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godescalcus

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Everything posted by godescalcus

  1. I'm removing masters from the CR files (some mods that I chose not to install). How do you accomplish step 4 - remove the broken records? I checked for errors and now the CR file shows some color coded records. Here's a picture as an example. How do I know which records are to be removed? There are no "bold" records, only the colors. Is it possible that you don't have to do anything in step 4 and go directly to step 6?
  2. I ditched the SFO version 1.91 because of what it did to my tundra: The new trees added look weird in the landscape and are poorer meshes and textures than the rest of the tree flora. So I installed only SFo v2.5b with no grass (plus the grass mods in the guide) and it looks great. I see the grim grass has been removed and I agree, had also done that.
  3. Here's a comparison between tree setups. First setup: - SFO no grass - Enhanced vanilla trees - Trees HD Second setup: - SFO no grass - Simply Bigger Trees - TreesHD It's up to personal preference, even though SBT has an over cost of 3/4 fps relative to EVT (not tested extensively, only in this particular situation. I recorded some video walking from the tundra to this point and the fps difference is more or less consistent). I do like the atmosphere gain of SBT relative to vanilla or other smaller tree mods (I also tested SFO only because they use larger meshes in the 2.5b version, but still think SBT looks better). The HD tree textures look very good on any of the setups.
  4. From what Darth_mathias told me, I infer the following (this is my interpretation, not his words): relinker generates a patch and if a file is patched, you should not merge it if you can't use relinker. If I can view a patch made for the full mod list with mod organizer (which I have, on my laptop) I simply don't merge the affected files. Would that work? I'm new to this and got the impression from the gamerpoets video that you should avoid merging scripted mods. But apparently, not all scripted mods will have problems with merging, if relinker fixes only some of those.
  5. Ok, so if I merge everything BUT the treasure hunt, immersive horses and whatever scripted files in the miscellaneous, I should be ok? Actually I have been trying do do merges without the scripted mods. Some, though, like Dyndolod, are impossible because all the merged esp's have scripts, but if relinker doesn't patch them, it means the merge should work out of the box? Could you post a log from relinker, or the patch's contents? Thanks!
  6. In wb the installer files are not the ones that actually get loaded into the game. I wonder if this could run in the data folder? Maybe generate a list of changed files so you could manually pick them and add them as a mod to wrye bash, overriding the originals (or disable them if there are changes to plugins) and thus maintain coherence? If not, is there a hard way? Can you do these edits manually?
  7. Could it be that other scripts don't need relinker, only the treasures script?
  8. RELINKER - is there a way to manually fix the collectables merge if you're not using mod organizer? Or should I simply leave Unique Treasures out of the merge? There's no other mention of relinker being necessary in the guide, other than the step where it tells you run it. Does it mean if I don't merge Unique Treasures I can do without relinking? I haven't checked all of the mods to merge for scripts yet. Edit: DynDoLOD has scripts. Possibly others. So I'd have to manually "relink" the mods that need "relinking". How do you do it?
  9. Hey! I'm using wrye bash, how do I manually do this? If you could link me to the needed reading, it would help. I don't have many mergers with scripts involved (one counted, so far). If nothing helps, I could leave the scripted mod out of the merge (even if the guide I'm following tells me to merge and then run relinker, the guide assumes mod organizer). Thanks!
  10. Have you tried this mod with the mod list - Blacksmith's Basement by Bluntaxe. It's a great mod and I've never needed any player home mod since I've used it. There's also a "companion" mod by the same author, the Scholar's Library. He's developing now for the special edition but the latest version for "oldrim" is amazing. He deserves much more recognition that he's had. You might consider it "cheating" since you get to access those two from any base game or Hearthfires home, but it absolutely does NOT allow you to teleport between them. You could think of it as having a bunch of servants carrying your stuff around so discreetly you never even notice them, which is, IMHO, totally in line with the mighty Dragonborn, thane of six holds and champion of Skyrim, being the big hot shot :D
  11. I've used them like that and have tested with no conflicts. Actually installed bodyslide and used it with no issues. There's at least one pack of sliders for most/all vanilla base game and DLC clothes and some armors. There are sliders for Immersive Armors too. But it's a hell of a lot of work and only worth it if you really dislike the UNPB body or all of the many UNP compatible alternatives available. Also there are good HR normal maps that make SOS body textures look a lot better.
  12. I have Wyrmstooth and would like to install it with this build. I have been selecting the patch options in the mod installers when I see them. I also downloaded patches if any were available in the mod pages, but a few might have been missed. I noticed there are assets conflicting with other mods (like Immersive College of Winterhold) that might be resolved if I unpacked wyrmstooth's assets and let them be overridden. But have no idea of other possible conflicts such as behaviour mods or levelled lists. Is there an older version of the guide I might refer to for Wyrmstooth compatibility?
  13. I found it, sorry, updated my previous post... Now that I have my collection of patches, I figure the SFCO patch will be merged with other SFCO patches, but I also found a TNB patch (Isharas_TNB_LoTD_Addon.esp) which is not mentioned in the guide, should I also use that one? And merge it where?
