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Nearox

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Everything posted by Nearox

  1. Creatures and dragon masks look totally amazing
  2. Well I also tried by manually selecting the files in the file's archive, actually tried all the options available. Nothing worked :(
  3. Really need to work on my search skills on this forum. Just opened a new thread about the same issue yesterday. I also cannot get rid of the floating back hip dagger. Even in a vanilla environment profile in MO + only XPMS, results in the floating back hip dagger problem so it must be something which we do wrong with the mod. Have you found a solution or can anyone else point out how to fix it? After all the stuff I figured out in the last 2 months, I cannot believe that that I am unable to find the culprit of this issue.
  4. Hey guys, There is a floating back hip dagger behind all males and females, including children, that don't have another weapon equipped. This must be the result of a faulty XPMS install. But I cannot for the life of me figure out what it is I am doing wrong. On my character, the back hip dagger looks perfect. On NPCs, however, 1) The back hip daggers are floating in the air 2) If possible, I would rather not have all children and adult NPCs showing off their back hip daggers, sort of immersion breaking to me and there are many clipping issues with armor and cloak mods. But my educated guess is that the skeleton (and animations) apply to both character and NPCs. I have 2 setups with 2 seperate Mod Organizers. One for STEP and one for SR. I have followed the differing instructions for XP32 and Dual Sheath Redux from both guides and applied them accordingly. In both instances, the issue persists. Been waiting all afternoon for servers to come back up to ask your help with this issue I have been having for like a month now, but which I have postponed as I was busy messing with other mods :P Kinda pissed off at myself that I can't figure this out after dangling for 4 hours with it! :(
  5. Came here to ask the same question. Reading through the comments at Nexus, it appears this mod is severely outdated and also that the author did not actually finish the mod. According to one comment, some parts of the mods even need removal and quite heavy adjustments through TES5Edit. After reading the quote, would you say the mod is at least safe to use?
  6. I was wondering why this mod is above the USKP install order in step 2.2.6. Now I know why. You guys are awesome for figuring all this stuff out.
  7. Really curious to hear if your setup is still working in a few days!
  8. I'd say if you are stable with that mod list then it is very well done. I personally have had to cut down a lot more to get it stable. Although I also installed every texture mod mentioned in SR, and then some more, which can also contribute to instability. Which texture mods did you install?
  9. 3 is my absolute maximum as well. Besides, I guess that most mods altering combat, animation, behavior and npcs in general also apply to followers. Wouldn't really want to carry 10 scriptbuddies with me tbh.
  10. I am, ever since I started modding 2 months ago :D
  11. Nice explanation. I'm surely gonna look at more mods with TES5Edit now. I don't mind making patches myself, so I'll start working on UNR - RWT2 Compatibility. While I can make up what most of the fields do, from the FNVEdit manual and the resources at UESP, I just have no idea to what extent it is necessary to build this patch. If UNR has an empty record and RWT2 has a filled record (in any field), and a patch is made with the values of RWT2, will this negatively impact the functioning of UNR? I'd say it should not since the field was empty in the first place and therefore UNR does ntohing with the value in that field. Is this line of reasoning correct?
  12. I did some TES5 conflict editing for UNR and my mod list. Discovered that there are dozens of conflicts with RealisticWaterTwo.esp, where UNR overrides the XCWT - Water Records from RealisticWaterTwo.esp with empty or differing records. Could this be an issue for the proper functioning of Realistic Water Two? For example: RealisticWaterTwo.esp > Worldspace > 0000003C > 00007040 Cell. In RealisticWaterTwo.esp, the value is: _WTRPondWaterNE [WATR:8E0048D3]. This is however overridden by an empty value from Unique Region Names.esp. I tried to look up in UESP what the XCWT record does, but I can;t find detailed info. All I could find was https://www.uesp.net/wiki/Tes5Mod:Mod_File_Format/CELL
  13. Just realized I never thanked you for your response, so thanks Kelmych :)
  14. I just made a compatibility patch in TES5Edit without anyone else's instructions and I want to proudly present it here! Ahhh that great first time :D Skyrim Redone adjusts the diseases, and generally doubles the negative impact. For instance, Ataxia is 25% harder lockpicking in vanilla but 50% in Skyrim Redone. Skyrim Redone also removes or alters the disease descriptions so that they look like vanilla again (stating only the disease name without mentioning the percentage change). Due to Disease Descriptions.esp being sorted by BOSS to be above SkyRe_main.esp in load order, most descriptions ended up being wrong and a few others were simply removed due to SkyRe_main.esp having different name and empty description records. So, I decided to make my very first compatibility patch! I'm pretty confident I didn't make any mistakes, but if someone experienced with TES5Edit could take a look and tell me if all is well, I'd appreciate it.Â
  15. Thanks for sharing copywrite85. It sounds like a good method to me. However, multiplying the speed should logically also multiply the stress thrown at the game. While this is great indeed for testing purposes, being less than 100% stable in this sort of test does not necessarily mean that a game is unstable under normal conditions. I take it that you already test under this assumption, seeing as you say "hopefully you made it 75% of the way before you crashed". I'll surely be using this for a couple of days though to see how it works out :)
  16. I do often run from Ivarstead to Riften for testing purposes :)
  17. Hey rootsrat. Â Yeh I start a new game every time I change mods. Â I actually run a cool stability test every mod shuffle that was taught to me by Aiyen. Â I'd be willing to share if anyones interested; the procedure tests allot of spawn points across the world in about 15 min or so.Please do share the procedure :)
  18. Please don't send me PM's. Use the forums so that others can comment, share their knowledge or learn from what we converse here.
