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Everything posted by Nearox
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Your game will look 10x better with STEP medium than vanilla Ultra... Considering your system specs however I'd go for STEP performance whenever possible, which is still a huge amount better than vanilla. Vanilla is awful.
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Skyrim Revisited Pre-Release Feedback
Nearox replied to Neovalen's topic in Skyrim Revisited (retired)
@ ojack did you read my answer to your previous post? You need to determine which .esp is causing it. Load all esps in tes5edit and check the messages it gives out. -
Thx for keeping us informed, egocarib!
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Approximately 3 months ago, I suddenly encountered an annoying error in Skyrim. The faces were the same color as the body, but their tint was slightly off. Usually a bit darker. It is not like the ' grey face bug' Â that happens with CK NPCs or any other bug I've read about before. I couldn't fix this issue no matter what I did. Reinstalled Skyrim 3 times, re-downloaded Skyrim via Steam and even re-installed my entire Win7 64bit, formatted SSD drive and tried many different drivers. But vanilla Skyrim still seemed to have the same problem and I had no diea where it came from. I made sure the Data folder was always in a vanilla state. Or so I thought. Today I found out that there was a 'Shaderfx' Â folder in /Data. I always assumed this was from vanilla, since it was even there when I re-downloaded it via Steam. After having removed that folder, the face bug is gone. What gives? I am 100% sure it is not mod related... Anyone else ever had this? Where does that folder come from?
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ACCEPTED aMidianBorn Imperial Light and Studded (by CaBaL120)
Nearox replied to rootsrat's topic in Skyrim LE Mods
Woot, instant add to modlist- 12 replies
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- SKYRIMLE
- 06-models and textures
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(and 1 more)
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Skyrim Revisited Pre-Release Feedback
Nearox replied to Neovalen's topic in Skyrim Revisited (retired)
It's most likely an indication that you are missing a master file of the conflict esp. Open up all esps in tes5edit and see if it loads them succesfull o whether it gets stuck or gives an error message. "Note: Since almost 18 months the FNIS Behavior structure was a three level tree with FNISRoot_Behavior.hkx beeing the root for all FNIS based mods. A construct I was quite proud of. But as it appears now, this construct has contributed to numerous load game CTD situations (thanks to tktk1 for pointing that out). So I have changed the behavior structure in a way that all custom animation mods are now linked to the standard file 0_master.hkx (which now will be generated instead). This has drastically reduced load game CTDs for several users."Â -
Had a look at it, noted: yes, ' texure' Â and not ' texture' Â
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I only got 2-3 FPS drops in Whiterun, and that's on a HD6950 2GB card... I guess it differs a lot per system.
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Skyrim Revisited Pre-Release Feedback
Nearox replied to Neovalen's topic in Skyrim Revisited (retired)
Out of curiosity, why are there a few dozen eyes of TEOB not installed? Afaik there is no other mod conflicting them. Leftover from when Improved Eyes Skyrim when still in the list? -
Cool beans :) Will do!
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Yeah there are many mods doing that already. Just to name a few... Inconcequential NPCs, Interesting NPCs, Populated Series mods, Whiterun Outskirts Market (this one is pretty nice, just the inn is a bit empty inside). Also Immersive Patrols add travelelrs, merchants etc. as well as Travellers of Skyrim eh... There are numerous others on top of it.
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Hmm yeah. Thing with a pack like that and with compatibiltiy is that 1) STEP (even core) is still going through quite a lot of changes, and I expect it will be at least until 3.0 is released - which is supposed to be more or less like a finalized core version to be used together with packs (step extended might become a pack, that is my understanding at least). 2) Major city/town enhancers such as ETaC are still in continuous development. Loads of changes every version. 3) There's quite a high level of quality inconsistence not only between mods, but also within mods. One town can then look much better than the other and have decent NPCs with voice acting etc. while another has not. These 3 issues as well as some others mean that such a pack will be quite an effort to set up, as well as to maintain. I would love to do it at some point though.
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By all means, go for it :D
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yes it is. Load order: In BUM there is a category for city mods... I forgot the name of it but you can find out easily by navgitating to any city mod's  .esp in the right pane and then check the ctaegory it belongs to.
