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Baubledorst

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Everything posted by Baubledorst

  1. Hmmm, is there not a patch to extend Know Your Enemy's armor traits to e.g. Immersive Armors, etc.? Seems a little jarring to have a cutoff past vanilla gear if that's the case, considering how much the additional armor mods disseminate throughout the game.
  2. A pair of miscellaneous minimal fuss mods: Sigil Stone Fix - Not seemingly addressed by anything yet, a simple mesh drop that gives sigil stones a pretty primo appearance. No plugin required. Upgrade for Bandolier - Bags and Pouches - Oldrim mesh mod to give fancier glass effects to the vials on bandolier models and the like; no plugin required, easy enough to run the nif files through same as others we've converted for the guide and a nice visual.
  3. Ahh, looking at the mod page again he must've changed the description after folks noted the shade being thrown--when it was first posted, it did specifically target iNeed in the mod description and accused it of having '30 broken bug-ridden scripts' etc. Definitely not keen on the attitude even post-edit, though, I have to agree.
  4. Right on; if you do manage to find a way to fix it at the ENB level I'd love to hear it. I've been trying to tidy things as much as I can condense them--my modding 'beyond' the guide's loadout is predominately a combo of trying to cover any additional mods that add content to LotD, and trying to cover some of the biggest 'bang for you buck' adventure / new lands (e.g. Clockwork, Project AHO, etc. are a lot of content for a single esp each.) I have a bit of condensing breathing room to work with yet (I've been holding off on building a bash merge until everything else is settled, and I know already that will knock about 5 more esps off of my current setup cleanly) but I am otherwise at 248 esps currently pending more pruning / merging / finishing touches. I'm very tempted to incorporate e.g. Undeath, though there seem to be multiple mods that overhaul Undeath itself and it's tough sorting between them. I'm also waiting on Immersive World Encounters and the like to finish the rapid update / polishing stages before incorporating them. In other news, Immersive Needs - For the conscious modder dropped yesterday and throws some shade at iNeed criticizing scripts and the like. Same author as Cinematic Dragon Soul Absorption. Raised an eyebrow at their approach to knocking other modding, but curious about what they've got going on.
  5. Typically from what I've seen, the common workaround for Night Eye and ENB is a tandem hotkey that disables the ENB processing effects while Night Eye is active and then re-activates them when Night Eye is turned off. Re: WACCF et all, do folks anticipate it being something that gets merged, or something that sits in a standalone esp slot moving forward once incorporated? I've been working on rounds of fine-tuning and sharpening my pencil for my mod loadout as things get settled in (and have been rebuilding my merges with the right settings this time, so that all the necessary assets are cleanly in place!) I wanted to hold off on rebuilding my Weapons & Armour merge until the new releases were sorted out though.
  6. Check your conflict overwrites in the left panel of MO2 too; even if xEdit looks swell, you might have the wrong facegen files winning the overwrite in your file structure in MO2.
  7. Hmmm. Follow-up question: when Merge Plugins renumbers formIDs, is it random every time or e.g. could you run the same merge build with the same plugins in the same order and get identical results? If you can, can you build onto merges by pinning new additions at the end without disrupting the ongoing formIDs of the original build, or do they get shuffled up again?
  8. Just out of curiosity, is there any reason not to merge the four Unique Border Gates esp files into something else?
  9. Here's a weird CTD: I consistently crash when going into the Hall of Secrets, then turning around and using the door to go back to the Hall of the Dragonborn.
  10. Corrupted Nifs Patches - CNP - Purports to fixing a variety of corrupt nif files, even from vanilla Skyrim but also from a number of mods in this guide's load order, which the author reports can otherwise cause CTDs.
  11. I plead autocorrect and haste on that one! I cannot wait for Trade & Barter to make the migration over too, it's a big missing link for that 'perfect' core of Skyrim mods IMO.
  12. Hmm, it was by disabling half my plugins on the right pane and slowly re-adding them that I narrowed it to crashing with DynDOLOD in the first place, but that was by loading a save and running to a cell border that I determined would consistently crash. I haven't tried swooping around--but you're saying to disable a bunch but keep DynDOLOD enabled instead? I am 100% sure that I've got some screwy asset issues from Merge Plugins not consolidating them along, but had tried to make sure I kept the source mods enabled till (so e.g. I would just move the esp file into optional but keep the mod enabled.) I take it that doing this without extracting the bsa files leaves things not loading properly due to no longer having the named esp file with them, even though those files are merged into something else?
  13. Woooo! Some of kryptopyr's work is here! Weapons Armor Clothing and Clutter Fixes Armor & Clothing Extension Edit: LOL, talk about shared enthusiasm.
