Jump to content

Yippee38

Citizen
  • Posts

    157
  • Joined

  • Last visited

  • Days Won

    1

Everything posted by Yippee38

  1. The guide says this: I think this needs a note because if somebody were to look at their system and see two different numbers for Dedicated Video Memory and Total Available Graphics Memory, they would most likely use the larger of the two numbers. However, if the two numbers are different because they are using SLI (might also be true of Crossfire, but I don't know), they would want to use the lower number. AFAIK, SLI does not make all of the video memory available as one lump sum of memory. Each card uses its own dedicated memory. If people don't know this, they would use the wrong number, and potentially run into problems.
  2. Apparently, Vividian 7.0 doesn't use the same level of darkness that the 6.x version did. My interiors and nights are pretty damn bright. The shadows are great, but the non-shadow areas are too bright. I'm gonna try the Dark Nights and Interiors file and see if that fixes it, or just makes everything too dark at night.
  3. I finished installing SR:LE again. It's a strictly stock install. When playing with character creation, I noticed that some of my characters still have a very blocky nose. (I thought this had been fixed a long time ago.) Anyway, I tried installing some normal maps from other face packs (Women of Skyrim), but the noses are still blocky. Here's what they look like: There is a sharp ridge running down each side of the nose. The tip of the nose is very blocky. The bottom of the nose (near the nostrils) is very pointy. This is unlike most of the screenshots I've seen online where the faces look very smooth. Is there a solution for this? Anybody have any suggestions?
  4. Thanks for that link. That helped me understand what was going on. I don't know why TES5Edit wasn't able to write. I closed MO and restarted, and it ran fine.
  5. But why is it trying to delete those files?
  6. I don't have those files in the Skyrim/Data directory. I don't have any mods there. I'm sure that's why it's giving an error, but I don't know why it's looking there.
  7. I got to the end of the SR:LE guide where you do the LOOT sorting, then sort the masters via TES5Edit. When I do that, and exit TES5Edit, it says "Save changed files:" and lists: RRR_ELFX-Patch.esp Immersive Patrols II.esp CCO_SIC_Patch.esp. When I click OK, I get the following errors: Could not delete <steamapps directory>\common\Skyrim\Data\RRR_ELFX-Patch.esp Then the same for Immersive Patrols II.esp and CCO_SIC_Patch.esp. Obviously, that's the wrong directory, but why is it trying to delete those files? Anybody have any idea what I did wrong?
  8. It would be nice if the guide spelled this out. I wonder if we need both, or just the Dragonborn version.
  9. Thanks for that!
  10. The guide calls for SMIM 1.83 + Updates. The Nexus page has updated it to 1.84 and it looks like the updates have been merged into the main file now. I'm guessing 1.84 should be fine. What do you think?
  11. One more things John7. When following the guide and you see a line like this: In the center text box, type "*.dds" and then click [Apply].I would suggest that rather than using the drop-down to select that file type, you instead copy the text inside the quotes (for the line above that would be *.dds) and paste it in the window. There are lots of those in the drop-down and it would be very, very easy to select the wrong one accidentally.
  12. john7, Actually, I can help you with this. It's pretty straightforward once you understand what's going on. In the SR:LE DDSopt Processing Subguide, step 2 is saying point DDSopt to the mod folder of the mod you just installed. In this case, that is Falskaar. So you want to point it to the <Mod Organizer Path>/mods/<Mod To Be Optimized> directory. For this specific example, that would be <Mod Organizer Path>/mods/Falskaar. After that, open Windows Explorer and go to the <Mod Organizer Path>/mods/ directory. Create a new directory called <Mod Organizer Path>/mods/<Mod To Be Optimized> Optimized. In this case, that would be <Mod Organizer Path>/mods/Falskaar Optimized. In step 3, you point DDSopt to that directory that you just created (Falskaar Optimized). The rest of that guide should be straightforward. If not, ask. What you are doing in step 2 is using DDSopt to browse to the folder holding the unoptimized files for the mod you are optimizing. Falskaar. So think of the top of DDSopt as the source of the unoptimized files. In step 3, you are using DDSopt to browse to the folder where you want to optimized files, that you will be creating, to end up being placed. In this case, Falskaar Optimized. So think of the bottom of DDSopt as the destination of the new, optimized files that you are going to create. After you optimize the textures and normal maps following the guide, the last section at the bottom has you add that newly optimized "mod" to MO. In this case, you will end up with: X Falskaar X Falskaar Optimized Because the second overwrites the first, the game will use the optimized textures and normal maps (which reside in the Falskaar Optimized folder). The rest of the mod still comes from the orignial (Falskaar) folder.
  13. SadisticLiquid posted a similar post in the SR Support forum (above). You might want to post this there too.
  14. That's good to know.
  15. I've decided to use the workaround. Thank you though.
  16. I just ran into this problem too. I see where it comes from..... In the past, Neovalan walked us through the process of optimizing the Bethesda textures as part of the guide IIRC. Now though, he has provided a .zip file that you can just install via MO. While that makes the process much quicker and faster, it means that you don't read through the guide on how to optimize textures that he references. As a result, you don't get the knowledge of how to do that. If you read that guide, it walks you through the process, and then you will understand where to point DDSopt. Even though it's a bit of reading, it's probably in your interest to run through optimizing the Bethesda textures once so you understand the process. You have to optimize several mods while installing SR:LE. It's worth it though. Keep plugging and you'll get through. This forum will help you figure out what you cannot on your own.
  17. Neovalen, You might want to mention that you may need the "--single-process" argument when setting up LOOT to possibly avoid the blank report bug.
  18. The guide now instructs us to install 1.5 of Blocksteal Redux, but the PreventsAccidentPickUp.bslreadme*.txtfiles do not exist in 1.5. Thanks for the instructions GSDFan! They helped me.
  19. Yeah. I know that. I'd rather not have to do the workaround though. It's just extra work and it's going to get fixed soon. I'd rather have it fixed before I do the install.
  20. I wish they'd get that updated already. I'm dying to get SRLE re-installed.
  21. That's great info, but I'm not going to mess with it. I'll wait for the fix.
  22. That stuff from Reddit seems to indicate that the Unofficial Skyrim Patch is the only one with SkyProc issues. Somebody said all the other Unofficial Patches aren't a problem. I don't know if that's true or not though.
  23. Thank you! However, that's only the main patch. I'll keep looking for the rest of them.
  24. Does anybody have these files? Nexus has 2.1.2, and I have 2.1.0. <sigh> Yippee38
×
×
  • Create New...

Important Information

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