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godescalcus

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Everything posted by godescalcus

  1. I'm a long time user of JK's Skyrim in classic (lately I've been using DoS director's cut AND JK's lite combined) but since only Riverwood and Whiterun have been ported I've been looking around. I've noticed that ETaC has been taking a new approach towards compatibility with other mods in SSE and I really like what they've done with Riverwood. There are some incompatibilities with either JK's or T's Riverwood (overlapping). Overall I also went with with ETaC because it's not just adding props but also new NPCs with schedules and their own dialogue, very much like 3dNPC - and it's fully compatible with 3dNPC, whereas JK's mods for some reason always ended up messing with AI from other mods.
  2. So Lexy, are you going with just the replacer for snazzy, or do you have a better idea for furniture altogether?
  3. If you want to try a really fancy setup take a look at my previous post or just try Phoenix ENB + Reshade (following instructions by the letter). It's heavy machinery but the results are superb. SSE keeps unveiling its secrets! No more sharp LODs or blurred faces. Tweak it a little bit and you've got Snapdragon SE ;) Still haven't tested it thoroughy but so far it does a very good job using the lighting setup suggested in this guide.
  4. Hey guys, I finally managed to press the engine in some noticeable way! Tried this ENB (Phoenix ENB with Reshader - followed its instructions carefully and thoroughly) - I can't believe how immensely improved the graphics seem, compared to my previous setup! It's reshader and its plugins that make all the difference. No more flicker! Great AA! Perfect character and texture details! Look at those sun rays in the fog! I tweaked saturation to 1.5 in the enbeffects in game because the preset does seem a little bleak - but very much in line with those who prefer hardcore realism. Dolomite weathers and, as you can see, obsidian fogs work very well with this and they also have a preset calibrated for Vivid Weathers. I lost 15 fps in the process. Nothing unfamiliar to classic Skyrim and this time I believe my graphics are superior to my classic build. Unless I utterly need fps back, I'm keeping this setting! But switching off ENB features will always give some fps back while hopefully keeping that magic Reshader appearence. https://imgur.com/a/DZRFM
  5. That would be good. I'm willing to share mine so you can post in the guide but can't offer any support for them as all I do is the mechanical work of re-saving and optimizing and can't fix any bug that come with the process. By the way I found this video by Skyla (skylaskyrim from nexus) that mentions a little detail in the NPC porting process that made all the difference, you should make a small edit to the plugin before re-saving in the CK (she suggests editing some label editorid, if you want you can later undo the edit with xEdit). If I port the NPC without doing this all the facegen data are corrupt in the port, even though I do the optimization process carefully for head parts and non-head parts. If I do the small edit, all is good. Can you guys confirm this? And whether or not it's relevant for mods other than those that contain facegen data?
  6. That is great news! I've been playing with my ported CACO 1.2 and for this particular mod I haven't noticed any sort of malfunction. I wonder whether 2.x would become the norm in SE so that patches get updated and we can finally get to use it with this build... On the other hand I also ported Extended UI and I get all the MCM menu options but I haven't been able to see the right-hand table in the console I have in classic which I *think* comes from this mod. So maybe that one needs some code fixing or something? I've also ported EFF because the dialogue version we have for SE doesn't have all of the options and maybe has some bugs. Most of my added followers come "naked into the world" and I have no way to access their equipment with SE EFF, they don't have it in inventory and I can't manage any separate equipment container. Installing ported EFF fixed this - there's an equipment option in the wheel menu that you can manage and all you need to do is add or remove any piece of worn equipment and the follower will instantly wear all of the equipment its meant to wear by default. The caveat is that I can't use the mouse with the wheel menu for EFF (maybe incompatibility with some other mod) but it's easy to navigate with the arrows.
  7. I was going to play with Hunterborn because of Legacy support, even though it's such an old mod that hasn't been updated. But it nagged me that all the plethora of different meats and pelts wasn't really integrated with CACO and CCOR (there is a patch for CACO but I didn't see a seemless integration, instead you still had very clearly two types of remains, that of vanilla+caco+really integrated mods and that of hunterborn. Its meats were unusable for cooking in my game... So I replaced it with Hunting in Skyrim, which is still WiP but has been updated until very recently, and uses a skinning system that yields exactly the same stuff that would be in the corpse without the mod. Downside is it doesn't have an option to dispose of carcasses and they're said to remain forever in the game. Disabling them with the console at least makes them not show.
