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Everything posted by godescalcus
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I think I'm seeing the same, lots of error messages (mostly missing textures) and it seems to freeze at some point between 12 minutes and 19 minutes. But I let it run and eventually it will update, open new console windows for the many worldspaces I have, and finish successfully after about 38 minutes. Never had that before, but it still succeeds. I'm now using a "power-combo" of lods, ultra quality terrain lods generated by xLODGen (updated recently by Sheson and Zilav and, as usual, very well suported) followed by DynDOLOD for extra and dynamic distant objects. If you think 38 minutes for DynDOLOD is too much, get ready... xLODGen takes over 1h30min with my build and quality specs, and that's only terrain lod, no trees or objects (DynDOLOD takes care of those)...
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Is it really that mod? Not to take the role of Sofia's advocate, I had random (not consistent) CTDs around Whiterun and traced them to Project AHO. Sofia, on the other hand, seems to be working without issues. I did change her body to match the main replacer, could that have fixed something I didn't have time to notice? Lol Hi there! Then that's also one addition, removal and mod update per page in Lexy's latest change to the guide, @berndaroy ;) The classic forum, on the other hand, is looking like Detroit...
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It's a shame that with the mining craze GPU's for desktop aren't cheap at all in my part of the world (at this point I wouldn't go for anything below 1070/80). I'm using a 4y.o. 970 and this thing can chew this build pretty well, although I did cut back on textures, not because I don't like Cabal's or other texture packs but because I find Bethesda's own HD textures, optimized (Simply Optimized Textures), to be more than enough with this brilliant Phoenix ENB that pushes so much detail out of everything. Still use Noble Skyrim without landscape textures but didn't install SMIM and, you know what? I don't miss it. No 3d ropes and chains and less triangles overall = more FPS = good ;) So I made some room for this ENB and didn't regret it for a second!
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You may do that, or yoy may leave the BSA extractor on, it should always prompt you before extracting and you can choose not to. Be sure to never click "always perform this action" or something similar, as you'll lose the prompt. If you decide not to extract but later you figure you need to, I find it more practical to use BAE as using MO2's extractor would require you to right click on the mod and select "reinstall mod". Doing this will again prompt you to extract if you have the extractor on, but you need to pay attention to mods that have hotfixes or updates merged into them.
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Oh you are removing Sofia? She's a pain in the butt but much less so if you configure her comments to trigger less often ;) And I find her a balanced follower that doesn't make me feel like I'm cheating (it's not one of those followers you can leave to fight on their own while you stand back and shoot arrows. And don't they make a great couple... I mean team! Teamwork is needed. She'll go down pretty quickly if overwhelmed by mobs. In a more practical note, which master are you actually removing? It doesn't seem clear in your quoted output. If it's really Sofia, why does the script pop out references that don't contain any index pertaining to that mod?
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You got most of it right, the only mistake is taking the ModID number from MO. When you load ELFX in xEdit and not the rest of your load order, the id numbering inside xEdit is changed so that it's sequential for only the mods you are loading. Don't look elsewhere, check the right hand FormID column in xEdit and locate ELFX, which should show with a two digit figure between brackets (mine is "[17] EnhancedLightsandFX"). That double digit is the ModID number you want. Replace that to get the formid you need to search, according to the instructions and you should find it.
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That would be a nice project, but not an easy one, it seems. Would have to be able to overlay two montages, one with xLODGen's textures and another with "better maps with roads" and trace the roads onto the textures. Seems like it could be done with layers in Photoshop but it beats anything I have done so far. Are the texture tiles always the same? I'm wondering if a set of masks could be made from "better maps" with only the roads and a batch that applied to each tile the corresponding mask, something one could run after each terrain lod update.
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Lexy, are you considering shifting the guide to Phoenix ENB? I really like the results of the quality preset. It seems too bright at times, so I tweaked gamma from 1,05 to 1,2. However, some of the large dungeons like the one with the aetherium forge (or Blackreach) look way more spectacular with some ambient light than with hardcore "realistic dungeon darkness", so I might revert to the original settings and test there. The combination with Vivid Weathers is better than ReEngaged, I think. I've been feeling the effects of tweaking/updating mid-playthrough, so I'm considering playing this build for a couple of weeks and then updating. I have some hope that Frostfall might be added back, there's a fix for a warmth bug with SSE here. I didn't use it before on classic but I'm having fun with just iNeed, so why not go with the full (free) survival mode?
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Tamriel with @alt3rn1ty's settings sort of, quality 5,10,10,10 It replaced "better falskaar and wyrmstooth maps with roads" and the result is much better, I only seem to be missing the roads... Is there a way to add them? Like an overlay?
