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DoubleYou

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Everything posted by DoubleYou

  1. Terrible. LOL. https://wiki.step-project.com/User:DoubleYou/SystemSpecs
  2. I will say it isn't friendly on extremely low-end computers when FXAA is turned on, although it certainly looks much prettier. RLO still seems to be the best for low-end computers. Still testing. The FXAA reminds me a lot of preset 4 for the FXAA post process injector, but is improved more so than it from what I could see. Still, I cannot be running around Skyrim on 6 fps ;)
  3. In Mod Organizer, in the Left Pane, if you sort by Priority ascending, at the very bottom of your mods, you will see Overwrite in italics. Double-clicking will show you the contents. This is the Overwrite directory, AKA Overwrite mod. It is always the last thing priority-wise, so anything conflicting inside it will overwrite any of your mods, hence the name. In the normal Windows file system, the Overwrite directory exists in /Overwrite. It should not be confused with the real game data directory or the virtualized game data directory. The real game Data directory existing in /Data. The virtual game data directory for the game doesn't exist anywhere in the Windows file system; it is virtual. It can be seen virtualized in Mod Organizer's Data tab in the Right Pane. Added to wiki under Overwrite tab.
  4. I haven't gotten around to the Installing Mods section yet, and I'm in finals in college right now, so I'm rather busy. I mentioned installing SKSE and SKSE plugins as a sidenote at https://wiki.step-project.com/Guide:Mod_Organizer#SKSE under SKSE. I failed to mention however that since most SKSE mod archives are created in a manner to be installed manually, you generally have to create directories in the manual installer so that the path is SKSE/plugins/.dll
  5. It attempts to boost performance by turning off unnecessary processes and services running on your system, placing your PC Power settings on the highest performance mode, and cleaning your memory. Basically if you have your power settings on High Performance, don't have any system draining programs running when you play your game, and have enough memory to play Skyrim, that is all you need. Also, STEP warns against memory optimizers.
  6. If my memory serves me correctly from when I tested with Razer Game Booster, the program would corrupt the shortcut after each use, which would require you to remake the shortcut upon each run. Besides that and the fact that the program didn't really do anything I couldn't do myself, I don't use it any more.
  7. In Mod Organizer, make SKSE a shortcut (or whatever else you use to launch the game), and then always launch the shortcut in Razer Game Booster.
  8. iBlurDeferredShadowMask=5 should make the shadows look decent. As for the textures and enb trouble, I have no idea.
  9. First off, before I say what I am going to say, I want you to know that I am all for competition here on STEP. The RCRN community should count it a great big thumbs up that Neovalen, who is like a god among the modders here on STEP, decided to make a thread about your newest edition. Thank you for pointing out some erroneous information that has been mentioned, and indeed I was planning on correcting the one about ENB not working myself, but you beat me to it. Now on to what I need to say. I see that you have tried to help Mod Organizer users out by posting a method of installation. I thank you. If you look above, you will see that I already have given a workaround, which I am guessing that you disapproved of since you posted your alternate method. Unfortunately, your perfectly valid method has somes issues that need fixing, so let me edit it for you a bit. 1/- Install RCRN normally, no need to run it afterwards. [What's that last line about?] 2/- Create a new mod manually in MO. (By creating a new folder in "mods") 3/- Move the following files/folders into your manually created MO mod folder from Skyrim's Data directory, creating new directories, etc., as necessary: -RCRNdgdb.esp -rcrnShaders.bsa -rcrnShaders.esp -rcrnShaders.ini -RCRNvolumetric.bsa -RCRNvolumetric.esp -/Video/BGS_Logo.bik -/textures/ [should have three folders if using a pristine Data directory: landscape, sky, and terrain] -/scripts/rcrn_DynamicInterior_V20.pex 4/- Enable your manually created mod in your profile. 5/- Add the RCRN Customizer as an executable through MO, then run it from there. (So that all new texture files it might add for the snow and ice get sent to the overwrite folder ????????) 6/- Profit! The main problem was that you said to create the new mod in MO's downloads directory. Now the largest thing that my method has going for it is that it eliminates the hassle of step 3, where you must manually move your files out of the data directory. Even you yourself missed a bunch of the files it installs, which will clutter our pristine Data directories. The main reason we use Mod Organizer is to prevent this problem. Also, perhaps the user had manually installed other mods into his data directory in conjunction with Mod Organizer (Believe me. This happens. My brother does it.). The user may have other files in his texture folder and all over his data directory that might get swamped into your manually created mod, not to mention the possibility of user error in moving your files to the wrong place in their manually created mod (and that rcrn_DynamicInterior_V20.pex script will be the most likely file to go). BTW, after each run with RCRN, it will move some of its files back into MO's overwrite mod. You should move them back to your RCRN mod after each run to keep your overwrite directory clean. And BTW, the mod looks good so far. Not sure if I'll keep it or not at this point but will keep experimenting. It installs the shaders correctly. It's not as hard as it sounds. However, I'm thinking there indeed may be an easier method. The problem with your suggestion is that the installer doesn't just simply allow you to install it to any folder you jolly well choose.
