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Everything posted by godescalcus
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I'd try simply running DynDOLOD and making sure you have the right billboards for your tree mashup. The video is from last August and may not apply anymore? Make sure it's the latest verstion of DynDOLOD for SE. The discussion thread on it implies that some people actually got dynamic lods like windmills and waterfalls to work, while some are still having trouble. I suppose to some extent it will depend on each one's mod list.
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Lexy, I've been chewing on this crazy idea for some time, have you guys ever thought of making a modular guide? I mean with a core, stable and conflict resolved, and then modular "flavours" also conflict resolved within themselves and with the core. My reasoning is that I've always installed most of the guide but left much of the survival and combat out, to make room for more exploration and treasure hunting. I know others here have also focused on exploration, like trying to install every mod that's supported by Legacy to have a full museum, etc, while many definitely prefer the improved mechanics and survival aspects. There may be other "flavours" compatible, but these two are what come to mind: 1) Roleplay, survival and enhanced combat, and 2) exploration, treasure hunting and new lands. The reason for not having it all is obviously the esp count, not that the mods are incompatible SAVE SOME EXCEPTIONS. Having two "flavours" would allow each to explore its maximum potential. For example, I love ICAIO but it just collides with a lot of stuff because of its dependency on certain statics and its own navmeshes. ICAIO does work great on a game focused on roleplay, while it could be left out and replaced by simpler mods or mod combinations (I'm trying a combination of RDO, Follower Dialogue Overhaul, Realistic Conversations and New Tavern Idles, which - if it works - could be an alternative on the exploration flavour due to greater compatibility with landscape editing mods). Having two (or more?) alternative solid builds should leave some esp room for users to add other mods of their own preference. It also means that mods only need to be conflict resolved in the build that they fit in, and with the core. If users want they can mix a few mods from one flavour with the other, just like they can add whichever mod themselves, only then they'd have to fix any conflicts arising.
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I was able to get dyndolod to run every single time since I started this build. I remember running DynDOLOD used to be more complex with SSE, like running for trees only and terrain&statics separately, but I think version 2.36 for SE runs just like 2.35 for LE. Still I'm not using it at the moment for the only reason that I can't get good billboards for my trees (they are VANILLA trees but with Vurt's old textures from SFO 1.81 or thereabouts. They look fantastic and have full branch animations unlike what you get with any mod that alters vanilla meshes (SFO, EVT, etc). Just don't match perfectly with vanilla billboards due to textures being a bit darker. For that reason I'm also holding on DynDOLOD and just trying to not forget installing the LOD thad come with the mods. Yeah, back to 2015 :)
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I did try to convert clearwater, restored realisticwatertwo.esp mastership that was lost with conversion and redirected the unresolved references to the right formids in realisticwatertwo with xEdit. However, loading it in my game resulted in loss of all water ripple and wave effects, the water became like a very still mirror (making all reflection distortions even more apparent) and the underwater effect didn't change at all. I guess SSE handles water differently and needs a dedicated mod. Also probably ENB for SE still doesn't have the water effects.
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Lexy, are you going to have TMW in this guide? You may want to include the following remarks: after installation, remove the following files: - textures\actors\character\facegendata\facetint\skyrim.esm\0002bf9d - コピー.dds - textures\actors\character\facegendata\facetint\skyrim.esm\0002bf9f - コピー.dds after installation, remove the following folder: - textures\actors\character\brynjolf\enthir The japanese characters in the two texture files mean -copy and I doubt those files are really needed. The folder enthir nested inside textures\actors\character\brynjolf\ is exactly the same as the folder enthir nested directly in textures\actors\character\ (which seems to be the correct path). I caught this because either WB refuses to install files with non western characters in them, or 7zip can't process them, or windows explorer won't. Scanning for the guilty files I caught the extra enthir folder, too. I'm testing the mod with the files removed to check if everything works, but also contacting the author to ask if it's ok to delete them. The same goes for the Legendary Edition version of the mod, so if it proves right to delete them for one, it's ok for both.
