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Everything posted by Nearox
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pack A Real Explorer's Guide to Skyrim
Nearox replied to CJ2311's topic in Step Skyrim LE Packs (retired)
Edit: NVM lol question was asked earlier in this thread... :P CJ, kristakashi just upload a new miscallenous file for 3dnpc which supposedly provides alternate locations for some NPCs "for users of Live Another Life". I haven't played in quite a while but do you think this file is necessary? -
pack A Real Explorer's Guide to Skyrim
Nearox replied to CJ2311's topic in Step Skyrim LE Packs (retired)
There's a userlist.txt available at the REGS pack page, I'd suggest to import that to BOSS (i.e. add it to your exisiting userlist) and then run BOSS again :) -
Brodual Video - 1st in a series
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SKYRIMLE Enhanced Lighting for ENB - Patch Collection
Nearox replied to Nearox's topic in Skyrim LE Mods
I haven't been at home for 1.5 months and I probably won't be for another month or so... Hence I don't have access to my game PC, and Skyrim won't work properly on my laptop. So sorry, not gonna be able to update soon. However as these patches only modify the lighting template of interior cells, they are largely future-proof as mod authors generally don't remove and/or change the cell's formid. It doesn't matter whether clutter or NPCs are added, it is still compatible. I read however that ETaC 13.4 removes player houses that were present in ETaC 13.3 and earlier versions, so that would create issues. Recommend to use ETaC 13.3 for now. The only other thing is that when a mod adds new buildings, then they obviously won't have a patched lighting template. Note however JawZ's explanation that the vanilla templates were also added, so as long as the new building refers to one of those then they'll still have ELE's values (though perhaps not the appropriate ones e.g. a default farm building template instead of the particular one for Ivarstead etc.). Hope that helps. Edited the OP to mention ETaC 13.4 incompatibility. -
pack A Real Explorer's Guide to Skyrim
Nearox replied to CJ2311's topic in Step Skyrim LE Packs (retired)
It would be nice, however REGS is already pretty intensive. When cities are added to the Tamriel worldspace it will only further increase the load... -
I read on the fb beta page that PerMa/PaMa esp's have been added to the LOOT masterlist so you can simply follow that (and download any necessary comp patches from the perma/pama patch mod page). Also for those wondering, virtually all relevant STEP & SRLE mods are compatible either via the PaMa patcher tool or via external patches released on nexus.
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pack A Real Explorer's Guide to Skyrim
Nearox replied to CJ2311's topic in Step Skyrim LE Packs (retired)
No worries, I sent her a mail -;) -
Dynamic Distant Objects LOD - pre 2.xx
Nearox replied to sheson's question in DynDOLOD & xLODGen Support
Ah I see, thank you :) -
Dynamic Distant Objects LOD - pre 2.xx
Nearox replied to sheson's question in DynDOLOD & xLODGen Support
Hey sheson, would DynDOLOD fix the issue I had described here back in May? https://forums.bethsoft.com/topic/1501230-lod-issue-with-certain-mountain-parts-engine-or-mesh/ Back then I actually thought I had fixed it (by tagging everything as 'never fades' in CK) but I soon found out it didn't fix all the pop-in issues... Although it did fix some, it seemed to have no effect on others. This was particularly obvious when using rock/mountain texture & mesh replacers. -
Dynamic Distant Objects LOD - pre 2.xx
Nearox replied to sheson's question in DynDOLOD & xLODGen Support
After seeing that comparison... this is potentially one of the greatest additions to any mod compilation in the history of Skyrim modding. Can't wait. -
pack A Real Explorer's Guide to Skyrim
Nearox replied to CJ2311's topic in Step Skyrim LE Packs (retired)
Teabag, stop upsetting the ladies bro! Further down the comment thread... /me goes back to repairing relations with mod author :P -
pack A Real Explorer's Guide to Skyrim
Nearox replied to CJ2311's topic in Step Skyrim LE Packs (retired)
That is on my end, I still don't have the time to re-do the guide (heck I am not even in my home country so no access to my game pc). However it could serve as a general insight to give you an idea which conflicts to solve. That being said, as far as I recall there are only a few hard conflicts but the vast majority (90%+) concerns aesthetic stuff and/or small inconsistencies (e.g. an armor value of CCOR was not forwarded by a REGS mods) which are not game breaking in any ways. To solve conflicts, check either the FNVGUide available on Nexus and also this link for a pretty accurate and brief guide. -
Does MO kill your SSD on the long run?
