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iGomoosrsly

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Everything posted by iGomoosrsly

  1. Figured I'd post this here, as it's actually more of an ENB. https://www.nexusmods...im/mods/61826/? I'd like to recommend this ENB / MOD, especially for SR:LE as that's the one I'm currently using. This ENB seems really amazing, and removes the need for CoT and it's compatibility issues. Although this one probably has some of its own, it looks truly stunning and I'd very much like to see it integrated properly. (I'm lazy, and would very much like everything compatibility issue to be solved by someone else, yes, I admit it!) Definitely worth checking out. Description of the mod, by the author: This is a complete visual overhaul of Skyrim (WIP). It comes with completely reworked weathers, newly added weathers, adapted climate templates and a ENB configuration to compliment these changes. I tried to achieve a very balanced, natural look while adding a slight cinematic touch to the whole scene. One major focus is graphical consitency, so that you'll never notice major differences during different weathers/times/landscapes/interiors. This time around I also focused heavily on sunset/dawns and proper weather distribution. Skyrim now has an overall colder feel, snowy regions tend to have brighter days/nights, the throat of the world is now cloud free (you are over the clouds, you will see dense clouds below though) Riften isn't nonstop foggy anymore, nights featuring auroras will be brighter, the auroras will even cast light when on top of the throat of the wolrd etc., you get the idea. To achieve this I've completely reworked the existing weathers to get natural skyboxes, proper ambient colors (which is essential for ENBs skylighting to work properly) and much, much more and added completely new weather types aswell. The ENB preset uses almost all effects at disposal so that you get to enjoy real dynamic 3d sunrays shining through the clouds, dynamic cloud shadows, volumetric mist(almost 1000 handplaced mistanchors), "volumetric" clouds, SSAO/SSIL, soft shadows .etc all tweaked to produce a pleasant and balanced picture during all situations.
  2. https://www.nexusmods.com/skyrim/mods/61826/? I'd like to recommend this ENB / MOD, especially for SR:LE as that's the one I'm currently using. This ENB seems really amazing, and removes the need for CoT and it's compatibility issues. Although this one probably has some of its own, it looks truly stunning and I'd very much like to see it integrated properly. (I'm lazy, and would very much like everything compatibility issue to be solved by someone else, yes, I admit it!) Definitely worth checking out. Description of the mod, by the author: This is a complete visual overhaul of Skyrim (WIP). It comes with completely reworked weathers, newly added weathers, adapted climate templates and a ENB configuration to compliment these changes. I tried to achieve a very balanced, natural look while adding a slight cinematic touch to the whole scene. One major focus is graphical consitency, so that you'll never notice major differences during different weathers/times/landscapes/interiors. This time around I also focused heavily on sunset/dawns and proper weather distribution. Skyrim now has an overall colder feel, snowy regions tend to have brighter days/nights, the throat of the world is now cloud free (you are over the clouds, you will see dense clouds below though) Riften isn't nonstop foggy anymore, nights featuring auroras will be brighter, the auroras will even cast light when on top of the throat of the wolrd etc., you get the idea. To achieve this I've completely reworked the existing weathers to get natural skyboxes, proper ambient colors (which is essential for ENBs skylighting to work properly) and much, much more and added completely new weather types aswell. The ENB preset uses almost all effects at disposal so that you get to enjoy real dynamic 3d sunrays shining through the clouds, dynamic cloud shadows, volumetric mist(almost 1000 handplaced mistanchors), "volumetric" clouds, SSAO/SSIL, soft shadows .etc all tweaked to produce a pleasant and balanced picture during all situations.
  3. ShameFUL "bump", with another question (it won't let me save after editing the previous post anymore, I guess the website dislikes all my extra questions ;_;). I'm having some weird issues, which happen at random, but seems to only happen during Thieves Guild repeatable quests (burglary etc.) Sometimes people are awake at 2am - 5am, just doing their regular routine in their store etc, but still throwing me out; obvious as it's the middle of the night. Sometimes the items that I am supposed to loot keep gliding across the floor towards one end of the house, dragging nearby clutter with it. It just glides along the floor, as if the floor is skewed, and everything glides slowly towards (for instance) the east wall. Sometimes it falls through the ground, and leaving & re-entering the house leaves clutter randomly spread around on the floor, with the quest items LUCKILY respawned. I have Stealth Skills Redone, but even if I disable it it happens from time to time.
