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godescalcus

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Everything posted by godescalcus

  1. Updating... I've been at this for two hours. Completely vanillified and reinstalled the game, the problem persists. I did restart windows in the mean time, for whatever good it serves. Tried to unblock dlls but none appears to be blocked. Damn, I've always managed to get this working without any problem! Could it be a conflict with skse64 that I have installed in my SSE folder? Could the script calls from the skse plugins be getting messed up by an OS level conflict?
  2. It would be interesting if the guide had instructions on how to port mods, in true "Neo" tradition ;) I had to watch a few videos but now I think I can port a good deal of the simpler mods, using the CK to resave esp's (and clean them subsequently in SSEEdit) and SSE Nif Optimizer for meshes - I'm not aware if there's a need to further optimize textures as well. New stuff to learn but hardly more complicated than using DDSOpt. Mind that not all SSE ports on the nexus have been ported by the original author. Might be good to test each one before deciding it's better than doing our own port. I've found a few that were no ports at all, wrye bash still flagged the esps as being of an older version. By the way, here's my MINIMUM mod suggestion :P There's a new"er" version of Wyrmstooth, 1.17 alpha, available since last May. Not published on the Nexus but TheCaretaker is trying to contact jonxr to let it be uploaded there (https://archive.org/details/Wyrmstooth116225704116 and there's also the link to that file if you want to test it, it's probably the only version now publicly available). Maybe it could make a comeback to the oldrim guide (because for the time being LOTD SSE dropped wyrmstooth integration). Love to hear that you'll be adding the rest of the content for the museum!
  3. I'd like to know what patches or fixes you're using... I'm also running a WIP SSE build but with barely anything other than weathers, lighting and landscape I still get occasional instant CTD's which I suspect are caused by memory full. And yes, oldrim is still prettier... I don't understand it and it puzzles me, why the heck do they make a more advanced engine that produces crappy results. There's a ton of great weather and ENB mods now that produce amazing vivid image, but I ABHOR TAA with all my guts. It blurs everything completely, especially faces. So I run the game without TAA and use NVIDIA FXAA instead, not nearly perfect but more bearable. Then after a while I just go back to plain old Skyrim...
  4. MoreHUD and SKYUI are not detecting SKSE, yet the game window shows it's running SKSE version 1.7.0.48 (or something similar) and if I type "getskseversion" in the console I also get the expected output... I've tried reinstalling SKSE, rebuilt the ini files, no deal.,,
  5. Unless you want to keep the merge plugins section open and do the mergers as you get all the mods for each merge installed. That way you're able to test the build as you go. I may spoil the surprise in the end ;)
  6. Very nice and colorful :) Oh I just remembered now that I'm playing SSE again I can have FOUR builds to mod too Oh, and if only I could add some obsidian fogs to my morrowind build... That's really what's missing!
  7. Bout 10-15 fps drop. Down to 40 at times, with everything maxed out, which means I'll have to compromise on ENB, maybe turn off some post effects, before I add more grass. And while after some more testing I still prefer these models to Vurt's in general, it's not true that the mod is overall more balanced thand SFO. It still has a long way to go, correcting placement, scaling trees and learning to not add to much unneeded things to the landscape. There are oaks almost as huge and vigorous as the Gildergreen in its hay-day appearing in the snow, in the middle of all-pine woodland.
  8. Hey guys, I went for a stroll over to SSE after finishing this guide ONCE AGAIN ;) I had grown so used to Vivid Weathers that I had completely forgotten what lake Inialta should probably look a lot like (somewhere in Canada, just a random photo I picked up): That was ReShaded ENB and Dolomite weathers, RWT and the very new Spooky's Mountains and Skyrim 3D Trees and Flora (don't let the uninspiring name fool you, first time I've seen Vurt's trees beaten in both quality and balance with the game and it's still a WIP (you can tell, at times (like in those LODs) ;) Also the phenomenal Obsidian fogs that were recently added to the this guide in the LE version. First time EVER I'm enjoying modding the SE. Time to load Legacy SE on top of it!
  9. True, I am still using WB. Most assets don't get copied to the merge because Mator didn't include WB integration and the option to batch-copy assets from the original mods require integration. But it DOES copy and rename the essential asset folders, namely those (interface, sounds, facegeom, etc) that need to have the same folder name as the esp they're called by. So in WB you just deactivate the esp's that were merged from the original mods and never fully deactivate or delete those (you can, only if the esp was the only content of the original mod, but even then I don't because it makes it easier to restore all the needed esp's if by any reason I need to rebuild the merge). You do end up with extra stuff in the data folder, namely the original folders named after the esp's you deactivate after merging, unless you go through the trouble of deleting each one from the installer, which I don't. Don't know how much impact that "dead weight" will have on loading or running the game, but it only happens for a few of the merges so I don't worry about it much. Probably the game simply ignores it.
