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Everything posted by Nearox
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Adding mods to my mod organizer should I unpack BSAs?
Nearox replied to Dweedle's question in Mod Organizer Support
With all due respect to you as the maker of MO, I disagree. Without unpacking into loose files there is no other easy way of knowing which mod files may be conflicting (apart from looking at the virtual dir, which is not handy in this case), which can become an issue when you want to do some problem-solving down the road. Unless I have missed some other MO feature all along that allows for similar conflict resolution? About the memory footprint: I have 529 mods in the list of which about 350 are activated. ModOrganizer.exe process uses up about 130mb of memory, which on any modern system is negligible. With regards to load times at startup, I would personally always prefer to have the ability to have an easy way of solving file conflicts rather than slightly reduced load times at startup. If an SSD or a even a standard SATA 600 disk is used then this is a non-issue anyways... -
Adding mods to my mod organizer should I unpack BSAs?
Nearox replied to Dweedle's question in Mod Organizer Support
You should always unpack them because it allows you to see which files are provided by the mod and which files are being overwritten by others. No performance hit. -
Make sure you use the GoS SFO short version, which does not increase the size at all afaik
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Stressed out trying to understand system specs and STEP mods
Nearox replied to Dweedle's question in General Skyrim LE Support
If you still need more performance, you can check out these two 'Bethesda Performance Textures' mods. I perosnally think the author did a good job and the quality difference is mostly not noticeable while playing. His 1k textures look better than bethesda 1k textures. Put them after 'HRDLC optimized' in your install order https://skyrim.nexusmods.com/mods/42360/? https://skyrim.nexusmods.com/mods/43921/? Even if you are going to be using step:core hi-res armor/wpn or creature packs, these 2 mods touch a lot of textures not added by step:core mods (such as bellyaches or book of silence) so you'll still gain some performance. -
@Vurt, jsut saw that you already commented about the new grasses not touched by GoS. Thank you for your explanation and for having a look at this. I know quite some people here actually use GoS more as a tool to increase their FPS without losing too much grass density, as opposed to loading up their game with even more grass (for which it can obviously also be used). It seems as if GoS has a way of multiplying grasses without having a linear relation to FPS impact. Looking forward to your overgrown version :) @DoYouEvenModBro Looking at tes5edit it seems like GoS is actually based on a few rather simple enhancements, which shouldn't be too hard to tweak for new flora added by SFO. Probably just needs a number of tries to get it right.Â
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*I really should've put my question in the GoS thread (if it exists). Didn't intend to spoil SFO with GoS talk* Because GoS is based on an older SFO. 1.79e I think. Just had a more extensive look, from what I can tell there are 11 grasses in SFO 1.85 that are not touched by GoS. Because the density of the other grasses is intensified, you'll therefore will see relatively much less of the new grasses. Second, the Color Range under 'DATA' of GoS seems to be consistent with 179e but conflicts with a number of SFO 185b records. Third, the 'wave period' of a few grasses has been altered in SFO 185. GoS alters this (generally seems to add 100.0 or doubles it) as well. Not sure what this record does, but if a higher value represents a slower wave motion then I guess that would explain some of the FPS gain of GoS. Fourth, GoS sometimes alters the flags 'uniform scaling', 'fit to slope' and 'vertext lighting' and I don't know why it only somtimes follow SFO flags and sometimes seems to follow its own logic even though other DATA values are similar. Let me point out again that I was asking a question about the 2 mod's compatiblities, so none of what I said is a 'claim', nor is it any kind of criticism directed at Vurt. Just want to sort this out, as the author of GoS seems to have been gone for some time. But yeah, should've done the initial post on this question in the GoS thread...
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Well GrassOnSteroids actually puts the 'density' (as well as the 'max slope') at 255 for all grass records. I'm not sure how his mod works, but to give an example: Looking from whiterun tower at northwatch keep with 1.81b and iMinGrassSize=40, my Skyrim runs at 44 FPS. When using GrassonSteroids on top if it, and by setting iMinGrassSize=75 as the author recommends, my Skyrim runs at 44FPS but the amount of grass is greatly increased. When setting iMinGrassSize=100, I experience slightly less grass than if I would only run SFO with iMinGrassSize=40, but my Skyrim runs at 49 FPS. Like I said, I don't know how such a thing works. Whatever trickery he applies, I do know it improves the amount of grasses in the game while mainting or even improving FPSs -at least on my system (i5 2500k, 6950 2gb). Hm. I've been using 183b and GOS and I haven't noticed anything wrong. Can you provide a link to the forum page where people are saying that?Sorry I should've said that those comments are made on the GoS comment section. Just open page one and then it starts with a comment from crimsongekko. It starts with:
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To anyone using Grass on Steroids with SFO: Judging from comments at nexus (haven't tried 1.85 or 1.84 myself yet) is that quite some patching is needed. Some users contributed a couple of fixes but not all. I myself really don't know which conflicts are important to fix and which should not be fixed between these mods. Records such as 'wave period', 'position range' and 'uniform scaling' are totally alien to me. Hope someone else can take a look.
