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Nearox

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Everything posted by Nearox

  1. That's a bold claim to make... In fact ENB vsync works perfectly fine on my hd6950 2gb. The problem you describe is usually (not always) fixed by changing the memory values, compression or driver manager parameters to get rid of stutter caused by ENBoost.
  2. Well you can always do some quick console commands to get you to 50 and a relevant amount of perk points, then test out some enemies (make sure with mfg console or something that they're your level).
  3. That thing is way out of date to be honest. I've neglected it. :( A great majority of the explanations of the settings are still valid today... And the quickstart section has recently been updated for ENBoost.
  4. I believe he said some time ago that he will put all ( or most, I dont remember all of it) settings to false by default. I've always found the STEP ENB Guide to be one of the best sources of info on ENB settings.
  5. Didn't realize you actually checked it already :P
  6. @ Alkira, good to know it worked. I haven't tried  yet with all the Alternate Start - Live Another Life options. If memory serves me right I think there is (or perhaps used to be) a major conflict with ETaC in 1 or 2 places. If anyone happens to run REGS with AL-LAL please do report :)
  7. Yep :) Also alternatively, you could opt not to do the whole backup procedure for the ESM files. It then becomes much simpler. |You clean each original file in tes5edit and then uncheck [backup plugins]. This will overwrite the original ESM in the data folder and you don't have to do the renaming and moving procedure. Since you most likely won't be gaming without the cleaned vanilla esms anyways this is therefore an alternative solution. If this confused you even more, then stick to neo's instructions :P
  8. Sounds like the side effect from TemporalAA. Try turning that off in enblocal if it was on.
  9. I updated several mod instructions as well as the BOSS Userlist instructions. Please make sure you go over the mods again and incorporate the small changes! Sorry for the post-release update but had to do some quick fixing.
  10. Aye I mean the number of custom esps that need to be added on top of the original mods! There used to be 12 (as you can see currrently in the pack) esps made by CJ and he has now finished merging them down to 4. The esps from some original mods cannot be merged for technical reasons, nor would we always want to do that due to respect for the authors and/or permissions. Yep you can expect this pack to have a total of 25-30 esps I guess... Not much to do about that. It's a huge amount of content though :)
  11. Just a little heads-up: A fomod installer is in the making which can give you some options (like installing RRR inss or using ETaC inns). The number of esps has been reduced to 4, possibly 3. Also the author of BCE/BD was kind enough to host REGS's custom esps at their nexus site.
  12. They are in in our patch pack which is being finalized at this moment. We are working on merging some of them. Once that is done, our esps be uploaded and Version 1.0 will be ready :)
  13. Yes, HRDLC1-3 contain loose files. The 'data' Â tab in MO is for .bsa files. Since you are following SRLE, you will have been unpacking any .bsa file that comes with any particular mod. Therefore you can completely ignore the 'data' Â tab.
  14. load order = right pane install order = left pane There's a significant difference between the 2 (which is the major advantage of MO). You uncheck the esps in the right pane and leave HRDLC1-2-3 enabled in left pane.Â
  15. There is now a patch for the ELFX Enhancer. Thank you (again) ramccoid!
  16. @ Alkira Thank you for reporting this.It'll prove useful as a double check before we do the initial beta release. Do keep in the mind the modlist is not final. SOme mods may not even be downloaded as we have made our own esps for them containing new navmeshes, removal of buildings/npcs, uskp forwards, compatibily etc. Also at the moment we have confined testing to vanilla + USKPs. Making the pack stable with STEP Core is going to be the next priority. At the moment we are not sure if STEP:Core compatibility will be in the initial beta release. Getting it to work with just vanilla+uskps is already proving a challenge :)
  17. We're using RRR Enhanced because its graphical changes to inns are better than ETaC. They also apply to a higher number of inns than ETaC and there's more consistency. RRR ENhanced does not significantly alter your gameplay - you can still use the vanilla conversation options.Â
  18. Allright, here's a little update from CJ2311 and me. We've been working on the development of this pack for nearly a week now. You can take a sneak-peek of the current alpha version at https://wiki.step-project.com/Pack:Explorers_Guide A lot of conceptualization and testing had to be done. For instance, our current Whiterun (interior & exterior) version is a combination of 10 mods. After 2 days of trying out different things, we have made a final plan for the initial release. Some mods have seen entire buildings removed or relocated. Others have had NPC's behaviour adjusted. A few needed stylistic adjustments, such as improving low-quality interiors and adding beds for new NPCs which would otherwise stay awake 24/7. The most work however consists of redoing the entire navmesh of the whiterun exterior area in order to get all these mods and npcs to play nice together without ctds or bugs. Some towns and cities are easier done than others, in partuclar thsoe that are already covered by ETaC. We however had to customize, mix & mingle mods for Windhelm, Solitude and Riften which all have had to go through the same process as Whiterun. We cannot give an ETA yet because often times when something gets fixed, something else breaks. CJ is doing the work in the CK so if you have any technical questions/advice please direct them to him. I am doing the pack wiki and conflict resolution as well as ingame testing. We believe the end result will be a stunning and mostly lore-friendly improvement. We take great care to select only the best mods and thene even only keep the quality parts of those mods. If you have a comment to make after looking at the wiki, we would like to hear from you! Now back to work :P
  19. Well this is one of those retextures which I think is better but requires some time to get used to. First time I saw it, I disliked it - probably ebcause it looked so different. After seeing it multiple times, it became more acceptable and eventually better than the original. Nice find :)
  20. This error has been resolved and was not related to a conflict with either of those mods but a error with the way the game reset that particular door.Hi ramccoid, welcome to the step forums! Thank you for fixing the webs with the latest update(s). Anyone else notice that recently there have been more mod authors than usual coming to step forums? Good development :)
  21. It's part of ERSO, which is now (once again) back at the Nexus. I don't think much has changed in the mod.Â
  22. Thanks for the swift reply Nearox :) much appreciated. What about the official high res textures (these are ESP ones) in the plugins tab? do I check them or leave them unchecked? You can find the answer to that in the SRLE guide, in the optimzing bethesda textures section. You should seriously consider to start over and do the SRLE guide from the very beginning. Follow it to the letter unless you are an advanced user. There are a lot of details which need to match in order to get a well running game. Also, if you are not running a high-end system, you could choose to put UsePatchSpeedhackWithoutGraphics=true in enblocal.ini and to not install the files under the sectin "ENB Preset Data Files". Finally, once you are done with SRLE and verified ingame that everything is working as intended, then you can in almost any case add the mods from the original SR guide if you still wish to do so. Good luck :)
  23. SRLE looks much betetr than original SR. Gameplay-wise you are not missing out on anything. The amount of mods says little about it. FOr instance, Vivid Landscapes is actually 7 mods in one. DLC esms = dawnguard.esm, hearthifres.esm, dragonborn.esm. In MO, you dont need to check the BSA (just dont touch that window at all).
  24. Glad that you fixed it. Doesn't IncreaseUserVA only apply to 32 bit systems though? I thought 64bit allocated up to 4gb by default?
  25. It says you online 7 hours ago EDIT: nvm haha :D
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