  10. Why this instruction in the RDO merge? Does this mean we should leave the assets and esp's in duplicate, or remove them from the original RDO mod? As far as I know both mods's contents will be copied to the data folder (or virtual Data folder if using MO) and so it will be redundant to have them duplicated. The game won't know which installer the files came from as long as they're in the data folder.
  11. Hi Sheson! I've played SRLE:LD with Dyndolod for the past year and managed to generate lods for everything except Bruma (which isn't in that guide, I added it). Now I'm adding a huge lot of other new landscape mods, basically every one that adds content to the Dragonborn Museum and then some. Dyndolod naturally generates LODS for all those new worldspaces, my question is - will that weigh on my savegame file, and how much? I've lived with savegame files that grow steadily to over 40Mb, without errors, it's not savegame bloating. I also don't know if the savegame won't grow with every new worldspace or cell I visit, regardless of whether I'm using Dyndolod. Second question, last playthrough I noticed heavy landscape clipping around my Falkreath estate, I read I should regenerate LOD's after completing the construction, is that so? Where lod generation is concerned, all I need is the final structure and outside addons (everything that can be built on the original workbench) Then maybe I could wait till i've built all three Hearthfires estates and Tel Nalta II, then regenerate only once.
  12. Decided to give OBIS one more chance. This line alone in the description page made me change my mind: "207 uniquely named bandits that drop expensive rings for you to sell." Sorry about the sarcasm LOL My previous playthrough was too boring! I had removed OBIS, along with a lot of other mods, to reduce the amount of scripts running in my game and apparently I was successful there, no script lag problems this time. It's hard to figure out where to strike the balance between performance and depth/difficulty/interest/whatever ;)
  13. Are you using Claralux? I had this problem once with it. I think Lanterns of Skyrim may also be responsible for the strange orbs of light, depending on the brightness settings, ENB. If you're using LoS, Vividian ENB has a preset for it (which you already mentioned you didn't use), not sure about Ruby. The whole lighting setup in this guide is very finely tuned and works very well if you install it exactly as it's posted, and I've never managed to improve on it or achieve any decent results fiddling with it... Only minor tweaks to the ENB that I usually do in game. Maybe starting from scratch (remove weathers, ENB, ELFX, ELE and every shaders or light related mods and start by adding your ENB of choice and find which other mods work with it)? I used to love NLA and I use Dolomite in Skyrim SE, tried to install NLVA for its more realistic, crisp and colder lighting but never got it to work well with this setup, no matter how hard I tried. Before I started playing with this guide I used Purity II and no ENB, used RLO instead and I loved it, but can't go back to it now after getting used to ENB, it just seems too dull. So my advice is, if you want to change any part of the lighting setup, start from scratch. Install ENB and your preset of choice, then try to adapt other lighting mods to it.
  14. Understood, thanks. Can I re-ask my previous question - I'm making a custom merge of the LOTD patches. Do you know if there's any reason I should keep only the patches that were in the SRLD merge and leave the rest out? Why are those patches in the optionals archive unmerged? What if I merge the whole lot and get rid of many extra plugins? I'd also like to refer two interesting mods IMO - kojak747's enhanced landscapes oaks standalone, adds oaks to haafingar landscape for an interesting effect (no need for enhanced landscapes mod, and I used version 1.2 merged into the flora merge without any issue, more recent version 2.2 is itself a merge which makes it unmergeable with MPS); gecko's nordic ruins is the latest and best nordic ruins texture replacer I've seen so far. I'm using the high quality set, which is the lowest quality available... LOL Also check gecko's dwarven ruins.
  15. Groundup.esp - why is it not included in either the flora or the landscape merge?
  16. OK, thanks! I figured it would be a pain to test and resolve compatibility. Veydosebrom: is it ok to delete "Veydosebrom - Grasses and Groundcover.ini" after installing this mod?
  17. I had just fetched obsidian mountain fogs to try it out! Great job, thanks! BTW, has anyone ever tried perkus maximus with this build? There is a page for adding it to Neo's original SR:LE (here). Sounds scary but would it be worth a try? It might take care of several features currently covered by diverse mods. I was looking for alternatives to ordinator and the myst mods which enrich the game but a bit too much for me (I never used most of the new spells or enchantments and when I read the PerMa description page I felt some resonance with the feeling that some perkes are not that interesting, even in Ordinator. I know you guys (nozzer, darth) have fiddled with this way back: Is it just too overwhelming to be worth the effort?
  18. Using both Amulets of Skyrim and Immersive Jewelry - absolutely worth it IMO, especially the latter. They come on the leveled lists and at level 80 I hardly ever got a piece of jewelry I already had. I displayed whatever went on the museum and kept a private collection in the safehouse with the rest. Add the enchanted versions and you're likely never going to see them all. There's also the DB for good guys that I've tried but it does nothing with the game mechanics, only adds some context for the targets.
