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paul666root

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Everything posted by paul666root

  1. i got some patches for aslal too but they are old you will need to check them in xedit if you want to use them. https://www.dropbox.com/s/yxsmybj57vy797c/aslal.7z?dl=0
  2. you need to load both into CK and spray the ground where is grass clipping with dirt or something. I can't do it i dont have Oldrim anymore.
  3. here are two old patches for it from JD. https://www.dropbox.com/s/kf99m2eyzlm1860/asnb__usleep.esp?dl=0 https://www.dropbox.com/s/40ldrf04vy2iwyi/asnb__3dnpc.esp?dl=0
  4. if you google you can find many video tutorials on xedit
  5. https://forum.step-project.com/topic/12225-502-bad-gateway/?do=findComment&comment=201985 yes
  6. Requiem doesnt need a bashed patch since it handles differently the leveled lists. Its all deleveled there and a bashed patch ruins this. I am talking about the current setup on SSE which has some mods you guys and girls use. We dont use there BP either. All leveled lists are fixed by hand (by JD ofc) and this way you can see each item ingame and what and when will be used. This way everything is as its supposed to be and nothing is underpowered or overpowered. This surely takes time but i rather have few item mods that i like and they are properly balanced than 100 and unbalanced. Regarding merges we merged like 300 mods + SMC which also contains A LOT of mods and we are at 90 esps total. This was a MASSIVE merge (actualy a few of them) and it works wonderfully. Mostly because having more than 100 plugins seems to be impacting on performance. To give you an example: all our ECTV mods i posted (not those the in requiem guide) are merged into 3 esps (there are like 100-110 esps merged into those 3)
  7. we are not using bashed patch at all... seems that it is ruining more than helps on leveled lists. Especially if using MLU.
  8. have you updated properly dyndolod? https://img2.picload.org/image/pawodcw/activegame.jpg
  9. yes well me too dont have the time i used to have. Modded with JD's help in a month now i think and guess we're finished now. Just had to reduce the esp count under 100 because of this post and testing https://forums.nexusmods.com/index.php?/topic/5327710-riften-fps-drops-caused-by-number-of-esp-files-loaded/ i got them at 90 esp count now with major merging from 300 mods.
  10. what requirements you do not meet ?
  11. USLEEP "conflicts" with all mods. That's why there is a CR to make them compatible.That script worked fine with me when i used Oldrim. Check the mods that you added.
  12. ELFX is a compatibility pita. That's why i only use it for interiors.
  13. Just to make this clear. NAVI and navmeshes are not the same thing. NAVI is Navigation Mesh Info Map. That record is a collection of data regarding the navmeshes used within a plugin ( a map if you want). If you merge more mods with navmeshes then all those mods have individual plugins NAVI which do not merge with MP. This requires to be regenerated in CK. navmeshes or navigation mesh is a collection of two-dimensional polygons that define what areas of an environment are traversable by NPCs. In other words, a NPC could freely walk around within these areas unobstructed by trees, walls or other objects in their path. so having in xedit broken navmeshes or deleted or w/e it says they are it's not due to regeneration of NAVI. That does not fix nav meshes.
  14. Actualy i had quite some performance gained when i dropped ICAIO. And this is all point of view and taste. For me i would rather have the stupid peasant or the XY vendor be stupid and robotlike rather than explore dull cities that look like villages or towns that look like they were bombed. I dont stay and chat with every NPC i'd rather spend the time enjoying the views and explore. But that's me. I'm always on the move. PS I was talking about Oldrim. In SSE i got 50+ FPS all the time mostly 60
  15. here's a tutorial for regeneratin navi it's quite easy. https://www.nexusmods.com/skyrim/mods/13608/?tab=5&&navtag=http%3A%2F%2Fwww.nexusmods.com%2Fskyrim%2Fajax%2Fcomments%2F%3Fmod_id%3D13608%26page%3D1%26sort%3DDESC%26pid%3D0%26thread_id%3D1775296 The merge provided in the guide is for those exact mods. If you deviate you can't use the replacement and you need to make the LECM merge since it's dependant. Also the mods used dont conflict with navmeshes and where they do they got patches. Also the mods used in Requiem guide are fewer than the list i posted.
  16. if you make a separate merge with BW you would still need to change masters for the patches inside the ectv merge to the new merge. you could merge BW with ECTV this way you wont need to change masters but you would need to either change master to Blowing in the Wind - SMIM Merged All Patch.esp which is still inside LECM merge or pull in the same ECTV merge SMIM and its BW patch aswell. Be aware of the order of mods. PS if you merge ECTV you need to regenerate NAVI. It's important. PCE patch is in CR.
  17. check in MO the path to your skyrim installation
  18. navmeshes are not only for followers. Think of them as a railroad and the train needs it to navigate and if it's broken they derail. NPCs use them aswell. If they are broken or placed on with conflicting objects, then they can bump into walls or just stay still into wierd places... not a pretty site.
  19. Open cities is nice but it's a compatibility challenge for some mods. Most of the city overhauls have compatibility patches for the mod but some dont. But for example if a mod you install places an item into the city worldspace you wont be able to see it only if you enter that worldspace and not in the Open Cities one. There are hidden "portals" to enter those from within Open Cities but i think it's not immersive. Anyway it's up to you if you want to go the trouble. For me the loading into cities is not an issue. And about xEdit... well i dont know what to say. I don't know about it maybe only half by now and all the info I took from all the nice people here in the Skyrim Community. When i started i knew nothing. Google is your help aswell. This is a STEP tutorial: https://wiki.step-project.com/Guide:XEdit GamerPoets does a nice tutorial aswell: Some CR tutorial: Another tut: https://ck.uesp.net/wiki/index.php?title=TES5Edit_Documentation It's not that hard... most of the choices you make are personal choices. Like how you want your game to look and feel and that's the mod that should win the conflict. Some are just edits that are bad and need fixing or removing. Uh there are so many things that I don't know how to compress them in few words. Also you can use Neo's CR guide as a point of reference even if it's old. That is the first CR i did in xEdit and from which i started learning. If you have questions ask but please not these general questions since i have no clue what to say :D
  20. They will conflict with other mods you may have (ex: town overhauls). You may need to remove, resize or move some trees or plants, especially verdant will clip a lot.
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