
Barthanes
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Everything posted by Barthanes
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IS FO4Lodgen supposed to create textures? I'm pretty sure it used to. It's creating the textures/terrain/objects folders for the different worldspaces but not generating any textures for them. I've watched the generator and see this <Warning: Texture not found "textures\landscape\ground\commonwealthdefault01_d.dds"> pop up when it completes the individual worldspace. I extracted the "textures\landscape\ground\commonwealthdefault01_d.dds"from the Fallout 4 - Textures1.ba2 and put it in as a loose file within a test folder and FO4LODGen did generate textures but I'm pretty sure they're wrong. I'm guessing its not pulling the required textures needed from the ba2? Nothing has changed in my setup, (updated to latest MO2 version, added a couple weapon mods and Northern Springs (which is why I was generating a new file). Disabled those and tried again, still not generating textures. The meshes are generating normally though. Not sure what I'm missing.
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I did the install the way Microsoft intended just to see. Express over 8.1. Other than a couple of drivers and programs needing an update everything was smooth and fast. I've had no issues with anything so far. All modding related programs are working as intended from DDSopt to MO. Fallout 3, Fallout NV and Skyrim all heavily modded using forum guides such as Fear & Loathing & SRLE are running exactly the same as they did last week. I'm not sure how this compares under the hood to other Windows versions but I have no complaints or seen any degradation of features or performance.
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SRLE, REGS and Immersive Citizens - AI Overhaul
Barthanes replied to Pretendeavor's topic in Skyrim Revisited (retired)
I am not using any REGS patches or replacers. Which means there is the possibility of some navmesh issues. But I haven't seen any so far. -
SRLE, REGS and Immersive Citizens - AI Overhaul
Barthanes replied to Pretendeavor's topic in Skyrim Revisited (retired)
I'm not using any of the REGS patches. Most of them don't work without ETaC, Nernies and JK's Skyrim. I'm sure you will find glitches with this build, (I've rarely ever not had a glitch in any Skyrim build :), but it seems to work for the most part. Haven't tested at all with Gray Cowl, but I imagine it will work ok. -
SRLE, REGS and Immersive Citizens - AI Overhaul
Barthanes replied to Pretendeavor's topic in Skyrim Revisited (retired)
Here are the mods I use from REGS with SRLE as the base. Dawn of Skyrim Collection (load after Pitfighter plugins) Understone Keep Fountains & Rubble Windhelm Lighthouse Winterhold Expanded Ruins (possible issues with pathing) Blackreach Overhaul High Hrothgar Overhaul Immersive College of Winterhold (without NPC plugin) Immersive Dawnguard Dayspring Pass Nightingales Hall Restored Sky Haven Temple Merchants & More Farmhouse Chimneys (non-ETAC merged version) Snowbound Acres Inconsequential NPC’s (with RS Children patch) Interesting NPC’s (with RS Children Patch) Helgen Reborn Moon & Star Apple Garden Amber Guard Granite Hall Lainterdale-Hearthfire No Mercy Faction: Pit Fighter (with expansion) Ogmunds Tomb The Gray Cowl of Nocturnal The Lost Wonders of Mzark The Secret of Dragonhead The Shadow of Meresis The Temple of Blackrock Windcallers Pass Here is my SRLE+REGS Conflict Patch. SRLE+REGS Conflict Resolution Patch.7z -
SRLE, REGS and Immersive Citizens - AI Overhaul
Barthanes replied to Pretendeavor's topic in Skyrim Revisited (retired)
I'm running SRLE and a stripped down REGS and it's working fine with Immersive Citizens. Honestly I'm finding without ETAC and Nernies it's actually running smoother. All the quest and content mods seem to work as intended. Yeah the cities are not as pretty but Dawn does alright in that regard. I had to do my own compatibility patching to fix some things but it wasn't as bad as it usually is for a heavy mod list. I'm with Neo in that leaving Skyrim cities and settlements a little barren is worth it to not have NPC's riding the short carriage anymore. -
Thanks for the clarification Zilav. That makes sense, I appreciate it.
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I loaded all my plugins including Update.esm as I was running Dyndalod and I kept getting an error about a missing master for dyndalod. I ran clean masters on the main WAO plugin which was what I thought was causing the problem. The plugin cleaned out update.esm so I checked all the mods in my load order and about 15 major mods like ELFX "cleaned out" update.esm. Which is weird. I can't think of any reason TesEdit would consider Update.esm as a removable master from any mod. It's never flagged those mods before as far as I know. Like I said kind of weird.
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When cleaning masters in the newest version of Tes5Edit I'm running into a problem where a ton of mods clean out Update.esm. Mods like Climates of Tamriel, ELFX and others. I haven't saved the changes obviously but I don't' recall this happening before. Anyone come across this? And if so is it safe to remove it?
