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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)
I see. So would trial and error work? E.g. : copy/paste an imagespace name (from the LMTP record if I remember correct) and the lighting data in tes5edit from ELE into the building's FormID. Log into game, go to the building in question and see how it looks. If it doesnt look good > Try another imagespace from ELE -
pack A Real Explorer's Guide to Skyrim
Nearox replied to CJ2311's topic in Step Skyrim LE Packs (retired)
Corners of Skyrim has been tested back in february but was found to have too many issues, in particular with navmesh. Hidden Hideouts of Skyrim. Navmesh is again the major issue here. Quote from author: In other words, some hideouts cannot be entered with a follower / by NPCS. Making the mod incomplete and thus not suitable for inclusion in REGS. But it's a pretty neat idea, especially when using Frostfall or iNeed. -
pack A Real Explorer's Guide to Skyrim
Nearox replied to CJ2311's topic in Step Skyrim LE Packs (retired)
Indeed! But how to make ELE compatible? Wouldn't that require making a seperate imagespace for every new building added by ETaC? I have no idea how to make something like that, or what tool to use. Or would it be possible to, for instance, use the ELE imagespace for a vanilla farm and copy that in tes5edit to an ETaC farm (if identical building)? Also, if using ELFX Exteriors there are now a lot of floating lights and double braziers around city exteriors. 12.1 did not have this issue that much. I guess I'm gonan disable that esp for now. The new ETaC is pretty much brings enough light sources on its own anyways. -
pack A Real Explorer's Guide to Skyrim
Nearox replied to CJ2311's topic in Step Skyrim LE Packs (retired)
Keith, do you happen to have a patch for ETaC 13.0 - ELFX 2.0 ? -
pack A Real Explorer's Guide to Skyrim
Nearox replied to CJ2311's topic in Step Skyrim LE Packs (retired)
@keith about Inns and Taverns: I don't really want to take it out. There used to be a patch for ETaC, let's see what Jenna is gonna release in the next few days. Maybe that patch gets updated as well. -
pack A Real Explorer's Guide to Skyrim
Nearox replied to CJ2311's topic in Step Skyrim LE Packs (retired)
Hey CJ, Jenna said the following: -
pack A Real Explorer's Guide to Skyrim
Nearox replied to CJ2311's topic in Step Skyrim LE Packs (retired)
Alright so I put my irl work down and finally went to do some decent playtesting of the following locations: Whiterun Interior: JK's + DoW. This combination is extremely beautiful and very well executed by JK in particular. I did have a rare slowdon in FPS, but nothing extraordinary... And this is on my low system with a HD6950 2GB and a full SRLE install with Vividian ENB... I still hit 30 - 35FPS. The only time it dropped below 30 FPS (to 25) was when looking at the gate from a particular angle, which does not happen often when playing. No clipping issues were observed, apart from the minor ones that Ganda already reported. Whiterun Exterior: JK's Exterior + ETaC + CRF + PCS + BCE (there is a JK compatible version of BCE availalbe now!) = Amost perfect whiterun exterior. I ran around for 10 minutes with a follower and everything seemed to be in order. JK does not conflict with ETaC in any ways and in fact complements it very well. The combined blend of 5 mods here is really good. The only thing I personally would have liked to see different is the market stalls on the corner... I don't like them very much in general, though they do give a sense of liveliness to the area. The housing area added by ETaC (copied/inspired from IS) actually looks somewhat like REGS - Cities. All in all, Whiterun exterior is great this way. Solitude Interior: Books of Skyrim + JK's Solitude: I had no problems entering Book library with a follower. JK's work is, once again, sublime here. I do kinda miss the houses that Nernie's adds opposite the Books of Skyrim building, but I can live with it... Maybe it is better even without Nernie's, a litt bit of open space looks good too. I would recommend to save the headache and remove Nernie's stuff there altogether from REGS - Cities. JK Solitude is superior in every way. Raven Rock: ETaC module. Wow. Just wow... so much better than Raven Rock Expanded! However I did not test it with Better Docks. Shor's Stone: ETaC only. I did not test it with Inns and Taverns. However ETaC already adds an inn, so Inns and Taverns there is overkill. StoneHills: ETaC only. Again, Inns and Taverns would be overkill here. Windhelm: JK's + Dawn of = Stunning combination once again. I did not observe clipping issues. Ran around with follower, everything went well. -