  4. Have you checked out Skyrim Misc Patches Collection? It seems to have been created to work alongside the USKPs, and has been recently updated. https://www.nexusmods.com/skyrim/mods/23833/
  5. I just checked it out, and there are no between them. It got fixed after disabling and enabling the mod either way it seems, so all good now, although it is pretty weird. Seems fine in that regard. I did find some issues with other things such as Leveled Items, though, in Stealth Skills Rebalanced. LItemEnchNecklaceLockpicking for instance, certain items are in SSR, but not in the bashed patch, and are thus marked in red. Do I have to add these to the bashed patch manually by dragging them over / create a new patch which includes both, or will they still be in the game? Another TES5EDIT guide I read stated that if it's marked in red it won't be carried over, and thus not be available in game, even if it's not "overwritten" by the bashed patch per se. Dragged them over, and now it's highlighted in green. Is this a required step, or is it just for the sake of it now being green and all pretty like? EDIT: Another question. Yeah, a lot of these, sorry. It's regarding the 'Count' value in the conflict between Stealth Skills Rebalanced and Bashed Patch. Both seem to have the exact same entries (in WIThiefLoot), so that's no conflict, but SSR has a 'Count' of 2, whilst the BP has a 'Count' of 5. The entries I count are actually 9. Should I change both these values to 9, change both to 5, both to 2 or just leave them alone? I really dislike the color red, especially when I'm uncertain of the solution, or if there is any. EDIT2: Nevermind. Those values were not related to the entries apparently. EDIT3: They keep just piling on, huh? Just wondering if Weapons & Armor Fixes / Clothing & Clutter Fixes should override Improved Closefaced Helmets? It seems WAF/CCF are both getting overwritten quite a bit by ICH (BOD2 - Biped Body Template values, on certain Armor). WAF/CCF has values such as '30 - Head, 31 - Hair, 42 - Circlet, 43 - Unnamed' etc, while ICH only ever has a single value; '31 - Hair'. Should this be how it is, or should I perhaps move ICH in the load order, so that WAF/CCF loads afterwards? As a slight follow-up, what does this value do exactly? Does it mean the headgear take up all the slots mentioned, so that I can not use - for instance - a Circlet with it, or is it the other way around (If it mentions a slot, it can be used alongside it)?
  6. Ok, thanks. I haven't had any issues in game yet, so that's fine. I have another question, though. I made a new profile (a copy of the SRLE profile), and added Stealth Skills Rebalanced, Apocalypse Spells and Empowered Magic. Going for a stealth / illusion playthrough. The problem I'm having is that for some reason, weapon damage is incredibly low. (Steel Dagger with 3 dmg, Steel Sword with 3 dmg. They were around 12-14 dmg on my other character.) I wouldn't have thought either of those three would cause any problems such as that. Load order is the exact same, with those three mixed in there. Tried making a new bashed patch too. EDIT: OK... so I just disabled and re-enabled the three mods and Steel Sword is up to 8 dmg now, which SEEMS low, but it might be what it was. Still weird. EDIT2: Another question, sorry. Regarding TES5EDIT conflicts; RRR_ELFX-Patch.esp (and pretty much every other mod changing this cell except Skyrim.esm) has some changes to interior of certain Inns, such as RiftenBeeandBarb. XCLW - Water Height is set to "-2147483648.000000" in that .esp, but is overwritten by ELE-Interior Lightning Merged.esp, which has set it to 0 (zero). I was wondering if this is how it's supposed to be, or if that's an issue. Seeing as all the other .esp's, including the patch, has it set to that negative number. Just for clarifications sake.
  7. I followed the guide all the way through, and added the SR Conflict Resolution.esp etc. (the premade one, was too lazy to make my own at this point as I'm just testing things out) I'm just wondering about a couple conflicts. I ran TES5EDIT and loaded every single mod, and a lot of them are marked in red (which I assume is bad), but I also assume the last mod loaded will overwrite without issues, so no worries there. The question I'm having is regarding RealisticWaterTwo.esp, the Sound Descriptors. RealisticWaterTwo adds certain new sounds for things, such as AMBWaterRiverLPSD etc. All those sound files are located in realisticwatertwoxxx (for instance, water_river.wav). The issue I'm having is that SR Conflict Resolution.esp is "overwriting" those with the default "fxambwaterexterioramb_water_river_lp.wav" file. Is this intentional? I would assume that the sound files from RWT is the ones I want. As a slight follow-up, should I pay attention to the conflicts highlighted in red text colour, or aren't those critical?