  19. Guys, I'm making a custom merge of the LOTD patches. Do you know if there's any reason I should keep only the patches that were in the SRLD merge and leave the rest out? Why are those patches in the optionals archive unmerged? What if I merge the whole lot and get rid of many extra plugins?
  20. Thank you for this list. I'm a newcomer to Morrowind from other TES and FO games. I've come across n.3 and am currently following n.6, which someone told me is gorgeous from a graphical stand point. Being from 2015 you'd expect some things to be outdated or broken, but for the most part, they aren't. Just do a search for the latest python dev. (or standalone if you prefer) Wrye Mash v.87 which has many bug corrections over v.84 linked to in the guide. And this guide, despite being of very few words, does teach you a thing or two about working with BAIN.
  21. LOLL Cool that I had to be away from easy internet access for the last two months, that gave me a chance to play! Now I'm already eager to grab all the updates and have to restrain myself from doing it before I take this playthough a little further. Has anybody ever seen a glitch where milissecond Llavados appears in whiterun with dialogues from further into TWOL, before he ever came to meet you and leave you his Pneuma? Won't let me go on with the quest.
  22. I've just come back from abroad and missed any past conversations on this but I am currently playing with all the museum supported mods (warning, it's a huge game, very time consuming if you want a full museum, I'm almost two months into this playthrough). I'm also not thoroughly conflict-resolved and wanted to know the basics of how to do it. So far I understand that, besides deciding who are the winners and losers, some forms need to be merged because different mods make changes to different keys and only the winning mod gets its changes passed, am I right? And the way to do this is to copy this form into the cr and make sure it contains the pertinent information from all the mods affecting it? Now, specific things like those mentioned in the ESF_Companions "Purity" glitch are way beyond me, I figured out how to change the flags and will proceed to testing it but how would I ever figure out this kind of conflict if I hadn't read about it here?
  23. I'm running wyrmstooth but unfortunately have a recurring issue that prevents the quest "barrow of the wyrm" from moving on. Lurius Liore simply stays at the Bannered mare with his crew and never sets off to solitude, so the next stage of the quest can't be triggered. Someone told me this is not a new issue so I'm asking any of you who is using / has used wyrmstooth in the past if you encountered this issue and solved it? If so, what do I need to do?
  24. Nozzer (because you defended ESF before) and guys, have you ever had the problem of farkas and vilkas never coming up with the option to ask to be cured of lycanthropy? I have this problem on my current build and also had it on my previous one. Also, I don't seem to be able to cure myself of lycanthropy. When I activate the flame, nothing happens, nothing at all. Only worked with old Kodlak. I kept ESF but chose the 4 quest option in MCM. After curing Kodlak's spirit I've taken further jobs from all of the remaining circle members, but there's still no option. On another note, I've never had a random transformation either (doesn't it happen sometimes in vanilla?). Am I just missing something? I did kill all five witches on the first go. I have four remaining witch heads. I also noticed that Farkas now always gives me the same "task" that is to beat someone up and Vilkas always wants to go after some dragon. Tried the MCM troubleshooting to load a new batch of radiant quests but, although diffrerent quests did get loadad, neither of them asks about being cured.
  25. Just had the most epic fight in Little Vivec and Aurora Village, thanks to Mihail's Monsters that spawn a nasty Land Dreugh nest right on the backyard of some poor Aurora citizen. Six brutal land dreughs and a Land Dreugh Matriarch (not the exact name, forgot what it was) coming from underwater and crawling all over the walkways. I had Annekke Crag Jumper with me (man, does she pack a nasty punch with that pickaxe of hers LOL) and some falkreath guards, some guy from Aurora and the badass hunter Dunmer from Little Vivec were all going at them. I figured that most of the citizens from Little Vivec are essential or protected (thankfully!) so I kept shooting my frostbite poisoned arrows from a distance... Great ordinator archery perks helped. Each beast took some 30 arrows to go down, and the other guys were fighting and shooting too. One of the twins from LV died, though, had to resurrect him with the console... Seems like his dialogue is intact, so far. Then I shot the old guy from Aurora by mistake and insta-kiled him (LOL), before all the dreughs were down... Had to resurrect him too and he came at me LOL I ran away and he turned on the dreughs, we all resumed the fight and at some point he came back at me but this time accepted my yield. Funny thing is, there were guards there and I got no bounty whatsoever. Seems like aurora people's faction is fair game LOL I made a video of this, because I had tried it before and thought I had to uninstall Mihail's monsters for the amount of mess it made, but wanted to keep a record of the mess. I didn't think we'd actually succeed in killing all the dreughs, but we did. I'll call it "the defense of Little Vivec and Aurora Village" LOL What fun! Maybe you guys want to try it. I'm still afraid of NPC's getting killed and quests being broken but in the end, this is a game to have fun with dammit :D
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