pack A Real Explorer's Guide to Skyrim
Nearox replied to CJ2311's topic in Step Skyrim LE Packs (retired)
Great to hear from you CJ. Not great to hear you had to quit due to health issues... :( Thanks a lot for this write-up. Gandaganza and I have had pretty extensive discussions via PM during the last week, and the 3 of us are largely thinking along the same lines. Here are the changes that would need to be made to the guide for it to be up-to-date : - Deleting the dawn of windhelm replacer from the REGS patches (no longer needed with DoW v1.2) - Removing Immersive Settlements - Orc Stronghold (no longer needed with ETaC v13) - Adding the CRF patch to the ETaC v13 instructions. - Removing the Fight against the Thalmor series, since it's not looking like it'll be updated. - Removing Raven Rock Expanded (and its fixed esp from the patch) since ETaC now covers that. I was also very interested in adding JK's whiterun to the guide and would vote for it if it's being considered for inclusion to the guide. Now for the heavy hitter: I think REGS - Cities should be removed as a module, and replaced instead by the following mods: - ETaC's Whiterun outskirts - Skyrim Sewers (as a standalone mod) - Windhelm Lighthouse (as a standalone mod) - Books of Skyrim by mannyGT. - JK's Solitude. (If it's compatible with nernies, then it should be compatible with Books of Skyrim) - A dumbed down version of the current REGS - Cities which would only include the solitude outskirts and the windhelm outskirts. (I can make this version if need be) There's also the fact that I'm unsure whether Cutting Room Floor is compatible with ETaC's whiterun, so I'd appreciate it if someone could test that. I wholeheartedly agree with everything you have said. - To me it is especially adament that we keep the Windhelm Exterior and Solitude Exterior parts of REGS - Cities. - Generally speaking I am in favor of using Jenna's stuff over other mods, as there is a much higher chance it will remain updated. - ETaC's Whiterun, from the looks of it, would be a decent replacer for Nernie's and since there is a CRF patch for 13.0, should be preferred as you said. - Gandaganza and I also playtested JK's Whiterun and Windhelm and they really deserve inclusion. - Since JK Whiterun is compatible with DoW, I want to add DoW as an optional mod (via a note/special install instruction) for those with powerful systems that can muster the FPS drop. - JK Whiterun does have small clipping issues with BCE last time I checked ( a week ago or so) - Removing FATT is a painful choice, but unfortunately necessary. - Books of Skyrim is indeed a must-have. By the way, the patch notes of ETaC say that CRF compatibility is built-in into version 13, just as CWO, and she rebuilt the exterior navmesh. I am glad you offer help with REGS - Cities. In fact, Gandaganze and I have been looking around for someone to do it, but nobody has stepped up so far. If you could strip sewers, lighthouse, solitude itnerior and whiterun exteriors, that would be absolutely fantastic! It would mean we can progress with updating REGS. Just to recompile a list, the following mods I will want to add to REGS: - ETaC 13.0 - JK's Whiterun - JK's Solitude - JK's Windhelm - Dawn of Whiterun (the JK compatible version) - Books of Skyrim - Skyrim Better Roads (does not edit navmesh, instead uses something that Arthmoor pointed out to author called 'NavCut Collision Markers' which apparently eliminated the need for navmesh edits for this particular mod. thought maybe this is of itnerest to you, or maybe you already were aware :p) I can start working on their inclusion as soon as the new REGS Cities is finished. I see you already downloaded the CK I will update the REGS page with these new mods and remove the ones mentioned by you earlier. CJ could you also have a look at your REGS - Patches? Since FATT, RRE etc. will no longer be included they can be removed from the installer. Also would any of the other patches you made require updates? I can assist with tes5editing, but not with CK stuff, as you know. Thanks again for this (temporary?) return to REGS! -
Discussion thread: Viewable Faction Ranks by Reath Wiki Link So this is a small but pretty enjoyable addition. Haven't tested it ingame but if it works as advertised, I'll keep it in my install.