  8. Thanks a lot. Added the argument and now it works properly. :)
  9. I got the log to work guys, thanks. Weird things is that it says "256 256" in the header instead of "512 256", and the game crashed once it reached 256. This is my SKSE file. My SKSE file is located in "..Mod OrganizermodsSkyrim Script ExtenderSKSE" folder. Is there a reason it isn't working?
  10. I guess it is. Would be nice if someone knowledgable enough could tell me whether the GPU actually is the cause of the crashes, though, but until proven otherwise I'll assume it is and aim for a new GPU as soon as possible. As a follow-up, can someone tell me how to make Memory Blocks Log work with Mod Organizer? I made sure it was enabled (and the readme recommended changing the output location of the log file (I couldn't figure out how, so I just tried both false and true to see if it would work out of the box)), but it didn't give me a log file anywhere after the CTD. Tried twice, once with false and once with true, to no avail. Should I just put it directly in the Skyrim directory, perhaps? Instead of installing it through MO, I mean.
  11. This is what my SKSE.ini file contains. I followed your guide pretty much perfectly, no exceptions, except no ASIS and some lower resolution textures. I installed all the mods on the same day (two days ago), so everything was for sure updated when it happened the first couple times. What is memory blocks log, and how does that work? It might be that I'm allocating too much / too little in the SKSE.ini file. Could it possibly be caused by my GPU? I'm getting artifacts in the game from time to time (also in every other game, pretty much), and I guess there might be a problem with my GPU itself, unless it's something as simple as the .ini file; which would be a blessing.
  12. I've been having some issues lately with random crashes and freezes happening. It's not due to the usual reasons (such as 4 grids loading at the same time, riverwood etc), it just happens at completely random, more or less only IN COMBAT. It happened the last time I used this guide about 3 months ago. I was playing a spell caster and it would sometimes crash (either ctd or just lock up completely) whenever I entered combat and started casting spells in their faces. (1st person, as far as I remember, was when it was most prone to happen). Now I'm playing a sword & shield character after installing everything in the guide (except a few lower resolutions, and performance Vividian ENB instead of high). I didn't install ASIS, however, which shouldn't make it crash more, so doesn't matter. Completely random as I enter combat (and usually have fought for a little while) it just crashes on me. It happens in both 1st and 3rd person, and it's completely random whether it happens or not. Secluded areas, inside bandit strongholds, inside falmer caves, draugr ruins; anywhere. It only happens in combat, and seems more prone to happen in 1st person when I'm up close with an enemy, but also happens when that is not the case. I have tried disabling certain texture mods to maybe reduce the strain on my system (as I don't hit the 60 fps mark with SSMA, even with the performance version of the ENB, but hovering close right now), but to no avail. Doesn't seem to help.
  13. For nr 2, are you sure it's not just the presets that you can save and load you're scrolling through? Because there are two "presets" as you make your character, the top 1 (which is the ones you have to save and load) and then there's another one nr 4 on the list I think which are the presets that you can swap between by default.
  14. @Astakos Ok, thank you. I guess I'll enable both of them and see how it goes, I really like the way combat works with DUEL 7. As a follow-up to my previous question, does Revenge of the Enemies work without issues also? If anybody knows I'd be really grateful. Bossfights with Revenge of the Enemies are awesome.
  15. Thanks for the help, and for the guide! Game's been running flawless for a while, no problems. I was just wondering if the mod DUEL would work well with it, without any incompatibilities? I would assume DUEL works fine, but how about Requiem? Been using Requiem since forever, and it feels wrong not to have it.
  16. Ok, so another question. Might be a dumb one, but just making 100% sure. I'm currently installing UNP Blessed Body Redux Project. Attempting to follow your guide perfectly, I noticed you didn't say to check "Required Core Files". I'm assuming I'll have to select it as it's required, but I'd just like to make absolutely sure.