  8. Please Darth can you put in short words how you do the trees CR? I tried it in xEdit but when I copy the tree's record as override into the CR it needs to copy the containing records as well, and some of those containers from forest borealis may conflict with other mods too... Then what I did was edit the z value for the tree's placement to something like -99999. When I ran the game the trees were still there... BTW the patch gets merged into the bashed patch. Would it be better to load the CK, set a CR esp as the active file and delete the offending props? Another question - from which mod did you guys forward Danica Pure Spring's facegen and robes in the classic guide? In my merge it comes form TOW because Bijin AIO doesn't include that npc. She has no hood and looks old. In my classic skyrim install she always has a hood.
  9. I think there will be conflicts with several mods in the area. I'm about to test Gavrostead. The older Great Forest of Whiterun Hold had a good number of patches. Can you guys tell me if I'm doing correctly: instead of deleting items from the original mod, I copy the record into my CR and edit the z value to something really low, like -20000. That way although you didn't delete the asset, it doesn't show in your game, isn't rendered, probably the only impact it has is in cell loading. If there's a way to make a clean deletion without editing the original plugin, I'd like to know!
  10. Do you guys thing that the Immersive Creatures unofficial patch needs to be ported, or has the mod already incorporated those fixes?
  11. I played through the whole of BS:Bruma last June with LOTD on 32bit, while also playing Rigmor, Beyond Reach, Wheels of Lull, Falskaar, etc... Got to level 80 before I got tired of that game and wanted to start fresh ;) I did have some noticeable script lag towards the end but I was being really careless and abused of automation mods. I didn't notice Bruma being more script-intensive than other mods. I think LOTD mainly weighs in when you're flushing everything through the display auto-sorter, book sorter, safehouse sorter, etc...
  12. To the sound experts, Audio Overhaul has a patch for Immersive Sounds Compendium. Is there anything to gain from using both mods over Quality Music and Lucidity, instead of just AO2?
  13. It does run like you said. But then I end up with a meshes and a textures folder in the DynDOLOD Output folder. Do I simply need to add them to the rest I had generated earlier? No need for new plugins/json containers to be "generated"? Don't really know how that works, maybe the plugins are always the same and added in the end.
  14. You're right, I'm sure as one starts to add mods from the classic game with their SKSE and all, older ported mods that had been stripped of SKSE functionality won't play as nicely with those fully featured ports. Had a bit of extra complexity porting campfire, because it's an esm and the CK won't readily load it as active file. So I renamed it to .esp, espifyed it with wrye bash, loaded normally with the CK, saved, moved from overwrites into the mod's folder in MO, deactivated, reactivated, esmifyed, moved again into the mod's folder, renamed it back to .esm. Works and it doesn't take long, but if anyone know of an easier way to port esm's, please tell me ;)
  15. I'd still run nif optimizer, doesn't hurt as he says, as long as you process facegen meshes and all other meshes separately. One detail about porting: often the CK saves bloat data when you simply want to save the esp (mostly facegen data). From my experience so far and what I read you can safely ignore and delete those files that get sent into the overrides folder (if you run the CK through MO, which I do to avoid messing up my data folder). You should indeed delete those files because using them can break your ported mod. Only take the esp saved in the new version and put it back with the original mod's assets, replacing the old esp. THEN process the original meshes if you need to. Don't use Frostfall ;) Just the hunterborn roleplay stuff, Frostfall is neat but I'm itchy about those recurring scripts hovering about in my game... who knows when it'll choke and stack dump. Edit: I'm now using CCOR too ;)
  16. I might confirm that most mods work if correctly ported. Just ported Racemenu and the overlays plugin and it works as expected. Just remember that the morph files (.tri format) don't need to be processed, only .nifs. The version of Campfire available for dowload at nexusmods, although it's a port by chesko, seems to have its MCM menu all messed up. The port is from 2016 and we didn't have SKSE64 then so I don't know why I even have an MCM menu for it. It's likely that my ported Hunterborn-Campfire patch added something. I was actually able to set hotkeys although the text in the menus is messed. I'm going to try and port the original and see if it works.
