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Nearox

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Everything posted by Nearox

  1. Thanks so much for this cstarkey, I hadn't noticed that mod! In fact that mod fixes a very annoying LOD issue with rock/mountain cliffs that have been in Skyrim since launch (in my game at least), namely, that certain meshes are missing a high-quality LOD. This issue was looked at by some USKP folks but a fix wasn't found/considered except for me manually tagging every FormID as 'Full LOD' which, as you can imagine, would reduce FPS depending on the system. https://forums.bethsoft.com/topic/1501230-lod-issue-with-certain-mountain-parts-engine-or-mesh/ You can see in the thread that even in vanilla skyrim, there is no high quality LOD for certain mountain/rock cliff meshes while there is a good quality LOD for about 90% of them. Anyways, happy that you actually pointed out that mod, thanks again. With a bit of mix and match is goes well with Vivid Landscape's mountains :)
  2. Yep it should definitely be cleaned.
  3. Sorry about those trying to get REGS with SRLE to work, I haven't updated that part in a few months now because I'm not doing much modding anymore. You'd need some basic knowledge about tes5edit to use a filter and sort out possible compatibiltiy issues. I'd say for now, probably the best temporary solution is to stick to the previous beta version of EFF and everything should/will still work. You would only be missing some of the new functionaltiy, which isn't crucial for your gameplay experience by any means, if you ask me. Pretty sure the SRLE guide will tell you how to manage them :) I don't know about LOOT, never used it, by I know that SRLE still uses BOSS and that both SRLE + REGS work well if you use BOSS. LOOT would probably require some more advanced knowledge of certain mods/esps in order to ensure the correct load order as I think LOOT doesn't sort all the REGS/EtaC esps in the right priority.
  4. ELE is part of SRLE, not STEP. SRLE has instructions for ELE and has a compatible version of Relighting Skyrim along with ELFX to be used as a complete lighting overhaul combination. I'd suggest to either install STEP or SRLE, but not mix if you're just starting out with modding :)
  5. 1) 1.26 is just an esp, REGS already provides a fixed esp for that in the form of REGS - Cities.esp. You basically only download Nernie's 1.25 for the meshes and other contents in it. 2) You don't need to activate them, nor download them. Downloading them is optional but recommended so you can support the original mod author with an endorsement.
  6. My experience is, that Realvision performance Version B is the most performance-friendly ENB I have ever come across that still looks decent out of the box. More recently I have been using Vividian ENB, which I can strongly recommend to the OP once you got some more knowledge of how to adjust certain ENB settings for performance without loosing most of the intended looks.
  7. You should be able to use Dawn of Whiterun as it was in the pack some versions ago and the rest of Whiterun hasn't been changed since. CJ, by the way, wonna open up REGS - Cities again and remove 2 of nernie's houses in Solitude in favor of MannyGT's awesome bookshop? (j/k I don't think you feel like ever opening Solitude again) :P:P
  8. There's a great mod for lockpicking which will save you some frsutration and some lockpicks without changing any game mechanics: Easier Lockpicking without Cheating by Gamwich
  9. Don't worry it usually means the author is updating the mod. Check back in a few hours.
  10. It does, the bookshop is in the same location as 2 of nernie's houses in Solitude (there are more houses of her mod inside Solitude but they don't conflict). Not sure how it works out if you remove Nernie's records of the 2 houses and keep mannygt's bookshop; I guess the navmesh combination won't work. Alternatively you could completely remove all of Nernie's Solitude worldspace stuff (not the docks houses) in tes5edit and simply use manny's bookshop. I do definitely prefer this mod for inner Solitude over nernie's work there.
  11. Finally got to try this mod out. Simple conclusion for me: these roads look better than SRO +Parallax or HD2K+Parallax. Really liking this a lot. Thanks for the mod dukefx! Can't wait to see even more improvements coming up.
  12. I used the SMIM and W&C patches and they work well, jsut put them in the right order (i.e. after the last master file, usually etac). As for the conflict resolution, I haven't updated that in quite a long time as I am not really too involved in modding anymore but the last edit is indeed correct. That does seem weird and is very unlikely to be related to any REGS mods. It sounds more like a problem with a certain animation. Do you use FNIS?
  13. Nice work (as always) Manny! I think this would make a great addition to REGS :)
  14. I've been looking for a proper road alternative to SRO. Never found a good looking road on nexus but this one seems worth checking out!
  15. Yah I might as well remove it tbh and the other vega as well as it is outdated and the gameplay overhaul pack is a lot better.
  16. Good discovery. That is really something to report to the author though :)
  17. With regards to z-fighting, I found that using an ENB which has enablemist=true (like Vividian) almost all the z-fighting is gone because there is now nice looking mist on distant mountains covering it up :P
  18. I just ran the latest installer again, and it seems indeed that REGS - STEP Extended patch esp has ETaC - Complete.esp set as a master. Pretty sure this hasn't been CJ's intention but it does mean if you are using STEP Extended then you have to use the full version of ETaC (for now at least).
  19. Thanks for the tip Kelmych, I'll do that too if there is no light version available.
  20. 1) You only need to include esps with levelled lists. I'm not sure the STEP Core Patch has any, but if it does then you should find that in the STEP guide itself. Most likely STEP patches do not have them. 2) Whether you uncheck an esp before loading in Wrye Bash is largely irrelevant. What you need to look for is if the esp in question has so-called 'bash tags' like delev, relev, name, stats (bottom-right corner). 3) None of the REGS patches have any kind of bash tags, by my knowledge.
  21. Sounds like some script(s) has/have run amok. Do need a load order though at the very least to identify a potential issue. Also, looking at your mod choices, are you running your own custom build? It seems that you use at least STEP + REGS and then a set of your own mod choices (which is of course prefectly fine) but it would help if you mention the compilation base of your mod list.
  22. Has anybody used this mod since the recent 2.0 update? In the past it always caused me some (minor) issues but 2.0 seems like a pretty big overall improvement & general cleanup. Tempted as I am to use it, I just don't want to go through a lengthy testing of IP again though. So if anyone already has some positive or negative experiences with the new version, do speak out!
  23. This is something I actually never checked for that mod. If you have the list I can make it an easy fix.
  24. If it's always in the same location it is likely to be either a (broken/missing) mesh issue or a navmesh issue. Seeing as you mostly just installed SRLE with a few extra mods, and if the issue is as you describe - when opening the crafting menu at the leather rack - then I guess it could potentially be the former. Are you sure you completely removed SPERG? Or did you only disable the associated .esps? I haven't used SPERG in a very long time, but you should check if the mod (or the patches for IW etc) also has meshes that overwrite other meshes from SRLE.
  25. In the FOMOD installer of the REGS patches, there should be an option for ETaC modular I think (never used modular myself so not 100% sure).
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