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ETaC has a dedicated forum for compatibility. You'll find loads of good advise there on city mods as well as a list of some of the more popular ones available. Let's see... In my previous playthrough (approx 1 month ago) I used: Solitude Docks District, Better Docks (modular, no solitude), Riften Thief Edition (make sure to clean the esp), Immersive College of Winterhold, Expanded Winterhold Destruction Ruins, Skyrim Bridges, Aurora Village (can really recommend this one, beautiful work), Whiterun Outskirts Market + Patch (seperate mod), SkyFix Tidier Warmaiden Workshop, ETaC... I could go on for a while... Plus Dawn of x of course. BOSS does sort almost all of these correctly (riften TE being the exception afaik) but for all city mods you should always 1) clean with tes5edit 2) put in correct load order 3) resolve esp conflicts + forward changes from unofficial patches. Hmmm now I'm thinking, a city mod pack for step would be a nice project tbh :D
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I don't remember really, it's been a while since I had to fix that. There's no harm in it anyways. When you encounter it ingame, then either disable it via console or remove the record in the esp. The bench is situated right in front of you, behind the brazier, when entering Windhelm.
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Does this means that Dawn of X mods don't spoil the look, or that they do? Sorry, but my english usually fails at sentences like this. Both mods add objects to cells/worldspaces in the game. What I mean is that they don't conflict in terms of objects overlapping eachother or different navmesh edits for the same cells etc. In other words, 100% safe and compatible :)
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Perhaps Lighting During Thunder Storms fits better in the weather category, just a small thing :P
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Better City Entrances @ Nexus In light of the current discussion about lore-friendly city mods, I thought I'd bring this little-known mod to your attention as well. This one adds very subtle but well fitting objects around city entrances or near to them. The additions are small so they don't spoil the intended look of the cities (just like the Dawn of x series). It also fills up empty vanilla rooms and corridors, such as the ones outside Whiterun, with clutter so that these areas no longer feel like a bit of a hasty job by Bethesda. No houses or NPCs are added. I personally find that the additions give the roads up to the cities and the entrances a much more complete look. I haven't encountered a conflict with the Dawn of x series, and I've been using them in conjunction since this mod was released in December. Anyways, judge by yourself. The screenshots at the Nexus mod page show the mod off pretty well! Especially the Markarth entrance area is brilliant piece of work imo. Very immersive. Some example screens (there's so much more to the mod than these screens, check the Nexus page!): Riften    Windhelm Markath  Whiterun   SolitudeÂ
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Skyrim Revisited Pre-Release Feedback
Nearox replied to Neovalen's topic in Skyrim Revisited (retired)
Neo, for DDSopting do you use the settings in the 1st picture or in the 2nd? 1: From tab " Using DDSopt"Â 2: From tab " DDSopt Optimization" Â (subsection " Optimizing the Vanilla Textures"Â Only difference is the way normal maps and parallax textures are addressed. Prob doesn't matter much in the end but would like to ask for clarity's sake :P -
Skyrim Revisited Pre-Release Feedback
Nearox replied to Neovalen's topic in Skyrim Revisited (retired)
Use History. You have to log in to the wiki to be able to open the menu for that. -
It'd be long and hard to explain... 1)You'd best read the conflict chapter of the FNVEdit manual, who's instructions are also valid for TES5Edit. That should enable you to fix it. https://www.nexusmods.com/newvegas/mods/38413/? 2) use Wrye Bash to merge esps 3) additonalyl, use an automated script for tes5edit to merge cetain plugins... I forgot the name.
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No this mod series is nothing like ETaC. It adds a few shopkeeper NPCs but that' about it I think. No houses, only exterior market stalls/statues etc. Anyways just try it out yourself. @jakeslim: I prefer to do delete stuff that is not going to be in my game.
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Skyrim Immersive Creatures 6.5.1 does not install with MO
Nearox replied to wolverine2710's question in Mod Organizer Support
Did you perhaps update MO by overwriting the files of the previous version? A few months ago I had errors like this as well as a few others, until I reinstalled a clean MO. -
1) You select the patch in the left pane. The patch name should have a red look. Make sure the patch is in the overwrite folder of MO. 2) The patch is outdated by now and I am currently not working on a new one, sorry. However as explained in the above post, approximately 90% of the patch was concerned with SkyRe-SIC-HLE compatibility and the other fixes are now in the patch for STEP 2.2.8. Using the new patches of SIC should be sufficient for a proper playthrough. Please report on your findings :)

