Jump to content

cptmcsplody

VIP-Supporter
  • Posts

    162
  • Joined

  • Last visited

  • Days Won

    1

Everything posted by cptmcsplody

  1. Hopefully some of the lighter mods will be converted to use the new ESL format. Is the BSA limit not just for when their added to the INI file?
  2. No worries, its optional anyway, will try and make one without it. Also I ran nifscan on the meshes last night for all the loose files and a few custom packed archives( immersive armors, heavy & royal armory) Only meshes that were unsupported were the one's in amidianborn armors & Massive Npc Overhaul. full output after run. You would have to ask someone with a bit of knowledge on meshes, but afaik most issues won't break anything. https://mega.nz/#!5JRVWTga!zsGHZF8V1yshljAfodEPlnVnKIUPwlxnKIutFNiCe_0
  3. I like wrye, tried using it as a mod manager before, it has some great features, but I'm far too dangerous to use it as a mod manager. FYI on the workaround, it has been known to stop working, I was troubleshooting it once with the author of tucoguide. I'm not sure why it stopped working for him, will have to see if I can find it.
  4. @Lexy just on Wico, The character overhaul its self isn't really needed for the changes made by WICO - Immersive People.esp to work, and since it clashes with body mods would it not be better to only use only the Immersive people & extra follower files? That way you can still use other body mods, if the immersive character files are removed. Also you can merge cutting roof floor changes as well when using the wico cleanup script. https://i.imgur.com/KpYNHN8.png The script should also work for the other NPC mods for forwarding changes.
  5. Or you could just use Achievements Mods Enabler SKSE plugin :) https://www.nexusmods.com/skyrimspecialedition/mods/245
  6. Not your fault, that setting was and should work fine, not sure why it's causing an issue now. Maybe a recent update to the creation kit?
  7. If you remove [Audio] bEnableAudio=0 from the CreationKitCustom.ini, does it still crash on exit? edit: [Audio] bEnableAudio=1 That would be the default setting, no use having that line.
  8. Is there an audio setting in that creationkit_custom.ini? Edit [Audio]bEnableAudio=0 remove this and try again, had same issue.
  9. You get the script here https://github.com/matortheeternal/TES5EditScripts
  10. Cool will definitely use it, Oblivion was my first TES game and I missed that feature.
  11. Simple Face to Face Conversation https://www.nexusmods.com/skyrimspecialedition/mods/15223?tab=posts Didn't test it yet.
  12. Also for Massive NPC Facelift Overhaul SE Texture path for YsgramorArmor is also incorrect. Mods file path has it as textures\armor\Ysgramorarmor\ Meshes expect it to be textures\armor\Ysgramor\ https://i.imgur.com/NyqMbZf.png Meshes seem fine after running them through nif optimizer.
  13. As expected for aMidianborn armours [spoiler=Output For Amidianborn Armors]meshes\armor\blades\1stpersonbladesarmorf_0.nif Block [3]: Redundant all white #FFFFFFFF vertex colors Block [6]: NiSkinPartition contains strips unsupported by SSE meshes\armor\blades\1stpersonbladesarmorf_1.nif Block [6]: NiSkinPartition contains strips unsupported by SSE meshes\armor\blades\1stpersonbladesarmor_0.nif Block [3]: Redundant all white #FFFFFFFF vertex colors Block [6]: NiSkinPartition contains strips unsupported by SSE meshes\armor\blades\1stpersonbladesarmor_1.nif Block [3]: Redundant all white #FFFFFFFF vertex colors Block [6]: NiSkinPartition contains strips unsupported by SSE meshes\armor\blades\bladesarmorf_0.nif Block [6]: NiSkinPartition contains strips unsupported by SSE meshes\armor\blades\bladesarmorf_1.nif Block [6]: NiSkinPartition contains strips unsupported by SSE meshes\armor\blades\bladesarmor_0.nif Block [6]: NiSkinPartition contains strips unsupported by SSE meshes\armor\blades\bladesarmor_1.nif Block [6]: NiSkinPartition contains strips unsupported