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Everything posted by godescalcus
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Folks, a lot of the errors we've been seeing in wrye bash may be related with this (or other fixes Bethesda may have implemented in both the base game and the CK since the launch of SSE): Bethesda fixed saving of SPGD in CK only in October 2017 update, before that it was saving broken bloated data. Looks like this mod has been saved by older CK which screwed SPGD, so the author must fix it using the latest one. In the case of Vigilant.esp, this error can't be put away simply by re-saving the plugin and will have to be corrected by the mod author (or someone who knows what to correct in the CK). Other mods ported earlier may also contain such "broken bloated data".
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That combo is a classic that can't fail. I used it in my last few rounds of Skyrim LE. Still in Solitude there's plenty of room for addons outside the walls, as their changes are strictly within the walls. I used Skyway, Enhanced Landscapes Oaks and Better Docks, now I added Solitude Extension with its patches and it fits snuggly with everything (save the odd oak that will need to be cut for firewood). In the SE I dropped JK's, since the DoS combo was made with JK's Lite which isn't available for the SE (without porting). So I went with Autum of Whiterun with does, IMO, a better job "cluttering" whiterun and DoS which adds new market stalls, new npcs, etc. Both work together without a single glitch. I even threw trees in cities on top of that and measured fps in the 55's in Whiterun (never in classic!). For Breezehome I'm trying a variation on the same tune as Eli's - think I'll port this https://www.nexusmods.com/skyrim/mods/64160. Also added a sweet mod that doesn't conflict with anything: https://www.nexusmods.com/skyrim/mods/76800 Outskirts of Whiterun get more woodland from Whiterun Stables Tweaks that blend very well with the Boreal Forest atmosphere.
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Jenna's looking into it but so far as Riverwood is concerned, in my game the conflict was overcome simply by loading ETaC after Skyrim Underground. Not sure if it broke anything in the latter, as I don't know where the underground surfaces in Riverwood, but I'll have a look. As for the Solitude Extension, my nvidia overlay decided SSE isn't a supported game as I opted into the experimental tools to try out their shaders... So I'm lacking an fps-o-meter atm... I didn't notice any perceptible drop inside (DoS) or outside (Extension) the walls, but your warning tells me it's probably not a good idea to increase the FoV, even though it's nice for panoramas and makes Skyrim look bigger.
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I'm loving my Solitude combo! First time I got lost in years! ++ 247 - 1325 Books of Skyrim-4115-1-0.7z (CD1DB253) (Installed) ++ 248 - 1326 Solitude Expansion 2.063-8-2-063.rar (21EF9FA3) (Installed) ++ 249 - 1326 Solitude Expansion 2.065-8-2-065.zip (6EEE0F07) (Installed) (update esp) ++ 250 - 1326c Better Docks Patch-8-2-061BDP.zip (A6069BC4) (Installed) ++ 251 - 1327 Solitude Skyway-8250-1-2.7z (66CA8C3E) (Installed) ++ 252 - 1326b Solitude Skyway Patch-8-2-061SSP.zip (A7106FC1) (Installed) That adds onto Dawn of Skyrim (only interior city) and obviously Better Docks. The only clipping I saw was some very few trees from Enhanced Oaks Standalone that can be easily patched. Now I'm posting this picture because I'm having second thoughts about Majestic Mountains... Not that the textures aren't beautiful or that the effect isn't, in general, impressive, they're just... Too majestic, maybe? A little overwhealming. I also feel that the FOV in a 16:9 screen should be about 96 - maybe that's just what I was used to in classic skyrim, but now I feel dizzy whenever I have both near and far objects, as if I were wearing some zoom lens...
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LOL but go fetch Questorium for her, best voice acting in ages I'm sure her mood would change the minute she found captain Mead outside the Helgen escape tunnel. As I said, I'm curious about smash and my only doubt there is whether the wrye bash warnings aren't indeed important. Could we be breaking things by merging mods containing records of whichever version, regardless of which tool we use to merge them?
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LOL I had just converted all of BG's collection mods and was test playing them. The treasure hunt too. They seem to work, got the fairy books, got the first trophy head, the chest with the Ronin swords was by the river near the fishermen's camp. Great thing! I wish there were some cheat to gain access to the Dragonborn Museum stuff without doing the initial relic hunting quests, just for testing purposes. While I'm adding and removing stuff I don't play a char long enough to get there.
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LOL You're testing Qarx's Questorium - "Feck-off, potion!" - I love captain Mead's voice acting! Put in a lot of content in Winterhold as well, better watch out for conflicts with other mods (although there aren't that many that add to Winterhold at the moment and one of them is same author's Winterhold Rebuild, which is actually included in the Questorium). In the actual topic, and speaking against myself because I'm 100% on wrye bash, there's a lot of fuss going on about mator's smash... For one it does take up WB's job of merging leveled lists. Never tried it, maybe someone would and give feedback? Still I think WB is pretty convenient even to MO users in the way it integrates with MO and does its job without much tinkering. The stdout/stderr windows shouldn't be ignored but they don't mean your game is broken. When I'm fed up with incomplete conversions I just go about ignoring it while I'm testing other stuff and do the conversion at some point later.
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Don't need to bring up task manager, those errors refer to individual records in old format inside plugins in form 44. Just click ok in the bash log once it's finished rebuilding and then you'll be able to access and close the errors window. The only way to correc that is to resave the mentioned plugins in the CK. I did that with the NSUTR patch and Vigilant and now also have to do it with Wheels of Lull. Better check if the assets in those mods are converted as well.
