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evilnight

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Everything posted by evilnight

  1. I have to agree. This mod pack can still be built properly but it's not easy. :P We have Requiem 2.0 coming very soon, and SKSE64 is here in alpha form. This means two things are going to happen. First, all of the Requiem compatibility patches are going to need reworking to fit the new version... and second, the Skyrim modding community is going to come out of hibernation once SKSE64 reaches a stable release milestone. That means porting over the entire Skyrim universe to the newer engine. It's worth it just for the improved memory and graphics, but the changes to papyrus are the real gem... we won't be nearly as limited in how much pain we can pile on with scripted mods. When that happens there will be a mountain of bugfixing and merging, as newer mods come along to supersede the old. I expect a lot of mod authors who won't be bothering to come back and port their mods over will give permission to other modders to use their assets or continue their work in some way. Once the dust from all of that settles it'll be time to build the latest 'perfect Requiem' experience again using the newer engine. SRLE 2.0 will be born at that time. I'd guess around two years from now, maybe less if SKSE64 progresses faster. By then we ought to have a lot more Beyond Skyrim content to play with too, that project is making great progress. Fixing the few cosmetic problems with this current modpack seems a bit pointless with all of that on the horizon.
  2. Finally tracked down my Dawnstar bug. Something was wrong with 'realistic boat bobbing' and reinstalling that specific mod fixed it. Wish I knew exactly what the cause was rather than just the mod that triggered it... but it's fixed now. /shrug I am amazed at how stable this build is. I've taken the base build provided here and added on top of it (mostly content mods like Bruma, Helgen Reborn, Wyrmstooth, Skyrim Sewers, the survival pack (Frostfall/Campfire/Hunterborn/Hunting in Skyrim/iNeed), some content tweaks like Dynamic Things and Death Alternative, and a big bushel of merged player home mods). It's taken all the extra weight with ease. Some bits aren't balanced right for Requiem without the patches, I just ignore them. The only real outstanding issue I have is that Blowing in the Wind adds rather a lot of lanterns that aren't attached to anything in this mod pack (esp in Kynesgrove, Ivarstead, etc). There are also some added landscape objects that clip over newly added content. Nothing a few quick disable console commands can't fix. I was wondering if I compiled a big list of IDs for these orphaned objects if you'd find that useful in creating a cleanup patch? I've been writing them all down as I find them. I'm looking forward to seeing how this guide transitions over to Special Edition a couple years from now. I think this is the last oldrim mod build I'll ever be doing... there's no improving it beyond this level of perfection. Thanks so much for putting that guide together, it was invaluable.
  3. I finished setting up this build on a fresh install about a month ago and have been putting it through its paces. So far it's exactly the skyrim experience I've always wanted but never quite been able to hack together myself. It is however not perfect. I've also seen the floating lamps in various locations. There's plenty of objects clipping through each other as well (mostly TAFM objects overlapping). Good examples would be the trees covering the Moonpath caravan in Falkreath and the trees clipping through the settlement south of whiterun along the road that was added by Settlements Expanded. None of these issues are game breaking, though. One bug I have run into that I cannot seem to troubleshoot is an instant crash when loading Dawnstar. Even if I start a new game and choose to start in Dawnstar it'll CTD right out of the gate. Same result using other games and approaching Dawnstar from different directions - CTD just near the DB Sanctuary from the East and just past the Pale Imperial Camp from the west. It feels like one of those classic deleted navmesh crashes that drops the game the instant the cell loads, however I can't find anything wrong pouring over the Dawnstar cells in TES5Edit. I'm a sysadmin by trade and I was meticulous to a fault when setting up the guide, I'm certain everything is installed correctly - I've triple-checked. I'm sure it's not a memory issue either, memory blocks have plenty of free space and all of the logs are clear. This is the block I'm getting from the crash fix plugin. "Crash info: 2017_07_25_19-02-16 - 4CD66B: V(1); EAX(42774403); EBX(6); ECX(0); EDX(4DE5DBB0); ESI(4955B700); EDI(46EBF600); EBP(46EBF67C); ESP(18F90C); STACK(4F550A 4F5511 43627F D385DC 4375E6 43EF8F 4364FF 437BA5 437D19 43A0F6 43A692 742C83 A747E0 ABD2EC AB536C 69E904 69E93A 406811 42C89C 745857 7472CE 69DFEC 9807DC);" Dawnstar is the only place where I'm getting any kind of CTD with this build even with hours of play. Is Dawnstar working for everyone else? One other blurb you might want to add to your guide that I didn't see in the finish line which I think bears a mention there - remind people to make sure that Requiem for the Indifferent is unticked when generating the Dual Sheath Redux patch, or else the shields on people's backs are not going to be the correct shields. Not a problem when first building them, but it's something that'll trip up a lot of people later on if they ever re-run the reqtificator (such as when updating requiem or adding other mods and patches). Once I have this ironed out and rock stable I'll worry about adding in other mods to complete the experience. Real Shelter is a must for me. ;)
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