by SSE meshes\armor\blades\bladeshelmetf.nif Block [6]: NiSkinPartition contains strips unsupported by SSE [Done] Checked 226 file(s) Have also double checked the file I posted before. Seems there is an issue with some armours in Massive NPC Overhaul also.Still it has 1019 meshes, so 11 is not too bad.Will run them through nif opt and test in CK. [spoiler=Massive NPC Facelift Overhaul SE - unsupported meshes] meshes\armor\ysgramorarmor\1sttorso_0.nif Block [7]: Has Vertex Colors flag in NiTriShapeData must match SLSF2_Vertex_Colors in BSLightingShaderProperty Block [3]: Redundant all white #FFFFFFFF vertex colors Block [6]: NiSkinPartition contains strips unsupported by SSE meshes\armor\ysgramorarmor\1sttorso_1.nif Block [7]: Has Vertex Colors flag in NiTriShapeData must match SLSF2_Vertex_Colors in BSLightingShaderProperty Block [3]: Redundant all white #FFFFFFFF vertex colors Block [6]: NiSkinPartition contains strips unsupported by SSE meshes\armor\ysgramorarmor\boots_0.nif Block [2]: Redundant all white #FFFFFFFF vertex colors Block [5]: NiSkinPartition contains strips unsupported by SSE meshes\armor\ysgramorarmor\boots_1.nif Block [2]: Redundant all white #FFFFFFFF vertex colors Block [5]: NiSkinPartition contains strips unsupported by SSE meshes\armor\ysgramorarmor\cloack_0.nif Block [2]: Redundant all white #FFFFFFFF vertex colors Block [5]: NiSkinPartition contains strips unsupported by SSE meshes\armor\ysgramorarmor\cloack_1.nif Block [2]: Redundant all white #FFFFFFFF vertex colors Block [5]: NiSkinPartition contains strips unsupported by SSE meshes\armor\ysgramorarmor\gloves_0.nif Block [2]: Redundant all white #FFFFFFFF vertex colors Block [5]: NiSkinPartition contains strips unsupported by SSE meshes\armor\ysgramorarmor\gloves_1.nif Block [2]: Redundant all white #FFFFFFFF vertex colors Block [5]: NiSkinPartition contains strips unsupported by SSE meshes\armor\ysgramorarmor\helmet_0.nif Block [2]: Redundant all white #FFFFFFFF vertex colors Block [5]: NiSkinPartition contains strips unsupported by SSE meshes\armor\ysgramorarmor\helmet_1.nif Block [2]: Redundant all white #FFFFFFFF vertex colors Block [5]: NiSkinPartition contains strips unsupported by SSE meshes\armor\ysgramorarmor\torso_0.nif Block [7]: Has Vertex Colors flag in NiTriShapeData must match SLSF2_Vertex_Colors in BSLightingShaderProperty Block [3]: Redundant all white #FFFFFFFF vertex colors Block [6]: NiSkinPartition contains strips unsupported by SSE Block [14]: Has Vertex Colors flag in NiTriShapeData must match SLSF2_Vertex_Colors in BSLightingShaderProperty Block [10]: Redundant all white #FFFFFFFF vertex colors Block [13]: NiSkinPartition contains strips unsupported by SSE Block [21]: Has Vertex Colors flag in NiTriShapeData must match SLSF2_Vertex_Colors in BSLightingShaderProperty Block [17]: Redundant all white #FFFFFFFF vertex colors Block [20]: NiSkinPartition contains strips unsupported by SSE meshes\armor\ysgramorarmor\torso_1.nif Block [7]: Has Vertex Colors flag in NiTriShapeData must match SLSF2_Vertex_Colors in BSLightingShaderProperty Block [3]: Redundant all white #FFFFFFFF vertex colors Block [6]: NiSkinPartition contains strips unsupported by SSE Block [14]: Has Vertex Colors flag in NiTriShapeData must match SLSF2_Vertex_Colors in BSLightingShaderProperty Block [10]: Redundant all white #FFFFFFFF vertex colors Block [13]: NiSkinPartition contains strips unsupported by SSE Block [21]: Has Vertex Colors flag in NiTriShapeData must match SLSF2_Vertex_Colors in BSLightingShaderProperty Block [17]: Redundant all white #FFFFFFFF vertex colors Block [20]: NiSkinPartition contains strips unsupported by SSE