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The above note I got from @Beermotor at afkmods after confirming that the beta1 version of Wrye Bash IS NOT ADEQUATE FOR SSE just adds that if the bashed patch had been rebuilt in form version 43 previously, and that form version persists while using the more recent versions of WB, one should perform a clean rebuild, meaning deleting the current bashed patch, creating a new one (right click > file > create new bashed patch) and rebuilding as usual (not forgetting to set up the tweaks again).
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Rigmor is a whole DLC in itself. Last time I played it went from 0 to level 35 just playing Rigmor and ignoring the main quest and mostly all side quests. I also played it for years and saw it evolve from an extremely buggy and unstable mod that you'd definitely have to use the console to advance, to a very stable one (although filled with potential conflicts because of all the world edits and scripted walks that can get easily broken). For that reason I wouldn't call it a companion mod and wouldn't install it lightly over a heavy build. It must take some conflict resolving to work. For my part I'm installing Arissa and Recorder, to see if they can be as annoying (and funny) as Sofia and Inigo.
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Have you guys tried Quicklight? Already ported, not as "immersive" as wearable lanterns since it doesn't include lantern assembly, fuels and all that stuff. It's as simple as it can be: press-and-hold activate key, it pops in a lantern on your waist (or a magelight, configurable in the MCM menu). Press-and-hold again, it pops out. Very practical. You don't even need to have a lantern in your backpack. You don't install patches for it. Can configure 4 intensity levels. Could be at least a temporary replacement.
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My problem with ETaC was fixed by moving ETaC below Skyrim Underground in the load order :P Thanks again @SirJesto for pointing where to look. I did try to make a CR patch to achieve the same result but the funny thing is it screwed up my water levels. Copied conflicting records from USSEP and the navigation inside Riverwood was fixed (for vanilla npc's and those that depended on the vanilla city, but I'm sure ETaC was all broken). Also, half of Skyrim got under water. Maybe you can't copy worldspace records with "impunity"?
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Thank you again. I don't want to sound lazy but this seems like a lot of work for just making one mod work (ETaC) as it would also be my first steps with the CK (apart from re-saving classic skyrim mods). Looking at the gaps in the triangles in Riverwood (ETaC_Complete.esp) it seems there's a problem with the mod and it should be the mod author fixing it. I'll eventually get around to learn navmeshing, I want to... It's just that taking the time to learn how to do it now (and how to use the CK altogether) will postpone my getting anywhere near a "testable" build by a lot. I wish this were something you could quickly fix with copy-pasting in xEdit. As it is, seems like I'm going to have to leave ETaC out for now. Or maybe make sure its navmesh is overridden with USSEP so that if anything breaks it will be ETaC's content and the rest of the build will be ok. That way I still get the aesthetics and maybe some partial functionality while I test other stuff...
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I also installed it but didn't test, as I never ran it before. It was required by a hotkey plugin I needed to test a poser mod, but the hkx animations of this poser's supposed sse port were all broken so I kicked it. On a probably different (but related) matter, do you guys know which classic skyrim mod gives us these extensive stats in the console (tables on the left and right of the screen):
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Thank you! That sheds some light on the matter. I just unloaded ETaC Complete and the problem's gone. Now I need to reload it and look at it in xEdit to try and fix conflicts. Maybe it's just a load order thing. Maybe an override in my CR will sort it out. Seems like the fix is on the way! Anyway @cptmcsplody I'd still like to learn how to fix navmesh after merging, if you can take the time to explain (or point me to where I can learn, I do know about the ETaC article in classic Skyrim and tried to follow it but surely missed something. Also seen a guide by Arthmoor at afkmods on how to fix deleted navmesh, didn't follow that one yet as it seemed to imply noting down each conflict and addressing them individually, which seemed a lot more complicated than what the other article suggested. The two articles may be addressing entirely different issues, I'll admit that my inexperience here is absolute.
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I did a merge with weapons and armors mods and their patches for the Dragonborn Museum, using Merge Plugins Standalone, which reported navmesh conflicts. Why the heck do weapons mods have navmesh in the first place? Dunno, maybe it's something related to the dragonborn museum and their patches, maybe it's CK spam. Anyway, I deleted NAVI in xEdit and tried to rebuild in the CK. Esmified the only master in Wrye Bash but I bet something went wrong, because the merge file after resaving in the CK had no masters... In any case, deactivating that merge didn't fix my problems in Riverwood, so I scrapped my build and did a complete reinstall and here I am, I haven't got to the weapons and armors section yet and the problem's there, so it's completely unrelated to that merge (even though I'm sure I didn't do the merge right). How can I regenerate navmeshes for my whole build? That's exactly what I wanted to know, I've never done it. What I'm attempting now is to uninstall location mods one by one to try and find an offender, but I'd rather know how to fix things instead of just leaving mods out of the build.
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How does one troubleshoot navmesh issues? I just reinstalled my whole build because I thought I might have caused some installed files to go corrupt by using the CK outside MO to regenerate NAVI on a merge. But now I have a fresh build and there's still an odd gap in Riverwood, in front of Sven's house. Neither Sven nor Hadvar walk down the road past that house, instead they stop and walk back across the gate, then a few yards ahead they turn back and get "blocked" in the same spot. I loaded the whole build in xEdit but the NAVI record is strange, altough it's always the same id (00012FB4) it's never overwritten, instead it's greyed out, and when I select it, xEdit only displays info for that mod. So I guess this particular record doesn't work like most of the others and xEdit can't be used to find conflicts.
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Do you guys use Geforce Experience to manage GPU drivers, game video capture and the lot? Do you know if it has a footprint on the game's performance at all? If it does, I might uninstall it and maybe the guide should advise the same... Just mentioned because someone pointed out the huge amount of processes it has running in the background.