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Tannin requested our help. Quick Tip MO feature explained, ini tweaks option.
Nearox replied to GSDFan's question in Mod Organizer Support
I've been doing this for a while and found it a very useful feature. You already mentioned the SFO tweak and another handy one is the [Particles] iMaxDesired=6000 for RWT2/Skyfalls Compatibility. The nice thing is, rather obviously, that you can have INI tweaks automatically enable or disable when you turn on or off one of your mods. I made a TL;DR version for easy reading: 1. Double click any mod in your installed mod list (e.g. your RWT2/Skyfalls Patch) 2. Open to INI-tab 3. In the bottom-left pane, right-mouse click and select Create Tweak 4. Enter a name (e.g. Particle Tweak) 5. In the right pane, type the ini tweak you want to make. E.g. [Particles] iMaxDesired=6000 6. Save and close That's it, this ini setting will now automatically be enabled or disabled when appropriate (as long as you do not have this tweak in your 'base' ini). This could be useful for guide builders as well. -
BOSS: New Import Stats Tags since today's Masterlist update?
Nearox replied to Nearox's question in General Skyrim LE Support
Yeah, but the thing is that these tags are new. After I downloaded a new BOSS ML today, suddenly the USkps and W&A Fixes had a 'Stats' tag. They didn't have them before. -
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BOSS: New Import Stats Tags since today's Masterlist update?
Nearox posted a question in General Skyrim LE Support
Fiddled a bit around with a MO profile. Wanted to rebuild the bashed patch but noticed that the Unofficial Patches got tagged with 'Stats'. W&A Fixes got tagged with it as well. Would anyone like to explain what this entails, and why they are now tagged with Stats? Haven't seen it before on any mod so the setting is completely new to me. After creating the patch in WB the report says: Source Mods/Files • Unofficial Skyrim Patch.esp • Unofficial Dawnguard Patch.esp • Unofficial Dragonborn Patch.esp • Weapons & Armor Fixes_Remade.esp Modified Stats • Armors: 149 • Dawnguard.esm: 9 • Dragonborn.esm: 37 • Skyrim.esm: 103 • Misc: 31 • Skyrim.esm: 31 Opened the new bashed tag in tes5edit but I don't think I saw anything that was very different from before. None of the USKPs were enlisted as masters of the bashed patch, so I'm not sure what exactly is changing here. -
Version 1.84 is just out. It has both a basic and a regular version. @DoYouEvenModBro it should be easier to install this, since I suppose it wouldn't need the 183 update and you probably can just let the recolored pine and trees overwrite 184 (if you want them). I'd still use grassonsteroids though, similar grass for the same or less performance hit. Changelog: * Requires iMaxGrassTypesPerTexure=7 in your skyrim.ini (below [grass]) just put in [grass] if it's not there already. * Tons of tweaks and additions to grass meshes and textures (green forests and tundra mostly) * Tried my best to tweak colors for both ENB and vanilla, though a preset that resembles the vanilla saturation will obviously look best.
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Just saw this, thought I could report. The STEP W&A Fixes wiki recommendation page is slightly outdated. https://wiki.step-project.com/Weapon_%26_Armor_Fixes#Recommendations It says to install a multi-mod compatibility patch but it is no longer available. Instead, there are 3 seperate patches under the 'miscellaneous' section. Because W&A is installed earlier than ICH in the STEP guide, users should particularly take care to put the patch for 'Improved Closefaced Helmets' lower in the install order in MO/WB than ICH, else the ICH esps will not be overwritten.
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[split] Flickering with Realistic Lighting Overhaul
Nearox replied to drgnfkr's question in General Skyrim LE Support
"theFlicker.esp" I saw what you did there :) -
[split] Why do increased spawns cause crashes?
