly as I put them, but should be close enough. If you reallty want to change an NPC's home, you can't do it with iAFT. You can use "My Home is Your Home" which is supposed to be 100% compatible. For this reason I miss EFF... I was using a port of the classic version, with MCM and wheel menu.
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Does anyone know if any mod in this mod list affects the dead body cleanup system? I'm getting to a point where if I have a fight with more than a couple of mobs, when I'm finished and go look for corpses to loot, they're all gone! It's incredibly frustrating and also a risk of losing important quest stuff. I found this on reddit. I, too, am convinced that the game is cleaning up bodies in a totally unreasonable way. I was just clearing Dead Man's Respite, an interior area, and when I killed King Olaf all his minions' bodies had despawned. I think I'll use the author's fix to bruteforce the game not to clean bodies so obsessively. I might also suspect of another cause. My good old Sofia seems to be the perfect mule, she doesn't seem to have a carry weight limit at all! So I've been carelessly hauling stuff on her back and she's now carrying over 10000 (awkward, I don't know what Skyrim's units of mass are named). I notice that every time I open either her inventory or my own (pretty heavily loaded as well) I lag for a couple of seconds before getting the list. Is it possible that Skyrim SE's choking on too many objects to be aware of?
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I think I fixed it! Sure thing, it was a conflict with LOTD - Beyond Reach patch (my problem ;) ) but also Relationship Dialogue Overhaul. Checked both mods in xEdit and, under Quest, xx068d73 (Stables) and xx07a7a6 (DialogueAnimalTrainers) have conflicts where RDO is overriding iAFT. Those are addressed by the RDO - iAFT patch, so I'm left with fixing the incompatibility with LOTD - Beyond Reach patch. Didn't want to mess with load order so for xx0750ba (DialogueFollower) I simply carried iAFT's records into my custom CR, since Beyond Reach's only change was a flag that's also added by iAFT. After doing just the above, all those broken quest aliases are fixed (check AmazinFollowerTweaks for errors, no errors; check DBM - Beyond Reach.esp for errors, no errors). I have no idea how this will affect an ongoing savegame, so I'm going to test that now. Edit: Yes, it's fixed! I now have the "xx managed followers left" message which I had never seen, and I can recruit two iATF followers which was broken before. No error messages either recruiting or dismissing followers. To me, this proves that the SRLE method of conflict resolution works! :D
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Even windows defender sometimes would send me alerts. I'm not 100% sure they were all false positive. It quarantined one of Lucidity's wav files saying it was a trojan - can't tell you which since I'm not home, but I may post it later if you like. But I haven't noticed it interfering with any running games or utilites, so far.
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Why can't modders stick to adding stuff instead of changing - unless the mod is primarily designed to change stuff, which is not the case of a quest/new lands mod. It would be easier for users to manage multiple mods if each mod stuck to what its primary purpose was, insted of multiplying minor changes to all sorts of content. I mean Beyond Reach in this case, not iAFT. (end of rant)