  14. I'm having to do the patch merge for Legacy myself. I've located all the patches I need except for DBM_HelgenReborn_Patch.esp (it's not in version 18 of the fomod). Can anyone tell me where to find it? And if I can add a suggestion - in the box where the merged patches are listed you could add the full name of the patch after the filename, would make it easier to find everything... the initials used in the filenames aren't always easy to guess).
  15. That's great to know, maybe this should be mentioned in the guide? It states this: "Post Installation: Sort Masters In TES5Edit", so I googled it and got the opposite advice (don't remember where, so I'll take yours as the most sound one).
  16. Wrye bash tells me some plugins have reordered master files. Does it do any harm to sort the master files before building the bashed patch, every time I test the game as I build? Should I not do it, instead do it only once, when all's said and done and the guide tells me to? In that case, does it cause any harm to merge plugins that have reordered master files? I'm referring in particular to the vivid weathers plugins. I'm sorry if I sound confused - I am. I'm not really aware of the mechanics of merging plugins.
  17. I have the full build on mod organizer on my laptop. I can test run specific things, if you need just tell me. I think some mods like Skytest need a bit of balancing (mod author's business, not the guide's, and it's only my personal opinion. The game is harcore even with middle difficulty settings). I'm also building this on wrye bash for fun (not a religious pursuit). Partial build test run link on my signature. Wrye bash does teach you a lot. I'll mention that in MO I was care-free with bsa extraction because it handles that automatically, so I only disabled that option where the guide mentioned so. Since WB doesn't do bsa extraction manually, I did some reading and there are a lot of people who advise against extracting as a rule (won't bring that discussion here). The point is I this time I didn't exctact any bsa unless the guide told you to select assets or make any changes within it. So I'm now at Immersive Armours and already hit the 325 esm+esp+bsa limit (not the same as the 256 plugin limit). So I'll have to go and extract some and probably anticipate some mergers if I want to test run again before the end of the guide.
  18. I'm having trouble with the increase in difficulty caused by Skytest. Not very realistic, not very fun having to repeat some parts of a dungeon over and over until you find a tactic that works against that deadly baby rat or spider...
  19. I can't stress how much I've learned from following this guide. I'm still learning from my mistakes, literally. I thought I had read all of the guide carefully 3x over by now, but I just found that I've only "skimmed" though the paragraph on BSA extraction. It's crucial if you're not using MO (and if you are and follow the advise to not extract BSA's until the end). I'm not using MO at the moment and have been consistently deleting the dummy esp's when told to. I'm also not unpacking any bsa's unless the guide tells me to change something in its assets. The result is some mods were not being loaded at all, and I wouldn't have noticed (nothing crucial yet) had I not seen this article. THEN I referred back to this guide and there the warning was. Kudos for this and more kudos for every other detail such as this that gets covered by this guide!
  20. I'm down to ASIS in your guide, adapted to use exclusively Wrye Bash. It works flawlessly (as it did before with MO) and I'm a happy noob :) Here's a video of the partial build. As I said, wrye bash was the only mod manager used to make this build (actually, I'm using MO as a friendly helper to install fomod's, which I then move from MO's mods folder to WB's installers ;) Credit goes all to you guys for putting this up. Not mentioned but worth credit is also Neovalen, whose guide I followed before (but had to give up for it's no longer updated and lots of files are unavailable). As usual, I disclaim that I'm a Mod Organizer hater (I love Mod Organizer). This is an exercise and I'm learning a lot along the way. Comments are welcome. Fps is around 55, is that what you'd expect with this mod build? As main textures go, only character and NPC textures are missing. No DynDOLOD yet, so LOD's look pretty horrible - my fault!
  21. Is it possible to change from Vivid Weathers to another weathers mod? I'm not such a fan of the fantasy side of vivid... Is it possible to list, in short, which mods would have to be adjusted if I changed vivid for Purity or CoT, for example? Something more photo-realistic is what I'm after. There are tons of patches in this load order, so any help with picking them out would be welcome.
  22. Just to share with you that I'm down to Relighting Skyrim with wrye bash and just ran a test of the game. Sorted load order with loot, sorted masters with tes5edit, moved plugins with missing masters (will be added later) after the bashed patch and deactivated them, rebuilt and activated the bashed patch and there you go - solid green mods tab and the game is running beautifully and flawlessly! Already with over 100 mods, all the fixes, UI, tons of new and modified quests, base textures, ENB, weathers and lighting - no flora yet but the game already looks beautiful and fast! MCM working! Haven't had time for extensive testing yet, but I'm happy it runs and doesn't pop any errors! Not bad for a noob :D Who also figured out how to use mod organizer as a HELPER TOOL with wrye bash. Disclaim: I love mod organizer. The reason I'm doing this with wrye bash is plain curiosity. Still, I see some irony in using mod organizer as an auxiliary tool for wrye bash ;) Ask me and I'll tell you how and why!
  23. Is it possible to tweak the grass parameters to make the tundra look more like this I don't consider it the epitome of grass beauty, it's just an exampe. My tundra grass after I'm done with this guide is so dense and tall that I can never find corpses of enemies I kill, let alone carcasses of wolves or other small beasts. This may not be a problem to everyone so that's why I'm asking if it's possible to tweak without changing anything in the mods.
  24. Provisionally, here's what I did: set UseOSAllocators=1, installed Safety Load, added [Memory]defaultHeapInitialAllocMB=768to skse.iniNo error message.
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