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pack A Real Explorer's Guide to Skyrim
Barthanes replied to CJ2311's topic in Step Skyrim LE Packs (retired)
JK just posted a cities only version. I'm plugging it in and loading before Dawn of Riften. I expect some incompatibilities but probably not game breaking. If it works it frees up a few esp slots at least. My quess is we're getting close to a Dawn of Skyrim, ETAC, JK's setup with patching that pulls it all together nicely. -
Merry Christmas everyone.
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Skyrim Revisited Pre-Release Feedback
Barthanes replied to Neovalen's topic in Skyrim Revisited (retired)
Just wanted to give anyone a heads up if they're experiencing a large FPS drop with SRLE+REGS. My game is pretty stable now but I noticed a huge FPS drop. (running at 8-15 FPS both indoors & outdoors) which hadn't occurred before. Because it was worse around towns & cities I went through all the usual suspects like Interesting NPC's, ETaC, Dawn of..., etc. I finally narrowed it down to XPMS Extended. I have an install for each gender so I can switch characters if I want. I also have v1.93a unchecked from previous profiles. Yes HDT & FNIS are installed and configured correctly. If I use either gender install (the other gender of course unchecked) my frame rate hits the floor. If I use just the old 1.93a version everything works fine. 35 outdoors, 47 indoors. Don't know why it would have such a drastic effect, but I've tested it thoroughly & it's 100% reproducible. -
Skyrim Revisited Pre-Release Feedback
Barthanes replied to Neovalen's topic in Skyrim Revisited (retired)
I have a quick question on load order for lighting & weather. I'm using Loot & I think this is correct. No crashes, just want to be sure. CoT-WeatherPatch.esp Vividian ENB.esp EnhancedLightsandFX.esp ELFX - Dawnguard.esp ELFX - Dragonborn.esp ELFX - Exteriors.esp ELE-Interior Lighting Merged.esp RelightingSkyrim-FULL.esp SR Conflict Resolution.esp All my ELFX patches are fine, Ive checked in Tes5edit. Just want to make sure the core lighting and weather .esp's are in the right order. -
Staged Conflict Resolution?
Barthanes replied to Muladhara86's question in General Skyrim LE Support
Well I for one heartily thank you. I use Tesedit a lot and modgroups are a huge benefit. If modders start to fully utilize the feature, as you said by including them in their mods, it will make for much smoother and more accurate conflict resolution. Again thanks! -
Staged Conflict Resolution?
Barthanes replied to Muladhara86's question in General Skyrim LE Support
I see what you mean about loading smaller subets and then creating a modgroup. This is an enorrmous help in a heavily modded game. You can really drill down to resolve conflicts and then not have to see them anymore once they're fixed. It makes finding all the conflicts much easier. And ultimately it will make a much more stable game. -
Staged Conflict Resolution?
Barthanes replied to Muladhara86's question in General Skyrim LE Support
Been playing with the latest Tes5edit, (you can find it here, xEdit svn1633 ) and I have to tell you I'm really loving it. I dowloaded this from the Tes5edit forum, https://www.dropbox....ch_ModGroups.7z as well. These files go in the data folder so just make an MO folder called Modgroups or something and activate. Recommend you install the r1633 version onto a separate file folder and make a second executable in MO to use it. Also copy any scripts like the merge one into this test version if you want to do any scripting with it. Seriously makes conflict resolution much easier. I just did all my, lighting, weather, water height in about 1/3 of the time it usually takes. By "hiding" the conflicts between the DLC's and UP's it gives a much cleaer picture of what is actually conflicted. Haven't tried making any mod groups yet, but I think I will when I get to doing NPC's. The ability to hide conflicts that you don't really need to deal with is a big deal for me. It supposedly does a better job of finding ITM's as well so cleaning mods with it may be more complete. Haven't got that far though. -
Performance, Baseline or Extreme STEP?
Barthanes replied to AddictedxGamer's question in General Skyrim LE Support
I read somewhere that extended would eventually be its own pack but I could be wrong. You are correct. Mods flagged with the green bar are STEP core. Unflagged is STEP Extended -
Performance, Baseline or Extreme STEP?
Barthanes replied to AddictedxGamer's question in General Skyrim LE Support
If your using Modorganizer you can install Core & Extended at the same time. Just don't activate the Extended's mods. Create a STEP Core profile in MO and install all the STEP Mods. Only activate the mods for Core. Then copy the STEP Core Profile and Call it STEP Extended and activate the remaining mods. Basically create profiles for all the Packs you want to use. That's the easiest way to do it I've found. -
pack Dreadflopps Modular patches
Barthanes replied to dreadflopp's topic in Step Skyrim LE Packs (retired)
The only reason I've found to check renumber formids is if the records your merging are essentially stand alone mods that really don't referance anything but themsleves & aren't likely to be updated. Case in point are weapon and armor mods. While big packs like Immersive Armors, Immersive Weapons, etc. can technically be merged (you shouldn't btw) in this case you would NOT renumber the formids's. However if you have several standolone gear mods that have only meshes, textures and an esp, then you would want to group them together and renumber. Much smoother merge with less chance of errors. It seems especially if these types of mods have Constructible Object records, renumbering the formid's as part of the merge works better. At least thats been my experience. -
My intent is not to try and do a major overhaul pack like Explorer (which is awesome!), frankly there isn't enough good content to do so anyway. The goal of the pack is so that anyone using straight core without any immersion mods can plug it in if they want. The same pack can be used for Immersive Survival. Really it comes down to which "patch" they would need at the end. I see one for vanilla core & one for handling Realistic Needs, Frostfall, Hunterborn & a few others. If a moderator feels this might be worthwhile let me know so I can create a Pack page and get started. And if anyone has any cooking related mod, such as alcohol perhaps let me know & I'll see if it can be added easily.
