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Nearox

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Everything posted by Nearox

  1. I uploaded a Conflict Resolution guide for SRLE users.
  2. I changed the wiki today to not install ETaC - Dragon Bridge South ESP file because that one is now in the REGS custom ESP pack.
  3. Glad to hear the combo of REGS + SRLE + SkyRe works for you. We are indeed in need of another tester. Not necessarily for beta testing, but for testing versions after release. With the 2 of us it gets difficult to iron out all the small bugs/errors/inconsistencies which are often only discovered when larger amounts of people start to play with it. In fact, MonoAccipiter sent us an extensive bug list today which we appreciate immensely. It contains details that sometimes rise to the surface only when playing with the pack for a longer time and with a sharp eye. Razcor if you have the time, would you be willing to write a small report with your findings? For example, when you walk around an exterior or interior area added by REGS, try to look into the little corners and see if there is anything wrong. It could for instance be a slightly misplaced texture, a plant from SFO regular going through a building, an NPC walking the same path (or standing still) over and over (indicating a navmesh issue). Or you could report on where your FPS drops to unacceptable levels. With the latest version, REGS got optimized a lot and most of the major FPS loss causes have been removed (fortunately they were also the worst parts of certain mods). Should you find the time, thanks in advance!
  4. There have been quite a few big changes to visuals, sound and gameplay... I'd use 2.2.8 for sure.
  5. Neo, with regards to: Block 3 > Sub-Block 1 > 000778F1 RobbersGorge01 "Use record from ELE - Interior Lighting.esp then move the FULL - Name and XCCM - Sky/Weather from Region record from Unofficial Skyrim Patch.esp." I think the DATA - Flags should be moved (for Show Sky)as well. Unless there's something different about this records which I didn't notice. EDIT: Also, Block 8 > Sub-Block 0 > 00013A7C DragonBridgeFourShieldsTavern This records is now also altered by ELE Interior Lighting.esp but this esp is not listed in the CR guide. I believe that at least the ' Inherets', LMTP & XCIM from ELE should be forwarded. prob best to use the records from ELE and then jsut copy over the XCAS from AOS. I don't know how well that'd work with RRR-ELFX though. EDIT2: Block 8 > Sub-Block 2 > 00033D68 Valthume01 is also altered by ELE EDIT3: Block 9 > Sub-Block 9 > 00013A73 FalkreathLodsHouse is also altered by ELE EDIT4: XX01AE24 OBISFaction When I try to paste " ARTHLALBanditVampireFaction [FACT:750189E8]" to the newly created relation entry, TES5Edit gives an error saying: "FormID [750189E8] references a master which is not available in file [47] OBIS.esp" . EDIT5: Okay I think I figured this one out. In XX01AE24, one actually has to copy it as an override into SR COnflict Resolution.esp. Only then will it work (but this step is not mentioned in the SR guide).
  6. Hotfix: Removed Immersive Settlements - Falkreath again from the guide. It won't be included for the foreseeable future. Vanilla Falkreath is going to be used for now seeing as we ran out of qualtiy alternatives. EDIT: Also I believe that at this point pretty much everything is the guide has been explained well. If you feel there's room for improvement somewhere please let us know.
  7. Any interiors that were already in vanilla will now work with your lighting mods. Any new interiors won't.
  8. Huge, impossible mistakes must be made known to the public!
  9. NEW VERSION IS OUT! CJ actually already fixed the interiors so they are noew fully compatible with lighting mods. Edit: nevermind, jsut saw CJ already posted here. He did froget to mention we also added Immersive Settlemtns Falkreath & Strongholds :P
  10. Oversight on my part. Fixed now :)
  11. @Phazer11 Thank you :) Did you get my reply to your message by the way?
  12. For the next update, we are considering (not promising) to restore all ETaC modified INTERIORS back to vanilla interiors so that you can safely use lighting mods without any issues. However, any new buildings or other new interior content will not be affected by such lighting mods.
  13. DYEMB: Please give us some time mate... We're working hard to get the pack as modular as it gets, but due to the nature of issues (navmesh etc.) it is not possible to do that fully. Please don't write PMs with questions but ask here on the forums so that others can also read the answers. I redid the entire section on the REGS patches (now called REGS Custom ESPs). I have tried to explain what you can find in each .esp. Hope it helps. It is up to you to decide which file you want or need, though I'd (once again) strongly recommend to simply install everything. Also CJ has NOT yet seen the explanations I wrote down for the REGS Cities and REGS Patch - Cities.esp. There might be flat out errors in it. Only he truly knows the contents and he's offline at the moment. So please consider it not a final explanation of the contents of the custom esps.I also just updated the guide for the soon-to-be released update to ETaC (which removes all of the stuff that does not fit with vanilla, such as the solitude-style houses in Dawnstar; Falkreath has been replaced by IS) and the inclusion of certain parts of Immersive Settlements (only the high quality stuff with interiors & NPCs).Mind you: The patches for the new version have NOT been uploaded yet by CJ. EDIT: To STEP admins, I cannot seem to get empty spaces anymore between paragraphs.