Nearox replied to youtoo's question in General Skyrim LE Support
MontyMM, if that is the case than Bethesda did a really job pushing the engine to the end of the 'safe limits' (at least with the last fww big skyrim patches it got really stable in vanilla environment). I mean if we can basically only add a couple more spawns/scripts and then the engine already goes ctd/freeze... Well props has to be given to them for staying about right under that instability limit :P -
With the original you should keep in mind that some mod versions are no longer available. This is generally not an issue for most mods, but if you need to do tes5editing to resolve conflicts then you will in a small number of cases (from memory maybe 3-4 mods) have to do different conflict resolutions than the ones mentioned in SR. This is usually related to one of the updated Unofficial Patches. If you wish to do that, and if you can't find a solution, it's probably a good idea to read Chapter 4 of the NVEdit Manual https://newvegas.nexusmods.com/mods/38413//?
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And that is why I;'ve been looking around for a mod that simply adds 1-3 lore-friendly spells/abilities to all ingame creatures & NPCs. This alone would be enough to increase the difficulty and to give an enhanced sense of immersion. So far I haven't been able to find anything like that. SkyRe changes some mobs but not all, and it's mostly stat tweakings. ASIS adds too many spells in a too random fashion. I'm not sure about the workings of HLE. Been checking some youtube videos on CK leveled NPC list editing. I don't quite get like 100% of it but I've been fiddling around with it. When I have some more time I might fire it up again and try to add in some spells. Seeing as this is basically what this mod has done to SOME npcs, it should theoretically be fairly simple to extend it to others. Also, the author of this mod apparently posted 2 days in the comment section that he will leave nexus until next year... So no more developments on Enemy AI Overhaul I guess. EDIT: Had a quick look at HLE in tes5edit. It might just do what I was looking for after all.Â
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AMD Drivers 13.11 BETA Increase FPS
Nearox replied to Deathwing514's topic in General Skyrim LE Discussion & Support
Only for the 7000 series though -
DROPPED Enhanced Projectile Soul Trap (by William Imm)
Nearox replied to WilliamImm's topic in Skyrim LE Mods
Hey WilliamImm, I noticed in the USKP 2.0 changelog the following fix: "The Soul Trap spell lacked a visual projectile when cast due to having the wrong delivery type set. (Bug #12938)" I'm wondering how this will affect the functionality of your mod (not beta testing uskp 2.0 myself because im finally doing a playthrough after months of modding). -
Yeah full I mean :P Time for a coffee ;)
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Yes I am, the 'regular' 179e or 182 version tend to cause insolvable ctd's in my game. So far I jhave been unable to identify why, can;'t find many others on mod-related forums that have such issues with SFO but unfortunately I do. But since Vurt fixed the yellow tundra of 181b in patch 183, I can live with using the basic version :)
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When you say lower in the install order, do you mean have it installed right BEFORE the v183 update? Also, which LoD mods are you using? Just the ones included with STEP? So enhanced distance terrain/enhanced distnce terrain 2/HD Enhanced Terrain/high quality lods? EDIT: Wait, STEP doesn't have Detailed Terrain and Tree LoD? I was talking about the Recolored Pines/LoD optional on Vurt's page. Are those the same thing? ow wait I linked you the wrong post lol. Can't find the other anymore. Install order is: 181b 183 patch recolored pines and LOD recolored pines & Detailed Terrain and Tree LOD are not the same thing. What is being worked on is that they mix and match nicely together (afaik). I use only the terrain noise lod texture from Renn's Detailed Terrain and Tree mod (which is better than Enhanced Distant Terrain imo) but not the others textures. ALso on my current install I have absolutely zero other distance/terrain/lod enhancement mods. I found them to be the cause of most of my ILS and also random CTD's. Can only speak for myself though, they cause issues for some people but not for others. I personally don't look that often in the distant, unless I'm standing on a mountain or other high place. But I won't risk my game to become unstable for those few seconds of panorama :)
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1 ) Yeah, 183 is for both basic and regular 2) use the one for 181b, and put it lower in the install order than the 183 update. I'm using this setup and it works well. I asked mroe or less the same question to vurt some time ago, the conversation is here: https://forums.nexusmods.com/index.php?/topic/459497-vurts-skyrim-flora-overhaul/?p=9366880
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I'd advise you to use Mod Organizer, so that you'll never have to do a reinstall again :)