  17. Oh, I'm dumb. I even had the merge plugin downloaded, just forgot all about it. Thanks!
  18. Is your TES5Edit Mod Merge guide outdated or something? I've been trying to follow it, but I'm unable to. The guide tells me to open all the .esm's I am going to merge in TES5EDIT (in the proper order), which I do. It then tells me to shift/left-click them to mark them, which doesn't work. Can't mark them. It then tells me to right-click one of them and apply script, which I do, then it tells me to select "Merge plugins vX.XX", which is only called Merge plugins (seems fine). It then says "Apply any special settings as indicated in the guide, if any, then click [OK].", which I'm not prompted to do anywhere. It then says "When prompted with the Select File window, click [OK] to create a new file.". I see 'Base plugin (merge into)' and 'Merged plugin (merge from)', both saying Skyrim.esm in the drop-down. If I click OK (thinking it'll let me create a new file), it just closes and says "Merging "Skyrim.esm" into "Skyrim.esm"... and nothing else happens. If I try change it in the drop-down to any of the files (CoT files in this case), it gives me an error that they need the same master or something. I'm stuck, and any help would be appreciated. I tried making a new file manually (named SRLE_CoTMerge.esp), and trying to change between different .esp's to merge them together with that one, but nothing seems to work.
  19. Hey all I have a question. I'm sorry for posting this again, but I'd like someone experienced to tell me rather than "guessing" on my own. I am doing some extensive conflict resolution by myself (mostly to learn to use TES5EDIT properly) but I've come accross the the background colour "Fuchsia", the light purple-ish one which means Critical Conflict. It's a conflict between CCO and WAF, in 01CC0251, 01CC0253 and a bunch of others. It's FLTV - Value, which in CCO is 1 and WAF is 0 (WAF overwriting). The background stays fuchsia even if I make an override in either one, but is that still ok? It worries me, because TES5EDIT claims it's a Critical Conflict.
  20. Hey all I have a question. I am doing some extensive conflict resolution by myself (mostly to learn to use TES5EDIT properly) but I've come accross the the background colour "Fuchsia", the light purple-ish one which means Critical Conflict. It's a conflict between CCO and WAF, in 01CC0251, 01CC0253 and a bunch of others. It's FLTV - Value, which in CCO is 1 and WAF is 0 (WAF overwriting). The background stays fuchsia even if I make an override in either one, but is that still ok? It worries me, because TES5EDIT claims it's a Critical Conflict.
  21. Is SPERG compatible with SR:LE? Using the Unofficial SPERG Patches for Immersive Armors and Weapons and Armor fixes?
  22. If you haven't solved it yet, please post a screensot of your BUM settings for that mod so we can easier determine where things go wrong.The problem is that BUM does not support BOSS 3.0.0. At least it didn't work for me, as BUM requires a masterlist.txt, but BOSS 3.0.0 does not use that anymore it seems. I keep getting an error there is no masterlist.txt. The Beta version instead has a built in Metadata Editor which is supposed to do what BUM does. I might be wrong, but it is what it seems like.The current supported release for SRLE is BOSS Version 2.1.1. Use it and everything will work as expected.I don't really want to go back to the older version. I tend to add a couple extra mods and manually edit my load order a bit anyways, but I want the things that I can automate (like SkyFalls) to be automated. Right now I'm doing it manually without an issue, but I would love it if someone could tell me how to do it properly in 3.0.0 so I don't have to go through that every time. If nobody knows I might decide to go back, but until then some help would be appreciated.
  23. If you haven't solved it yet, please post a screensot of your BUM settings for that mod so we can easier determine where things go wrong.The problem is that BUM does not support BOSS 3.0.0. At least it didn't work for me, as BUM requires a masterlist.txt, but BOSS 3.0.0 does not use that anymore it seems. I keep getting an error there is no masterlist.txt. The Beta version instead has a built in Metadata Editor which is supposed to do what BUM does. I might be wrong, but it is what it seems like.
  24. Does anyone know how the BOSS sorting function in 3.0.0 beta works? I go into the Metadata Editor, go into the Load After tab and type in the Filename as the .esp, display name at something recognizable (tried the filename there too), but I have no idea what the Condition tab is supposed to include. I tried leaving it blank, but BOSS doesn't sort them as I want it to. Any help would be appreciated. EDIT: What I'm trying to do is load SkyFalls + SkyMills etc etc after the other mod, but it doesn't do it.
  25. I'm having a weird issue. I downloaded and installed the SkyFalls mod, but I don't the file SkyFalls + SkyMills Total edition.esp, so I cannot make BUM sort any other files after that. Any idea why?
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