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More fiddling with the flora and weather, I think I'm getting where I want to: https://imgur.com/a/0yu29 I'm trying to run ReEngaged Reshader without ENB. Turned on the speedhack option in enblocal.ini, for whatever it matters. With Dolomite Weathers and Obsidian Mountain Fogs, it's looking very good, actually good enough to play, if not for a bit of screen archery... I got 58fps - can't tell how much I lost from the trees and grass, because it never went below the GPU cap! My take on flora was the easy-simple way, after days of fiddling with every tree and grass mod I could get my hands on... VANILLA trees, up-scaled by Skyrim Bigger Trees and re-textured with Vurt's 4k textures from Skysight's Simply Bigger Trees. Barks are HQ Tree Barks and what a difference! Grass is a merge from SFO, Veydosebrom and Unbelievable Grass Two (I merged the flora much like in the Legendary Edition guide).
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Why should we NOT extract the scripts when the first launch of the CK asks? For the LE we usually extracted them externally, does it make any difference? And when adding the bsa's to the archives list I get SResourceArchiveList2=Skyrim - Voices_en0.bsa, Skyrim - Textures0.bsa, Skyrim - Textures1.bsa, Skyrim - Textures2.bsa, Skyrim - Textures3.bsa, Skyrim - Textures4.bsa, Skyrim - Textures5.bsa, Skyrim - Textures6.bsa, Skyrim - Textures7.bsa, Skyrim - Textures8.bsa, Skyrim - Patch.bsa, Dawnguard.bsa, Hearthfires.bsa, Dragonborn.bsa The string following SResourceArchiveList2= is longer than 256 characters, is that not a limitation in the SE anymore? Actually the original string without the added bsa's is 259 characters long...
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SRLE Extended: Legacy of The Dragonborn
godescalcus replied to Darth_mathias's topic in Skyrim Revisited (retired)
berndaroy if the LOTD patch merge weren't so huge, taking in half of the whole load order as masters, I might try the esmify-load-in-CK method to restore navmeshes. There's a great guide (extensive) on the ETAC nexus page on how to do it. But since I've never done anything of the sort I prefer to practice making a smaller merge with navmesh conflicts, like a town/city merge, on a relatively clean build - greatest advantage of mo, I'll give you that, you always have a clean build ready to use through profiles. The thing about relighting skyrim isn't how the patch finds the master, it's that our tailored RS doesn't have two forms that are called by the patch. My take was to just fetch those two forms from the original RS (the unresolved references were something like 080606FD and 08060706... replacing the first two digits with the ones from the original RS in xEdit pointed to two lighting sources, so I copied those directly into the patch (not to the tailored RS, why tamper with that) and fixed the references so they pointed to the new copied forms. Not at all advanced xEditing, I hear you've been doing CR on your own so you'll know more than I for sure ;) -
SRLE Extended: Legacy of The Dragonborn
godescalcus replied to Darth_mathias's topic in Skyrim Revisited (retired)
I've installed with WB and played this guide with some custom changes several times since April 2017. Excellent stability, got to level 80 twice and completed most quests, but there were some issues I'm still trying to fix. One is Wyrmstooth, both times the mod got stuck apparently because some script won't run/won't be triggered. If there were a way to force-run script fragments with the console maybe I could have taken it further. At the moment I'm fighting to include Spice of Life - Forts but Dyndolod seems to dislike it, even though I followed every instruction, manually copied files around and everything. If you try it in WB remember you can't run relinker, so don't merge any esp's that are referenced by scripts. The only example I'm aware of in this list is those mods that Legacy automatically detects (treasure hunts and more, depending on which mods you're adding). Don't merge those and you're ok. BSA extraction has to be done manually (I do it with BSAOpt) which is actually good, makes you think whether or not you NEED to extract the bsa. I usually avoid extracting BSA's that are over 100Mb or contain many files, as it's generally agreed on that the game will read more quickly from compacted bsa due to r/w from disk bottleneck. If I merge the esp then of course I have to extract the BSA (otherwise needs the esp to be loaded). Finally as I've learned recently I strongly recommend archiving all installers in WB (ie, not having them as folders/projects) because CRC calculation and refresh times will soar if you have many loose files in the installers folder. Plus, you optimize your HD usage. With 750 installers atm my wrye bash runs as smoothly as with none. -