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I use bodyslide UUNP. If I'm not mistaken, _1 meshes refer to body weight 100, _0 to body weight 0. Both meshes are needed for the game to morph bodies and armor to any weight in between. Naturally, the fruity parts you refer to show on the _1 mesh. I'm not sure if the basic UUNP mesh is weighted. UUNP armor conversions usually expect you to generate the meshes for your preferred body settings and include slider files for that effect (CalienteTools folder). Best solution for you would be to generate all meshes (including body meshes, for coherence) using a bodyslide preset that doesn't have huge melons on weight 100 (many are available for UUNP, like UUNP_UNP which corresponds to the original UNP body). Bear in mind that the outfit conversion from bodyslide will always generate outfits with "anatomical" curves, which doesn't always look very realistic, even with clothes. It would be nice if it could adjust only the volume of chest parts and not their overall shape, but that's not how it works. Maybe you can find other conversions (not done with an automatic tool) that take care of that, but I suspect nobody has taken the trouble to make a full manual conversion of huge sets like Immersive Armors or Deserterx's Legendary Armors. The ones you'll find will likely have been made with bodyslide had share its shortcomings. BTW if you use UUNP, there's The Book of UUNP with an incredibly large variety of armors and there's also a no-"skimpy" esp available for SSE. From what I've seen there's also the DEM alternative. It's a different body, incompatible with UNP and I'm not sure it changes the normal humanoid races or just creates a different race. Very detailed, high polygon, no huge melons and there's a ton of armor conversions for it, many lore-friendly usually of better quality than those for CBBE or UNP families. The author of the body mesh is a bit strict with permissions so you'll have to look beyond the nexus for most of it. For all the trouble it seems to be, I've never tried it and don't know if it has the one thing essential to any body mesh, in my build, which is a complete vanilla replacer for all clothes and armors.
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Some of the recent model and texture mods have led me to a sort of conclusion: a lot of pretty HD 3d models (trees, meshes in general) are being done that look great themselves, but don't blend into the game that well (don't want to name any because it's not the actual purpose of my post). In the same way, a lot of HD textures are out there that look great when looked at closely, but seem displaced when looking at the big picture, they don't blend so well with rocks, mountains, roads, grass. Most of the fieldgrass*.dds fall into this category, they're either too vibrant, or have large elements that tile if you take a step back. It makes me admire Bethesda's original work: probably not the most striking texture set, but the whole thing blends in a way that no replacement I've tried could even closely match. This is for exterior/landscape textures, interiors and dungeon texture sets are usually much more coherent. For that reason, after trying many popular replacement sets, I removed most, removed landscape textures from sets like Noble and stuck with Simply Optimized Textures for landcape in general. One further comment about trees: is it just me, or has anybody else noticed how pine tree trunks look too simplistic with Enhanced Vanilla Trees? They're all the same, simple cylinders (or very tall cones) that have UV maps wrapped around them in a spiralling pattern that's simply too noticeable - maybe that allows for smaller textures to be applied in a way that simulates a higher resolution, but seems irrealistic and lighting doesn't reflect very naturally on them... Do try, if you will, simple vanilla pine meshes with HQ tree bark for comparison.
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I read about both possible causes (heavy scripting moment, MO2). Also a lot of people "blaming" SKSE64 for it, others stating that it prevents it. Arthmoor suggests it might also be tied to bad ports (either from using plugins in form 43, which I don't, or with old record versions, which I have at least couple of (Better Dynamic Snow - NSUTR patch and some other plugin that I don't remember now both pop warnings when rebuilding the bashed patch, saying that some record has the wrong size. I didn't bother to correct it since I don't know how and it doesn't abort the process anywhay). Arthmoor also suggested at some point it could be the return of al old "directory thrashing bug (here, read first comment) that caused this on heavy builds when you had more that a given number of esp's inside the data folder; that being the reason why the ghosting feature of wrye bash was created. In MO2, the unticked esp's (in my case, only those that were merged into the bashed patch) are still placed in the virtual data folder, only excluded from the load list.
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Have you guys experience savegame corruption with this build? I swear I had never, ever had a savegame flagged as corrupt, not on this SSE build, nor on the classic Skyrim build. Suddenly, mid-playthough at level 14, ALL of my saves were flagged as corrupt, including ones I had previously loaded. What the heck?!
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SRLE Extended: Legacy of The Dragonborn
godescalcus replied to Darth_mathias's topic in Skyrim Revisited (retired)
The skeleton for SSE was updated as well and it's a little different. I don't know about the classic skyrim version but my advice for now would be to NOT use the update. The previous version should still be available in the download page so use that, you won't be missing anything important. People have reported incompatibilities with DSR in the special edition, so until things are sorted out and the new version is deemed stable, stick with the old and proven ;) -
I've always had this issue with ELFX, in classic Skyrim as well. Not sure it's even possible to avoid, I mean it may be inherent to ELFX and not caused by mod conflicts. Although ELFX loads pretty early in the load order and not all mods have patches for it. I've learned to live with this distracting behaviour because, without ELFX, my interiors are simply too dark and light sources too dim to compensate for it. The glitch is pretty common, but its nowhere near omnipresent, so I tolerate it...