  14. Thank you Kelmych. CJ2311 does deserve most of the credit though, he's the one working in the CK to make it all possible. I am mostly just the guy doing the wiki, mod/patch/navmesh testing and providing mental support for CJ :P With regards to navmeshes by the way, also for DYEMB, they not only were fixed for NPCs, but moreover had to be fixed to work with Touring Carriages. Some objects of some mods also had to be moved or removed in order to make TC work properly. Although there's no dependency whatsoever on TC, if you use any of the Whiterun and/or Windhelm exterior mods then I'd strongly advice you to use the patch pack (and thus the mods) provided by CJ.
  15. Lol... Now that I checked it, I believe it is! Deleted some :)
  16. Really nice Neo that you decided to add ELE into the mix!
  17. It has some of the basics of WoW, but in most respects it is not like Wow at all... There is no minimap in the UI, there's only the compass which functions nearly identical to the SKyrim compass. I don't want to start an argument about the merits of ESO vs WoW though. To me personally, ESO is refreshing and of a largely different style than WoW. As long as you confine the observation to genre then you cannot come to another conclusion. Many people expect something completely novel, yet forget that within every genre the novelty of a new game is to be found in the minor differences. A First Person Shooter is still a FPS. Same with an MMO.
  18. If you say you don't give a rat's ass, then I interpret that as: not needed :P
  19. Well after playing it a couple of hours this weekend, all I can say is that I've completely overcome my huge skepticism towards elder scrolls in MMO format. All previous MMOs I played I unsubscribed within 1 months, except WoW which I played for 2.5 years. I am extremely surprised and impressed with ESO beta. I started all 3 alliance areas and then completed the quests to explore their next areas(lvl 5+). While the starer areas were nice, the follow ups were almost unbelievably good to me. Especially arriving in Stonefalls I was literally shocked. There is an incredible amount of visual detail in the game. The engine is extremely smooth. I was playing at Ultra, see specs in my sig, and I had no hiccups whatsoever even though there were often at least 20-30 other players in my screen. Honestly, for an MMO is the most immersive visual impression I've ever had. Gameplay-wise, I played some pvp at lvl 10+. It is refreshing to only have 5 abilities + quick slot + ultimate ability at your disposal. Also nice having to dodge incoming attacks and that a visual range zone is indicated where an archer or mage is going to land the spell so you can avoid it. Even ehaling is based on pointing your staff and/or spell at the person. There is no selection of other NPCs, or anything in the UI really. The controls are much like Skyrim and not like WoW. The professions have rather different mechanics than what we're used to from MMOs and to research new recipes is based on chance and real time (some things take like e.g. 6 hours to research) instead of grinding. You can join 5 different guilds, all with different end goals and trading possibilities. Lore and quest-wise, I have yet to encounter a quest which simply said go kill 10 boars. Perhaps later in the game they might become more gridny, idk, I find it hard to believe they can keep interesting quests going for such a long time. At the moment the only major criticism I have is that the UI is not informative enough, but there are already addons out which attempt to fix that. Now I'm jsut asking myself: Am I really going to sink time in another MMO after being disappointed with so many of them (SWTOR in particular)? Hell yeah.
  20. Great post. The other day when I was looking at some mods for REGS in TES5Edit together with CJ2311, I think he said that there are some other record types than the ones listed in the OP, which also don't need to be patched. Don't remember exactly what they were. CJ2311 maybe you'd like to chime in? :D
  21. Indeed MonoAccipiter. To everyone: The REGS guide on the wiki is currently NOT designed for particularly modularity. Although if you do not wish to use a certain mod it is as easy as checking whether the REGS Patch file has a master dependency on it. If it does, then it is your choice to either not use the REGS Patch at all (and thereby lose suppport for the mods it depends on) OR to use the REGS patch to its full extent. Honestly I don't understand why you'd want to play without Skyrim Sewers and Faction:Pit Fighter. Out of the many dozens (maybe more than 100 by now) of mods we checked on Nexus and in the game, nothing else is a good alternative for them. Plus those mods has a very minimal visual impact on your game. As for Cutting Room Floor, it is accepted as a STEP Core mod even and tbh it adds just a few things but it adds them so well (it's an Arthmoor mod after all). We have deliberately tried to limit the dependency of the Patch file to these 3 mods. If those are the only 3 you're leaving out, well, then maybe the pack isn't for you... Once everything is finished regarding the next update with major changes, and once I finally finish my new install of SRLE (didn't have enough time at the moment) to check with REGS compatiblity, then I guess we could go into more details on the contents of each REGS .esp file.
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