SRLE Extended: Legacy of The Dragonborn
godescalcus replied to Darth_mathias's topic in Skyrim Revisited (retired)
Thanks for the complete instructions, now I'll have to try this! And I was about to close my build and run dyndolod and the lot LOL I understand your load order setting and will try to emulate it since WB works pretty much the same way. What about the patch order, just follow Sette's instructions for patches relative to one another and merge them all, or do you have to make several separate merges to slide in different places of the load order? I don't remember if I got navmesh conflicts in the patch merge - a plague with some patches like the LOTD patches, as I don't know how to restore navmeshes I usually leave mods out of merges so the merge doesn't have more than one mod editing navmeshes. But in the LOTD patch merge I have about 30 plugins, I couldn't be bothered either to esmify half of my load order to restore navmesh in the CK nor to leave half of the patches out, so I took the quick exit and deleted the navmesh from the merge... LOL Let's hope the museum doesn't get filled with potato visitors. I do remember I had problems with the PCE Relighting Skyrim patch, which is built on the original file and not on the "tailored for ELFX" that we use. I renamed my RelightingSkyrim_FULL.esp to RelightingSkyrim_Legendary.esp (or thereabouts, you get the idea, name it after what the PCE patch expects because there was no other dependency on Relighting Skyrim - not sure about the CR, I'm having to build my own this time). Then I got a few unresolved references that I was able to fix by loading the original RS esp along with the patch and ours, compared the formid's and copied a couple of light sources from the original RE into to the patch plugin and redirected the references therein. Enjoy your new build LOL it's fun to restart modding but after two weeks building and starting over and building you feel a certain urge to just finish and play the game ;) -
SRLE Extended: Legacy of The Dragonborn
godescalcus replied to Darth_mathias's topic in Skyrim Revisited (retired)
Actually I've just realized the patches were published on Dec.12, after your post. So maybe the SFCO conflicts are already addressed in the SFCO patch included, which in some cases carries SFCO forward. Still, my problem with the potato NPCs is there... -
SRLE Extended: Legacy of The Dragonborn
godescalcus replied to Darth_mathias's topic in Skyrim Revisited (retired)
I tried Palaces and Castles Enhanced and checked out the ol' Blue Palace. Looks beautiful but the whole court (Falk, Erikur, Bryling, etc) were just standing in the back staircase like potatoes, Elisif alone was in the throne room. When I removed PCE things were back to normal (except that vampire mage was naked... Either as a protest for the architectural downgrade or PCE gave her some new garb that was lost in oblivion when I removed the mod). Did you get it to work with your configuration? Do you think those SFCO conflicts might have something to do with my npc's being stuck? Maybe those could be fixed with xEdit by removing all snazzy changes in the Blue palace cell - PCE is supposed to be the ultimate enhancer already, is it not? One thing I did was merge the whole pack of patches, except for CRF + USLEEP because there were two patches containing navmesh edits and "THERE CAN BE ONLY ONE", right? I didn't want to go fix navmesh conflicts so I merged only the other patch with navmeshes so merge plugins didn't protest, I suppose it's ok to do it? -
SRLE Extended: Legacy of The Dragonborn
godescalcus replied to Darth_mathias's topic in Skyrim Revisited (retired)
Found this Heljarchen Creek - NSUTR patch. And for those who use JK's towns, there's a patch for NSUTR, too. And this for Realistic Room Rental enhanced (not sure about the basic version, used in the guide). -