  14. Error reading file textures\interface\objects\lockpicking\._lock01_n.dds Error reading file textures\interface\objects\lockpicking\._lockpick01_n.ddsError reading file textures\interface\objects\lockpicking\._locksmallpiece_n.ddsError reading file textures\interface\objects\lockpicking\._skeletonkeylockpicking_n.dds I forgot about those files, been so long since I have used easier lockpicking. Full output from Nifscan up until start of vanilla item re-texture & tweaks sectionhttps://mega.nz/#!kM4jjbbQ!QZfp8vOjRd4X-ni2El47QyESCAr9t6oHb9T-IAoTKfM Its pretty benign so far, anything packed in a bsa was only checked up to the letter E. Ignore the texture at the end, that's most likely because there in BC7 format.
  15. Also before I forget there is an SSE version for Thieves Guild Armor HD revival. https://www.nexusmods.com/skyrimspecialedition/mods/1705
  16. Generally you shouldn't need to, I have only had a few mods so far that had rendering issues. It's trial and error really, some meshes work better if updated using Nifscope batch commands. While the same process will nuke other meshes(generally large creatures) and yet those same meshes work perfectly after nif optimizer. Nif optimizer can cause issues of it own though, flickering & z-fighting, meshes turning invisible from certain viewpoints.
  17. Yeah not sure why they have those animation files. There is no reason given on mod page as to what they do. It was asked on the mod page, should be safe to remove. I will test later, nearly have those files added again. I am doing a fresh install without using nif optimizer to see how many mods really need it.
  18. Are those two being flagged by FNIS as being bad? The 3rd option in fnis will check for bad active animation files. I would also try deleting the fnis overwrite and run from scratch.
  19. And some of them ignore/delete bug reports. Had to basically harass the guy who ported Animated Clutter. Some of its meshes (sacks was one) were not being rendered, you would only notice it if you knew the objects should be there.
  20. No Snow Under the Roof - Some of the meshes turn transparent from certain angles and look like ice, any ones used for farmhouse steps & walkways. It's not game breaking, just a visual bug. You'll see it in Dawnstar mainly. I'm not suggesting it be removed, just that it should be marked as a know issue.
  21. Going through the guide looking for conflicts, and issues, just a few notes. A Quality World map's noise.dds, which is better quality, is being overwritten by Terrain lod & vivid. Terrain lod redone could be moved earlier in guide as its designed to be overwritten anyway. Vivid landscape is overwriting Subliminal traps, not sure if this matters, will have to look in game. Fences of Skyrim Compatibility Patch for Vivid Landscapes Don't think it's needed as its only for parallax, which SSE doesn't support anyway. No snow under the roof, great mod in Oldrim. Sadly it will be more jarring than immersive until its meshes are fixed. And I don't see that happening tbh.
  22. Have tested it, it breaks while generating due to a bug, logged a bug report with it. , so hopefully hishy can find some time to work out its issues. The header, formID and compression are being copied correctly though and perks. https://i.imgur.com/FnVSwIo.png
  23. @DarkLadyLexy For ASIS, the patch being generated is junk. Unless I'm doing something wrong here. It loads fine in xEdit, but it's record headers are incorrect, main header a formID of 0, expected 44. https://i.imgur.com/kkyyfsZ.png Compressed header flags are being ignored https://i.imgur.com/r5THYCI.png And wrye bash also flags it https://i.imgur.com/7092TzX.png Also if you try and load it in the Creation Kit, you get a strange warning on start-up, it also hangs on save. This looks promising for NPC enchantments, if the bugs can be fixed https://www.nexusmods.com/skyrimspecialedition/mods/13543?
  24. So I have tried out the ASIS patcher, and I'm not sure but I think it's not working correctly. The record header flags are not being copied. https://i.imgur.com/r5THYCI.png
×
×
  • Create New...

Important Information

By using this site, you agree to our Guidelines, Privacy Policy, and Terms of Use.