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pack A Real Explorer's Guide to Skyrim
Nearox replied to CJ2311's topic in Step Skyrim LE Packs (retired)
I am still waiting for Jenna to upload 12.1 to an external website so that we can link it there. In fact I'll send her a friendly reminder now :) Nope. But note that Interesting NPCs already adds like 50 or more quests and also like 20 or 25 followers. Try it out first and see if that is not enough :) But there is probably no mod that does the implementation better than Interesting NPCs. -
pack A Real Explorer's Guide to Skyrim
Nearox replied to CJ2311's topic in Step Skyrim LE Packs (retired)
You must disable both of those mods, at minimum. The best parts of IS have been incorporated into ETaC, including Raven Rock. REGS - Cities also has a hard conflict now for the Whiterun exterior area... Which sucks because the other stuff of REGS - Cities (most notably Solitude and Windhelm exterior) is great. Moreover probably many of the ETaC patches (of the REGS patch isntaller) are not gonna work anymore. Stuff like NSutR etc... I say probably because we gonna have to take a good look at it. Jenna replied that she will at least provide us with an external link to 12.1 so that we have some time to sort REGS - ETaC integration out. -
pack A Real Explorer's Guide to Skyrim
Nearox replied to CJ2311's topic in Step Skyrim LE Packs (retired)
Just had a quick look at the ETaC changes... Version 13 is incompatible with REGS. There are a number of HARD conflicts that require extensive CK editing to make it compatible. I'll put in a request to Jenna to keep 12.1 online for REGS compatibility, now that CJ is no longer working on either REGS nor ETaC. -
pack A Real Explorer's Guide to Skyrim
Nearox replied to CJ2311's topic in Step Skyrim LE Packs (retired)
COuld you point out which mods provide the food items you are talking about? And how many items does it concern? I can understand this breaks, however small, immersion for some ppeople. But if it is just about a few items then I don't really see a reason to provide a custom ESP for that. You can use MFG Console to determine which mod(s) are adding or modifying the food items you are talking about. Please do so and provide a list. @ everyone I know a few mods have had a version update. I haven't tested them in game but judging from the changes lists no conflicting areas were updated. CRF's new Heljarchen farm should be good. -
pack A Real Explorer's Guide to Skyrim
Nearox replied to CJ2311's topic in Step Skyrim LE Packs (retired)
Sorry, I am totally swamped with real life at the moment. As for your issue phazer, I have crashed there before as well. Though it is rare. However keep in mind that area is basicalyl a triangle of Kynesgrove, Mixwater Mill and Darkwater Crossing. There are also 2 fortresses around if I am not mistaken. If you stand in the midle of the triangle it might load all 3 of these towns. Since they are expanded by ETaC it is possible that the default memory block values (768/256) are not high enough there. Have you checked with Memory Blocks Log? A few weeks ago I increased the first block to 1024 (i.e. 768 in effect) and the second to 512, and havent crashed since. But havent played much since either. As you have 3GB VRAM, running out of memory really could not be the problem. Especially since you say you also did some stuff of the guide for medium systems, which is catered for lower VRAM like my 2gb hd6950. Try to juggle with the reserved video memory setting in enblocal. Going from 64, 128 to 256 and see if that resolves the problem. Disable also compression. See if any of that works. Might also help to post your enblocal.ini settings here. Btw this topic has been quiet for like a day.. No biggie -
I'm generally not much a fan of his texture style.