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I'd like to make a pack based around cooking. It would use Core of course, but would also be compatible with Immersive Survival. Any build with Frostfall and Realistic Needs will work with this as far as I've tested. Falskaar & Wyrmstooth work with this as well. It's pretty broad based compatibility wise. So far the mods in the pack would be: Realistic Needs & Survival https://www.nexusmods.com/skyrim/mods/26228/? Cooking Expanded https://www.nexusmods.com/skyrim/mods/1409/? Herbal Tea https://www.nexusmods.com/skyrim/mods/33253/? Be a Milk Drinker https://www.nexusmods.com/skyrim/mods/17836/? Babettes Feast https://www.nexusmods.com/skyrim/mods/5816/? All of these would be patched to latest USKP's and include all the Realistic Needs patches. Probably will add: Drinking Fountains of Skyrim: https://www.nexusmods.com/skyrim/mods/24282/? Drinking Fountains of Skyrim-Dragonborn https://www.nexusmods.com/skyrim/mods/34010/? Collect Water From Wells https://www.nexusmods.com/skyrim/mods/38507/? There are a ton of patches for this that I have merged for my personal use to reduce plugin count so I'll need to get permission from authors to do so officially. (These mods play pretty well together so merging the changes in Tesedit is pretty simple, although I do have trouble with leveled lists, just don't understand how they work with Bashed Patch.)Â I'm open to suggestions and feedback for additions or subtractions & certainly any help would be appreciated. The goal of the pack is to make cooking a little more immerse & useful but not totally overpowered either. And keep the plugin count as low as possible.
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A lot of mods can be merged but I think STEP policy is to get permission of the authors before any official STEP merges are done into the various patches. What one does on their own however is between them and their computer. I can tell you that I personally merge many of the mods & have had no issues after some necessary minor edits. Also that plugin script is fantastic for merging weapon and armor mods & also compatibility patches for mods such as Realistic Needs & Diseases. It's not always perfect though, you still need to open any merged esp you've made and double check it against the original esp's to make sure there are no errors or missing data. It's definitely one of the most useful tools out right now.
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SoS is not updated to the current USKP's. I've used SoS since it first came out, but switched to AOS as it is far more current. SoS Dungeons does have better sounds then AOS, but I believe AOS is updating dungeons in the future. Having done personal patches for both mods, I can tell you definitively that AOS is much more compatible with current mod builds like STEP & SR. Most of the available patches for SoS are also outdated as well. AOS patches are much more current and as a side note since most of the patches only affect one or two records such as impact, they can all be merged manually into a general sound patch, or with matortheeternal's merge plugin script. SoS affects cell records alot so, ELFXÂ and I'm assuming other lighting mods all have to be patched. You don't have that problem with AOS.
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Hope this is the right thread to use... I have a question about the post Bashed Patch, pre-reproccer patches & post SUM patches. Is there any reason patches named as prereproccer-xxx cant be loaded before the bashed patch? They are essentially conflict resolutions and I don't understand why they can't be part of my pre-bash conflict resolution patch. 95% of the records are weapons & armor fixes anyway. I guess I'm not understanding why I need 3-4 post bash patches when they can be part of one big patch. For that matter half the post SUM patches from qotsafan & others can be merged into it is well, that's like 8-10 esp slots saved. If a patch is fixing book description records why does it need to be loaded after all the SUM merging and not before?
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All I can say is wow. RealVision (Performance, averaging 50fps) Texture Pack Combiner ALL HD!! (the updated one includes Vivid Landscapes, aMidian's landscapes & whiterun, optimized at 8192) Pretty much all Skyrim Revisited: Legendary (except OBIS which is glitchy for me) HD UNPB Body Replacers (sorry if Lydia is going to whine at me, she may as well be pretty) Interesting NPC's Helgen Reborn, Northern Encounters, Fight Against The Thalmor (all 4), couple of other quest & location mods Cerwiden, Vilja Civil War Overhaul Runs smooth as butter, no crashes, no ILS. It's like heaven. Between STEP, Boris, Sheson, & Neovalen I have a new pantheon of gods. Can't thank you all enough!