Nearox replied to Tremain84's question in Mod Organizer Support
You could always check with SSDLife to keep track how its health is. -
Dynamic Distant Objects LOD - pre 2.xx
Nearox replied to sheson's question in DynDOLOD & xLODGen Support
Fantastic! -
pack A Real Explorer's Guide to Skyrim
Nearox replied to CJ2311's topic in Step Skyrim LE Packs (retired)
Sorry guys I have been largely absent the last 2 weeks and will come back to updating REGS in about 2 weeks after I finish my trip. CJ actually provided the new patch for ETaC - CRF so you should use the one from the etac installer. -
Skyrim Revisited Pre-Release Feedback
Nearox replied to Neovalen's topic in Skyrim Revisited (retired)
Why not just download the premade esp by Neo? -
Skyrim Revisited Pre-Release Feedback
Nearox replied to Neovalen's topic in Skyrim Revisited (retired)
Glad it all worked out :) -
pack A Real Explorer's Guide to Skyrim
Nearox replied to CJ2311's topic in Step Skyrim LE Packs (retired)
A huge mod with uniquely voiced actors, takes a shitload of time to make. But I will never understand why so futuristics, with trains and digital panels and what not... All this effort, a lot of quality in this mod. But some parts of it are really breaking the Skyrim experience imho. Looking at the videos I am more inclined to think 'Star Wars' than Skyrim. -
WALL - Immersive Clothing & Equipment
Nearox replied to Nearox's topic in Step Skyrim LE Packs (retired)
Eecer, feel free to edit the wiki for this pack. I have no intention of continuing it. -
CTD and Performance patch ENBoost (by Boris Vorontsov)
Nearox replied to EssArrBee's topic in Skyrim LE Mods
If your game runs stable with only the memory patch (i.e. SKSe 1.7+) then there is no need for ENBoost. However it is also because of the way that Sheson's memory patch works that many users find they need ENBoost. Basically: - Sheson's memory patch increases the amount of memory the game uses, by expanding one of the reserved memory blocks. Check ram usage before and after enabling the memory patch and you will see. - ENBoost expands the amount of memory the game can use without CTD'ing, by offloading some to another executable (enbhost.exe). Thus it follows that even on fairly standard mod setups, you will need both the memory patch ánd ENBoost. I know that I haven't crashed in ages, and I use both. However there is a small amount of stutter which I cannot get rid of, and which is mostly due to overloading on graphical mods that my old GPU cannot handle... So beware of that :) -
Skyrim Revisited Pre-Release Feedback
Nearox replied to Neovalen's topic in Skyrim Revisited (retired)
This topic has been used for feedback as well as support, including ENB. The title is still pre-release feedback, but that is dated back from the old SR (i.e. before SRLE) even. - Did you install the data files that came with Vividian ENB? - What is your GPU model? - Have you tried another ENB? E.g. install Realvision and see if the same issue persists. If not, then you know it is related to your Vividian ENB install. If the same issue persists, then it is gonna be harder to determine what it is. -
CTD and Performance patch ENBoost (by Boris Vorontsov)
Nearox replied to EssArrBee's topic in Skyrim LE Mods
The only effect ENBoost should have on 'performance' is stuttering, which can be completely eliminated or at least very much reduced by trying out different settings for your particular system. Just make sure all enblocal.ini graphic options / fixes that can potentially cause a drop in performance are disabled. -
You need to open SFO in TES5Edit and remove the entries that point to a texture you don't like. It's been a while since I did this and I am not at home at the moment so I can't look, but basically SFO adds more variations to the flora. The combination of textures used is determined by region (or cell, can't remember). Check for some FormIDs that refer to multiple textures/meshes. Then simply remove the line that refers to texture/mesh which you want to exclude from that particular region (or cell). Also, since you are using UG on top of SFO, ensure that your max grass types per textures is set to a number higher than 7.
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To setup SMC for the first time takes at least as long as installing STEP, if not longer...