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pack A Real Explorer's Guide to Skyrim
Nearox replied to CJ2311's topic in Step Skyrim LE Packs (retired)
Currently, REGS adds nothing to Whiterun 'gameworld'. It only adds and modifies the area outside the walls, i.e. outskirts, via BCE and REGS-Cities. -
pack A Real Explorer's Guide to Skyrim
Nearox replied to CJ2311's topic in Step Skyrim LE Packs (retired)
Thanks for these testing results guys. A little relevant anecdote: Dawn of Whiterun used to be in REGS but was eventualyl removed due to many users complaining about FPS drops. These FPS drops happened in particular with ENB and in some cases with SMIM-Full. On my system I was able to get rid of the FPS drops by reducing or disabling Ambient Accolusion (SSAO) in ENB. This is could potentially also the reason why people are reporting major FPS drops when looking at the gate from the inside, as both DoW and JK's add numerous new objects there, all which need to be processed by SSAO. Although the amount of objects, at first glance, does not appear to be enormous, for some reason that area and a few more seem to be particularly affected by SSAO. At least on my system. Second, many REGS mods add new chains, fences and ropes. If you use the full SMIM version, it will greatly increase the amount of polygons of those objects and can cause slowdowns. That said, if even Neo on his SLI 760 system is experiencing this, then JK might have some optimization to do. I know the author of TES Arena recently rebuilt some of the cities and was succesful in greatly improving performance (think 10 FPS+ gains) by more strategically placing objects, but still keeping nearly the same amount of them. Should say that personally I haven't noticed a major sudden FPS drop yet with JK's, and I am already playing at a low 32-35 FPS SRLE+REGS setup, but again that might be because of my SSAO settings. Try it out and see if it works for you. -
I'm a bit of a noob at this. Where in the data dictionary can I find your installation isntructions options?
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Skyrim Revisited Pre-Release Feedback
Nearox replied to Neovalen's topic in Skyrim Revisited (retired)
SRLE at the moment is pretty easy, for reasons Gekko64 already outlined. Also don't forget that the SIC difficulty slider pertains not only to SIC creatures but also to HLE creatures. The only ones unaffected by any difficulty slider are, I think, the OBIS bandits. Also within SIC there are options to disable/enable extra armor/hp on creatures, you can reduce the amount of spawns, disable certain types of creatures etc etc. Basically, using the default difficulty slider from skyrim + the SIC options should give you plenty of room to adjust the game to your liking. -
Any complete overview of packs and compatibility?
Nearox replied to xxx78's question in General Skyrim LE Support
Well, compatibility between packs is currently dependent on the pack author(s), unless anyone else wishes to provide a potential patch (when necessary) or instructions. Would be great :D -
Crashing with SR:LE + REGS?
Nearox replied to DefyVelocity's topic in Step Skyrim LE Packs (retired)
I'd strongly recommend to indeed have seperate profiles for SRLE and SRLE+REGS. Also make sure that default SRLE is running stable for you before attempting to install REGS on top of it. If you had done everything in order, then after the last mod of SRLE should come your REGS mods, so you could split it there and disable all the REGS mods to check if your SRLE install is working fine. -
pack A Real Explorer's Guide to Skyrim
Nearox replied to CJ2311's topic in Step Skyrim LE Packs (retired)
FINALLY a good road and bridges mod that seems well thought out and well executed! Seriously, it looks amazing. Some months ago we tested Skyrim Bridges but found it not to be good enough. Plus it made a lot of conflicting navmesh edits. SkyBeRoads however doesn't change any navmeshes but adds new bridge models plus changes many roads to be... just better. -
Any complete overview of packs and compatibility?
Nearox replied to xxx78's question in General Skyrim LE Support
I can understand the need for such an overview, but at the moment there are only a few packs that are ready for use. I won't comment on other author's packs, but from that list there are 3 packs of mine which I never finished or discontinued. Those are VEGA, VEGA Extended and WALL. Would not recommend using any of them, there are better alternatives. Also installing as many packs as possible doesnt mean your game will actually improve. Note that Skyrim Revisited isn't really pack. It is a, now obsolete, complete guide to modding skyrim but it has been replaced by SRLE. Moreover, inside a pack there is often a section where the author has written down compatibility with other mods or packs. -
pack A Real Explorer's Guide to Skyrim
Nearox replied to CJ2311's topic in Step Skyrim LE Packs (retired)
I didn't, I had to look it up again but I asked the author that question a few weeks ago :D -
pack A Real Explorer's Guide to Skyrim
Nearox replied to CJ2311's topic in Step Skyrim LE Packs (retired)
Actually it's not from SMIM. It's a faulty texture of PPR. Check the sticky post at JK's Whiterun :)