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Thanks for the input, I'll be using BSArch in the future, for sure. I've been trying hard to get to a more bsa'd build and I sure did notice a performance impact when moving from mostly loose files to mostly bsa. But some mods like Wyrmstooth and the like do come in loose files... To go over my whole mod list and pack every mod would be a huge task... Nonetheless, it seems practicable to check the lodgen files for conflicts before packing it, then checking whether it's possible to pack also the earlier loading mods that have conflicting loose files. But it could sprawl from there if those mods, in turn, had other conflicts that needed to be looked after, and then those might have other conflicts as well... The only sure way I see to make this work is to plan your build from the start to have only archived mods, and no loose files, or as little as possible, either sacrificing or processing mods that have them. Whew!
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I've been playing the game for two days! Started in Solitude to get right into the museum, which was incredibly useful since I didn't want to pay the Winking Skeever's rip-off price for a room. I used the guide's combat build and I must say I enjoyed it. It made things really hard, meaning you actually have to avoid melee combat with humanoids - and most creatures - until you get some skills up. I could kill wolves but that was about it. A husky and its cub almost killed me when I was off to broken oar grotto. Since I'm playing solo, so far, I picked up archery as my main combat skill, which fits my character's role as an Indiana Jones type tomb raider and relic retriever, with a shady taste for shiny things (and loose morals... I don't think this game can be played at all with a strictly law-abiding character!) but a definite distaste for petty robbery. Which means no easy stealing food, water, crafting materials and the like. I had a hard time on my first hunting runs until I could hunt enough animals to make leather and get myself a bedroll and a full set of pouches and bags - yes, made life a bit easier! But I had to hunt a lot of horkers before I could level up and put some perks into archery. Couldn't hope to hunt game like deers or elks until I was able to kill them with the second shot. Finally at level 5 I was confident enough to meet the argonian chick Deeja in the Icerunner wreck, and made out alive mostly by sneaking and shooting in the dark - but had to endure some dreary face-to-face combat, too. Turns out, with this build, at least at lower levels, heavy weapons work best in single combat... Dodge or block/stagger, then hit for the hardest damage you can do, repeat, trying to end it quickly. I'd usually go down in 3 hits max. If the first one got me wounded, the second one would be fatal. Fortunately the same seems to be true for enemies. Melee against multiple enemies seems to be impossible at this point! Broken-Oar grotto was easier, mostly shot everybody from a distance. All the while, I was going back to Solitude for the night and for smelting or selling stuff. Now I'm ready to go to Helgen and pick up the main quest, as Legacy's initial quests kindly guide you to.
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Hi, Sheson and folks, I'm still generating assets for my first test at Skyrim SE, but I'd like to confirm what someone told me, that you can create a dummy esp and pack the output files as a bsa archive? The only procedure I know for doing this is the one explained by Prometheus here at afkmods.com. That was 2016 and SSE had just been released - is there a more convenient alternative for SSE, similar to BSAOpt? Then, if I do pack everything into a BSA and load it last (after DynDOLOD?), won't those assets still be overridden by any loose files I might have from other mods? I'm thinking especially of flora and landscape texture mods, although my fix for landscape textures is Abendaron's Simply Optimized Textures for SSE, which is also packed as a bsa and loaded right at the top; but also original mods for new worldspaces if those mods aren't packed into bsa as well. Examples of this would be Wyrmstooth 1.17A, Quaxe's Questorium or Beyond Reach 3.999 (the latter has a bsa but terrain textures are loose files). DynDOLOD itself is loose files but I suppose it would me possible to pack it into bsa as well and manage load order with SSELODGen. But to do the same to my whole load order... Yikes.
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What I meant is I uncheck "copy general assets" and DO NOT uncheck "batch copy assets". The latter is a more stable way for Merge Plugins to do its job. It's the "copy general assets" that's telling it to copy everything, so uncheck only that one if you want to leave the original mods' assets in place.
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No advantage at all, besides not having to trust that Merge Plugins Standalone does the right thing. If you tested your mods prior to the merge and all was working, it's unnecessary to copy assets around. If you do copy and don't uninstall the original mods, you'll end with duplicate assets in MO2's mods folder. Nothing game-breaking, just a waste of drive space (in my case SSD space for Skyrim and Skyrim SE is premium). If you choose to uninstall the original mods to avoid this duplication, it'll be more of a hassle in the future if you decide to change that merge. Mind that since this guide is constantly updating, I prefer to leave the original mods, with their assets in palace, just the esp's moved to optional. That way, updating a merge is just a matter of moving those esp's back from optional, add, remove and/or move things around and rebuild the merge. True of Phoenix ENB ;) But as far as I've seen, I like Phoenix. More about texture noise than color, everything seems more "textured" compared with Re-Engaged (a big difference in snow textures) - but colors are definitely less saturated. And nights are working for me, so far.
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About to test Phoenix ENB Quality option (without Reshade). I noticed there are a few lines in enblocal.ini that need to be edited: [MEMORY]ForceVideoMemorySize=true (DELETED)VideoMemorySizeMb=10240 (DELETED) [ENGINE]ForceVSync=true (set to false) FPS limit is already off. I deleted ForceVideoMemorySize because why should you limit that to 10GB if you have more available? I have 12GB, not much more but still... Anyway Re-Engaged ENB didn't have that setting and was running fine.