  19. I tried this mod as well. Everything works except my Vsync got turned off, even when I explicitly turned it on in the game (ipresentinterval). While this can be corrected with hardware drivers, there is some kind of error in OneTweak. If you check the comments you will see that I am not the only one with this issue. When using Borderless Window and Double Cursor Fix separately, I did not have this issue. Therefore I'll continue using those until the issue is solved.
  20. Hmmm, what's wrong with HLE?
  21. When I had a mod list like yours, I would randomly crash and freeze all the time as well. If you haven't already, you should definitely check this thread first https://forum.step-project.com/showthread.php?tid=3319 From what I have learned here on the forums and experienced through a lot of testing/ctd's/freezing in the past 2 months of modding is that A) extra and random spawns are quite often, probably in the majority of cases, the cause the random freezes in the environment. A lot of stuff that you don't visually see,is occuring in the engine when you got ASIS/SKyTEST/AV & Immersive Creatures/IP on B) using 2k exterior textures combined with A will increase the strain on the game C) Wet and Cold is very script intensive (just open the filetree of the mod and see for yourself). I can only speak for myself, but once I disabled that mod (yesterday actually) my already low number of freezes has gone down to zero (after 6 hours of play) D) even if no mod conflicts, and you seem to have patched a lot, are prevalent, crashes will still occur from time to time in a heavily scripted/extra spawned/2k or higher textured game simply because of the way Skyrim was built I'd advice you to pick one (or zero) creature mod, no extra spawns and use Get Snowy instead of Wet and Cold. It seems like you want to do a playthrough, so you could start with graphuic mods at 1k textures / .5k normals, SkyRe and maybe a few other basic mods and/or mods that require a new game (as per the description) and play till lvl 15 or 20. You can use the current SR:LE guide I suppose for a good selection of texture mods that'll make the game look decent. Then, when that is stable, add a mod (say Immersive Creatures) and continue playing on that character. If not CTD/Freeze then you know SIC is probably safe with your current setup and you can add another mod. If CTD/Freeze then remove SIC (or whatever you added) and try to add another mod. Play again for a few hours etc. etc. I'd really not start with 150 mods and work down, it's better to move up so you can actually observe what works and what doesn't. Although this is exactly how I did it my first time and it was freeze/CTD all over the place :P
  22. Ok, great :) Yeah I did not enable the moss compatibility patch in MO, that was the cause :P
  23. The author of Vivid Landscapes has said in a sticky on one of his mods that there is a particular install order for his mods in order to get them to work properly. https://skyrim.nexusmods.com/mods/38004/?tab=4&navtag=%2Fajax%2Fcomments%2F%3Fmod_id%3D38004%26page%3D1%26sort%3DDESC%26pid%3D0%26thread_id%3D1030616&pUp=1 This install order is different from the current one in SR:LE. Just wanted to bring this to your attention. I did notice something odd about the moss textures when using the SR:LE install order. Here's a copy of what Hein84 said: It seems the SR:LE Vivid Landscapes mods are alphabetically sorted. Probably intentional, but just wanted to give you the heads up that this differs from the author's instructions.
  24. Hmm I was under the assumption that animations were pretty safe to use. Which ones do you mean? Stuff like Immersive Animations, do you not use that mod either? And, do the animation mods (used in SR guide) also apply to NPCs or only to your character?
  25. Too late for me to write up something long about it but I suggest you start by using ENBManager. If you don't know how to set it up check the Skyrim Revisited guide it has instructions. Instead of the full ENB used in SR (I beleieve it was RealVision) , just use ENBoost.
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