SRLE Extended: Legacy of The Dragonborn
godescalcus replied to Darth_mathias's topic in Skyrim Revisited (retired)
Every time I reinstall (have done it oh so many times this past year) I spend a horrible amount of time tweaking the trees and always settle for something incredibly simple, like plain SFO, plain EVT or even plain vanilla + SBT. But all this tweaking makes me wonder what the purpose of SFO no grass is in the mod list? Since you don't install the esp it's only a replacer and installing EVT afterwards will replace it with its own trees and meshes, that cover all that SFO replaces and more (except for the small pine - pineforest03 - which is along with the scots pine what I DON'T like in SFO. - I currently just leave it vanilla). -
SRLE Extended: Legacy of The Dragonborn
godescalcus replied to Darth_mathias's topic in Skyrim Revisited (retired)
Understood. I've been playing withour RS Children thus far but wanted to give it a go. I'm trying to fetch patches for some extra mods I got on my load but not all of them exist, does that mean children added by those mods will just look like vanilla children or will there be any sort of game breaking incompatibility? -
SRLE Extended: Legacy of The Dragonborn
godescalcus replied to Darth_mathias's topic in Skyrim Revisited (retired)
Maybe we can save another esp slot by merging AZMoreHUD.esp into the headsup display merge? Reports confirm it merges well. -
SRLE Extended: Legacy of The Dragonborn
godescalcus replied to Darth_mathias's topic in Skyrim Revisited (retired)
Been playing with ENBs, check this out: https://imgur.com/a/Deow2 It's SnowFall Weathers ENB, based on NLVA. Here's a little teaser: -
bashed patch and dyndolod
godescalcus replied to rasmoothstep's question in Guide Support & Bug Reports (retired)
Sorry to wake the thread but I have the opposite problem. I'm building a modded Legendary Skyrim and have about 200 mods at the moment, about 100 plugins. I was able to run DynDOLOD and generate lods, activate it and run the game but if I make a bashed patch and activate it, the game will boot to an infinite loading screen, never reaching the main menu. I uninstalled most of my mods and always rebuilt the bashed patch, then re-ran the game and always got the infinite loading screen. If I deactivated the bashed patch the game would load, with whichever mod combination. Until I narrowed it down to Dyndolod resource plugins. If I uninstall dyndolod resources and rebuild the bashed patch and activate it, the game loads. Of course, then, I can't use DynDOLOD.esp. Using DynDOLOD 2.35, resources 2.30 and Wrye Bash 307 python version, latest nightly from Utumno. -
Looks good and doesn't part too much from Vanilla (just prettier). The mod's page, however, reminds me of what I like the least about Skyrim SE - those watercolored faces, as opposed to ultra-realistic which is something I'll always prefer in legendary. I may never truly move on to SSE just because I don't like to look at the characters with TAA on, and landscape looks crappy with TAA off... Maybe ENB will someday fix AA so we don't have to depend on TAA? I hope so, until then I'm using SSE just for modding fun :P With TAA OFF!
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On the SE I use Total Character Makeover and Distinct People, in this order, before The Men of Winter, Ordinary Women and Bijin. Great results. I still want to use Cynthia as Elisif because it's a better model and I don't need Cynthia as a follower, trying to go exclusively to custom-voiced followers this time.
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SRLE Extended: Legacy of The Dragonborn
godescalcus replied to Darth_mathias's topic in Skyrim Revisited (retired)
Finally over. Turn out this "oldrim with WB specialist" committed an idiot's mistake - trying to outsmart the instructions I created an installer with an SKSE folder in it and created the SKSE.ini inside that folder. My idea was to add the SKSE scripts in there too so they could be replaced by WB if by any chance another mod replaced them and was subsequently deleted. My error was that I placed the scripts folder inside the SKSE folder in the installer. DUUUUUH Moved the scripts to the installer's root folder, where they belong. Corrected and everything working. There goes one afternoon.