  14. Bah. I tried going on a troubleshooting safari following the more in-depth DynDOLOD instructions for ferreting out CTDs, but it proved too labyrinthine to pin down. I suspect somewhere along the way it's an issue of having a bsa that isn't actually loading post-merge somewhere, leading to missing nifs in a matryoshka layering of issues, but I've already spent hours trying to resolve it to no end. Disabling DynDOLOD entirely completely stops the CTDs I was reproducing, so I guess I'm just going to have to live without it.
  15. Friendly heads up, ENB has had multiple new releases for Skyrim SE over the past couple of days without a change in version number. The decreased startup time is the biggest good news. 1 august 2018Updated ENBSeries 0.345 for TES Skyrim SE without version change. Fixed reported game water reflection bug. 31 july 2018Updated ENBSeries 0.345 for TES Skyrim SE without version change. Fixed subsurface scattering bug for some dead bodies. 29 july 2018Updated ENBSeries 0.345 for TES Skyrim SE without version change. Fixed subsurface scattering bug for some blood on characters, decreased startup time.
  16. Really stumped and frustrated with the DynDOLOD crashing--nothing had changed with it for quite a few hours, but near as I can tell now the issue is that some nif mesh it looped in is probably bogus and it only crashes at particular cells where that mesh would've been called upon. Actually troubleshooting that seems like a nightmare, though--especially since there's a 30+ minute build time for any iteration of DynDOLOD generation, as opposed to just enabling/disabling esp files or digging into xEdit. If all else fails, I can just stop using DynDOLOD, but it's aggravating to only start having issues with it after probably 15+ hours with no incidents.
  17. Hmmm, I am having a CTD consistently repeatable that I've narrowed down to DynDOLOD.esp... but even after generating a completely fresh copy of the output, it still happens. The generation says it finished successfully, and I had played for probably 15 hours since my original generating without issues, but I systematically narrowed it down to solely the DynDOLOD.esp file being active popping a CTD as soon as I cross from one cell or another (near as I can tell--it's a sudden hard cut when crossing a precise border between areas.) It doesn't happen if I disable it, so I'm a bit stumped.
  18. New update for Realistic Water Two with some nice changes, particularly for compatibility.
  19. I was curious if anyone had checked out Luminosity? It's a lighting mod recommended on the Obsidian Weather & Seasons mod page, and one of the big things it boasts is no flickering; the fast light lantern we use does give me flickering pretty frequently / consistently, so if this mod is able to avoid that there's certainly an appeal there. It's mostly on my radar since it's suggested in tandem with Obsidian Weather. Do we have anything addressing murals currently? Murals That Don't Suck is an oldrim mod that might be worth considering for conversion, as the author recreated much nicer versions of the vanilla murals by hand.
  20. I do have Sacrosanct installed, but it's active and the conflict resolution entries override it with the Error entries. That's part of what's so confusing to me--and I've been seeing this in various forms / issues across the loadout (the other most common thing is numerous conflict resolution mods reporting that tints are missing on various races.) AFAIK I'm not missing anything called for throughout the guide, I spent a silly amount of time setting it up.
  21. After another 30+ hours, I've started hitting consistent CTDs just walking into particular cells without having changed anything. It's gotten me to take a fresh round of scouring over xEdit to try to troubleshoot--and I wanted to check in re: Error: Could not be resolved issues in the editor. Puzzling, even the LoTD Conflict Resolution file is giving me some: As far as I'm aware, things that trip into Error: Could not be resolved are potentially sure-fire CTD when they get referenced by Skyrim; I've found a number of mods having these issues now and was wondering if it was just me, if some of these were 'intentional' and/or how I might be able to resolve them.
  22. Here's a curious release to investigate: PrivateProfileRedirector SE - Faster game start (INI file cacher) Supposedly, Skyrim is inexplicably incredibly inefficient about how it references your ini files when loading--according to this, it checks every single line item setting of your ini files once... for each plugin you have active. This SKSE plugin purports to giving Skyrim a boot to the rear to make that process more efficient, and boasts potentially shaving 20 - 40 seconds off of your Skyrim boot time depending on your plugin load. Most curious!
  23. Script load with regards to Papyrus etc. has gotten dramatically better since the early days of Skyrim modding. Generally speaking, folks have gotten considerably more savvy with handling the scripting itself over the years, in addition to the higher potential overhead of Skyrim moving to 64-bit, etc.--overall it's left Skyrim a lot more 'robust' in handling a heavier script workload. Add to that SKSE progress and for many of the noted mods years of tuning and 'script scares' from old school Skyrim are largely a thing of the past. You're still open to tripping your game up if you introduce badly done scripts into your game, but the ones this mod list calls for (LoTD has something like 24,000 scripts) run pretty much fine provided you're following the good practices axioms of not uninstalling mods mid-playthrough, etc.
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