  10. How to install this with Mod Organizer: 1. Download the file and extract the executable into Skyrim's real data directory. 2. IMPORTANT! Make a new profile with NO mods checked in the left pane AT ALL. Ignoring this warning may cause some of your mods being overwritten by the installer unawares! 3. IMPORTANT! Make certain your Overwrite directory is clean! Ignoring this warning will cause a big mess in your Overwrite directory! 4. Go to the Data tab in Mod Organizer. 5. You should see RCRN_AE_214.exe. Right-click it and select open/execute. 6. Use the installer as normal and select your REAL Skyrim directory at the prompt. 7. Once you have finished, several things have happened. All the files that RCRN normally installs to your Skyrim base directory have installed as normal and expected. All files that would have been installed to your data directory are conveniently placed in Overwrite. In addition, several empty folders have been created in your real Skyrim data directory where the installer would have put the files (evidently Mod Organizer doesn't prevent an application from creating folders in your data directory). 8. Right-click Overwrite, select Create Mod..., enter RCRN for the name or whatever you like, and finish. This puts the RCRN data files in the RCRN mod you have just created. 9. Go to your real Skyrim data directory. 10. Delete RCRN_AE_214.exe. 11. Delete the stray folders (optional). P.S. A similar method probably can be used for the Unofficial Fallout 3 Patch (not tested).
  11. Do not edit the Nexus client config file.
  12. Or you could use the Blacksmith Water Fix mod.
  13. I personally prefer there to be no collision ;)
  14. The difficult thing with the creatures is that by the time I've run Automatic Variants, I might as well have never installed it. Could someone somehow port this as an Automatic Variants pack?
  15. It was a wild guess, and I'm glad to see that you figured it out.
  16. That is correct.
  17. I think you are over-thinking this. The unendorsed flag doesn't look that ugly. I have a number of unendorsed mods, and I don't mind. I have over 300 mods, and most of them I have endorsed.
  18. It isn't anything to do with 64-bit. It sounds like you have a problem with your configuration, perhaps a virus hogging system resources.
  19. Hover over the mod file and it will tell you its name. If this is too much work, install every file, and then it will have its proper name, and you can activate and deactivate at will.
  20. Have you tried running Mod Organizer as administrator?
  21. 1.0.9 released and the automated fix for potential mod order issue is removed and replaced with "no guided fix." This is probably the best solution until the solution is ironed out.
  22. Tomorrow Gamefly will have Dawnguard on sale for $10, Hearthfire for $2.50, and Dragonborn for $10, and GFDNOV20 should take an additional 20% off.
  23. I was pretty sure that as long as you had WAF, then Skyforge, then WAF Skyforge patch that everything was correct. Did something change?
  24. Everything has been more or less working correctly for me now since I fixed the Python issue. -The installer appears to have worked correctly. -Can't really test the bundled Python as I already have Python installed. -I haven't activated more than 255 esps so I have no idea about that warning. -I didn't have any dummy esps. -I ain't using NMM The warning for realigning priorities according to load order presented me with some issues. When I fix the issue via the automated way, some of my other priorities get messed up (this can happen if you have over 300 mods). For example, these are the ones that are highlighted for me So I fix this. Bug#1 If I delete the backup, the warning icon persists at being red until restart of Mod Organizer. Bug#2 Until I refresh, some of the changed priorities do not display the correct conflict progression in the Conflicts tab. Bug#3 Now some of my priorities are messed up. For example, DSAMG Dragonborn Patches (load order 46) is supposed to overwrite DSAMG main mod that was moved because of #6. After the fix is applied, the DSAMG Dragonborn Patches is being overwritten by the DSAMG main mod, which will break the mod. The same bug has also moved SkyUI higher in priority so that it is now overwriting EzE's Colored Map Markers, which will cause that mod to utterly fail. So what do you need? You need a check that will check for conflicts that are currently in the priorities that will get changed when you Fix this automatically. It needs to not only make the priority changes that you currently have implemented, but also move the priorities of any other mod in conflict that has been compromised. In other words, in my case, EzE's Colored Map Markers would have also needed to move after SkyUI and DSAMG Dragonborn Patches would also have needed to be moved after DSAMG main. Now, after I've manually fixed those two priority problems this causes, I delete the backup, restart Mod Organizer, and guess what, I'm not done! So, I try this again. This time if I click fix, it is utter chaos. The Unofficial Patches are moved way too low in my load order and are overwriting all sorts of things they're not supposed to overwrite, not to mention it has moved DSAMG Dragonborn in such a manner that it again is totally being useless. I must restore from the backup, which works. Now I have a dilemma. The cause for this is because both DSAMG packages have an esp in them that fixes some minor thing. The Dragonborn Patch (Miraak music fixes) one is sorted by BOSS very early in my load order (17) and the DSAMG main mod has a optional Greybeard fix esp loaded at 115 in my load order via BOSS. That would indicate by this mechanism that I should load DSAMG main mod after the DSAMG Dragonborn Patch which is wrong, so this whole warning thing is of no use to me in this situation. What I need for this situation is an ignore button! So, in reality, I am thinking that the current implementation of this needs some tweaking. I really believe that a Flag would do a better job, and a button in the context menu to ignore the flag when necessary, as in this case.
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