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Nearox

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Everything posted by Nearox

  1. I believe what you are referring to is a compatibility patch. There is no simple guide for it though the following will help you: 1) Do the SRLE conflict resolution part yourself (instead of downloading the premade patch). It's a great learning experience. In fact the premade patch has only been made available recently, prior to that everyone had to make his own. 2) Check Chapter 4 of the FNVEdit Training Manual. It also applies to TES5Edit. 3) There's a thread on thsi forum about which records do not need patching in TES5Edit but I can't find it at the moment. Top-right corner of your browser window > page tools > history. You might have to make a wiki account for that, not sure.
  2. I haven't tried ASIS in a very long time. Mainly because SIC (RotE version) + HLE SIC Edition + RotE + OBIS work beatifully together nowadays (with some minor tes5edit patching). In particular, HLE SIC Edition already adds many spells to enemy mobs. You just need to adjust the loadorder so that the esp from HLE SIC Edition (and any masters) is loaded before OBIS. Also check out the New Gameplay Overhaul pack, it has good instructions on how to add mods like these.
  3. The BUM sorting list at the end of the guide only pertains to the .ESP files that come with the REGS Patches. The BUM rules that are listed under a specific mod are related to an author's original ESP(s). As for those patches, as a general rule they should come after the last ESP affected by the patch. You can find this out by going into the right pane of BUM and trying to find the ordering category/rule in which the ESPs belong. The one that is lowest in the list should be the name you use for the AFTER rule. Only CJ can give you definitive answer though. But this is how I have set those ESPs up.
  4. Completely agree with Aiyen. I don't thnk you should extrapolate in any way the real world to Skyrim. There's just no comparison with a fictional world full of magic, shouts, dragons, dwemer, vampires, giant mushrooms and whatnot... If Skyrim was realistic, it would be a rather boring game (to me).
  5. Maybe these aren't for STEP but I prefer RW in all of Tech's screens, by a large margin... Except for Riften, where VW is clearly better.
  6. Check out the Packs subforum for A Real Explorer's Guide to Skyrim and also the New Gameplay Overhaul pack :)
  7. 2 Tips (I sorta wrote them earlier but seeing the discussion on last 2 pages people haven't picked them up): 1. If you use the alternative ground texture for Windhelm, almost all of the horribble ground clipping will go away. 2. If you use the alternative base wall texture for Solitude, both the base wall and the regular wall (howeer you call that) blend together better than any other texture pack I've seen.
  8. Cabal's is the best for Dragonreach. Prefer SRO for the rest of whiterun.
  9. Since version 11.x you can indeed choose to have all new ETaC buildings appear in vanilla style, using the textures from the mod you desire. I haven't encountered any of them in a different style.
  10. For me, RW looks a LOT better than VW. The difference becomes even more apparent wwith ENB switched on.
  11. I never had any issues with DoW performance wise and that is running SRLE+REGS+ENB on a HD6950 (midrange card of 3 years ago). The FPS loss is about 2-3 which is very acceptable imo.
  12. You're missing out! If you haven't tried the new ETaC 11.x yet you should do so it is massively better than any version before it (can really see CJ's influence there) plus all the new buildings added can be configured via the installer to use 100% vanilla textures for consistency.
  13. If you use the external alternate wall, it will look like this: So much better than only using the main files and it makes me wonder why osmodius did not choose to have this as main download! As for the other texturs, you just have to try out what you like :)
  14. Kuldebar & Phryxol: It is the Alternate WALL texture that will get rid of most of the horrible Bethesde gaps/seams. Use Main file + Alternate WALL only and everything will blend it very well.
  15. Ah cool! Can you not get her to change the new textures of Dawnstar a bit so they look more washed out? They are way too smooth in my opinion, and a bit too pinky :D
  16. We considered this mod for REGS during early development, although I cannot remember why it was left out. I believe it was due to several navmeshes and general tes5edit errors if memory serves me right. Not to say it;'s a bad mod, if it works for you it's great. Personally I liked the mod a lot, the ingame locations are pretty nice.
  17. ETaC 11 is like a 1000x greater than any ETaC version before it tbh. Each town now has consistent acrhitecture, the FPS loss is much less, I no longer regularly crash around Dawnstar and in general it fits much better to vanilla Skyrim. I guess a lot of this is due to CJ's affair with Jenna :PCJ, do you know which city will be the next one covered by ETaC?
  18. Some time ago I was still crashing regularly until I moved those BSA into a mod folder so I could determine the load order. I had always thought this was some kind of silly oversight on my part. If only I had known back then, I would've reported it in...Thanks for the clarification Tannin!@ Tannin/Wolverine regarding As a non-programmer I would think that a solution could be to hardcode the load order of the unofficial patches and the official DLC BSA in MO, just like the vanilla BSAs seem to be hardcoded as well (at least their order never changes it seems).
  19. Great to know. I guess I'll start on installing the pack then :)
  20. Oh I would definitely disable, at least temporarily, W&C while testing your pack. I can totally imagine the amount of work that you all have put into the pack already, and the amount of issues/ctds/bugs such a combination of mods provides during development . I have a couple more questions: 1) Garfink, do you use STEP, SRLE, REGS and/or your own custom modlist as a basis and have you tested the gameplay pack on top of that? Just trying to determine the total expected load on the engine that you use during your gameplay. If memory serves me right you have a Titan, no? 2) Did you happen to notice the script latency (can be done with Convenient Horses) when using the mod combination of your Rebalance section G? I'm very much interested in the mods listed under that subchapter.
  21. Oh hey, this pack has gone through some huge developments since last I checked! I would like to ask however whether you guys are able to maintain a stable game with such a high amount of scripting added to the game. I can run SRLE+REGS+ENB stable but back when I madeVEGA (which is by far of a much lower standard than yours) I would still crash from time to time even if everything got patched in tes5edit. I understand this is a WIP but your pack already looks so well developed though :) Could you share if you encounter any script-related issues with this pack? If you guys did succeed in making this a stable, playable game, then wow, mad big props for this massive undertaking!
  22. I prefer these textures to SRO and Cabal's.
  23. Installed it. Using it. Will keep on using it!
  24. You should poke CJ instead about the Solitude Bathouse :P
  25. Just trolling you :) But yeah PPR is necessary because it has an ESP which adds (some of the) parallax files _p to textures which did not previously have parallax. Thhat's why he said you put the 2 new mods after PPR because they only overwrite *_p.dds files. Which you could have checked in MO... but I'll stop here :P
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