  17. Problem with CACO2 is that most patches don't work, so you'll miss a lot of integration.
  18. Lods generate fine in general but with error messages in logs: And this is just the end of the main output log: Any ideas on how to fix the lod generation for those two worlds?
  19. I don't have those variables set in my enblocal.ini (don't even know if they apply to the ENB version for SSE). I have that file set per the pre-requisites page and didn't replace it with the one from the preset I'm using (NVT). Suppose if the variables aren't set they default to 0?
  20. I think you'll like this. And this Just ported them, as well as Wiseman303's Flora Fixes.
  21. So, to make it quick, i change skyrimprefs.ini to show [Display]bBorderless=0bFull Screen=1 And then proceed to change VSync = Force On with NVidia Inspector. BTW I didn't see it mentioned in the guide that you should make the ini files read-only after latest edits. I am trying and testing a few mods from the Steam Workshop and if I run the loader from steam to download those mods it messes with my ini files. Didn't see if it actually changed anything, but the dates were changed to when I ran the loader, so I think it's better to leave those files read-only and only uncheck if and when you make your own changes.
  22. So should we now load the game in full screen mode, vsync disabled in game and enb and enabled in driver, with fps limiter also enabled in driver? By the way, the only real improvement I'm getting from using ENB is the water surface effects. I disabled bloom because it makes certain some a mess and dof because I don't like the deep blue underwater WALL (no I wouldn't even call it "fog", really it looks like 15-year-old Morrowind). Still the water surface improvement is enough that I'd still use ENB.
  23. Legacy SE just updated to version 3.3.1. I wonder if that's the same as the classic with SKSE and all.
  24. Shoot. For me it doesn't crash as long as I turn off the bashed patch. I temporarily activate some merged mods that add landscape bit just to make sure they're taken in by DynDOLOD. Another mod I know that can't be run with DynDOLOD at the moment is Beyond Skyrim: Bruma. But their own lods are pretty good. Baring that, it runs... I'm "having fun" trying to add RS Children and its patches... LOL I'm letting the available patches guide me to which mods I install just so I can test it and merge the plethora of patches. Then it's Palaces and Castles Enhanced...
  25. The best solution I've got for trees doesn't differ very much from the one in the video, only I avoided Enhanced Vanilla Trees or Simply Bigger Trees because they alter the tree meshes and thus prevent full tree animations. So I got to this tree build: 1. Skyrim Bigger Trees (not Skysight's Simply Bigger Trees, which alters tree meshes) - scales up trees in a reasonable way, not all by the same factor. In some places the author actually scales down trees to achieve a better overall landscape. I think it works great. Needed to port from LE. I use the LIGHT option in the fomod, including riften area, which doesn't scale trees up so much so you still get most vistas and stuff. 2. Optional Vurt's HD textures taken from Simply Bigger Trees (it's a miscellaneous or optional file, not the main) 3. HQ Tree Bark. 4. Aspen leaf texture from this mod: https://www.nexusmods.com/skyrim/mods/75491 (the billboards I got from the forum here's the link https://drive.google.com/file/d/0B612uEp40RI1SUt3WUwwZWNRQmM/view?usp=sharing) Then I add immersive fallen trees and Enhanced Landscapes Oaks standalone, which are pretty standalone mods. That's it for the trees! Works great, but I'm missing the right tree billboards for the pines. But if I use SBT's included lods and don't run DynDOLOD it fits pretty well. Maybe one of the vanilla indistiguishable billboards (there are several options) works well, haven't tried yet. Here's my flora mix. SFO there is only for the grass and plants (I need bulrushes in my game!). My FPS rocks, hardly comes below 55 in most places, even with Veydosebrom and Unbelievable Grass Two combined. If I didn't mind not having so much grass in my game (but I do!) I bet I'd be at cap FPS all the time.
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