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keithinhanoi

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Everything posted by keithinhanoi

  1. Hi CJ! Glad to see you are still around, even if it's somewhere in the "shadows." Removing REGS - Cities is a heavy hitter of a recommendation, with all of the work you did on it! ETaC's Whiterun outskirts - which is MJB's modified/updated Immersive Whiterun - is included as an optional additional plugin with the ETaC 13 installer. She's already stated that she does not intend to merge that into ETaC - Complete, so that does allow flexibility for people who prefer one of the other Whiterun outskirts offerings. But, I notice you don't list Nernie's in your recommendation there. Is that because it touches many places at once and has more potential for issues? And.. if you've stopped modding then why are you offering to help??? I can pass on the info about the BDS patch.
  2. JKrojmal has done it again - with JK's Solitude. Downloading now, so I can't say anything yet, but compatibility with Nernie's Cities and Village Expansion and Skyrim Sewers 4, both part of REGS, is claimed on the main description page. Since CJ's REGS Cities plugin provides heavily modified version of both those mods, it remains to be seen whether JK's newest city enhancement creation will have any conflicts / clipping. I'll post back later when I have a chance to look at it in-game. @Pretendeavor: Thanks for the detailed post / report. With the change of FormID to the record for Torfi in ETaC v13.0, the reference to him also needs to be fixed in the ETaC - TK Children patch. A fairly easy fix. I definitely would not recommend using the ELFX patch from ETaC 12.1 along with ETaC 13. There have been too many changes from both mods to make it useful at all. I've already built a rudimentary ETaC 13 + ELFX 2.0 patch, and found most of the vanilla light they disable are the same ones. Where the real patching is needed is to go through each vanilla interior space that they both touch and decide which added lights (from either ETaC or ELFX) to keep. With the redecorating that ETaC does to interiors, obviously correct position of the light sources to match ETaC's arrangement of object would dictate how that patch is made. On Hearthfire Chimneys, I can tell you right now that the ETaC / REGS version likely isn't "compatible" anymore, because there have been several major releases of ETaC since that was made. As far as I've seen, MJB add her own chimneys to any hourses that ETaC touches, so perhaps if Hearthfire Chimneys wasn't loaded, you wouldn't be missing much. Then, regarding Immersive Orc Strongholds, MJB mentioned the version she included in ETaC 13 has bugfixes and navmesh "clean up". I think it's safe to assume that includes cleaning the plugin of ITM's and any vanilla records marked as deleted. Finally, the patch for ETaC 12.1 + Oblivion Realms Series - Morthal Pain is messed up when used with ETaC 13. I let MJB know, and since it affects some navmesh related records, it would be a good idea to wait for her to update that patch. Otherwise, I've been running with ETaC 13 for a few days and have only experienced some weirdness in (north) Dragon Bridge (see my "bug report" to MJB here.)
  3. Some of the potential followers in Interesting NPCs would be considered awesome just as a single stand-alone follower mod. They are that good. Now multiply that by more than a dozen, and scores more other NPCs, many of whom can actually carry on full conversations with Vanilla NPCs, and you've got Interesting NPCs. You just have to get past the fact that it is a huge mod to download. It's also good to mention that because of the way Interesting NPCs was put together, it allows you to have one I-NPC follower and a vanilla follower, all without the need to install an NPC overhaul mod. So, you have have a three-way. Fight. Yeah, a three-way fight.... that's what I meant.
  4. Who are you asking... me? God help us I hope not! I still have no ideas about navmesh anything and CK is not my friend, yet. But I'll be poking around everything in TES5Edit when I have a little more time (swamped with work right now), maybe this weekend... EDIT: JB says she did some navmesh cleanup and "bug fixes" on the Immersive Orc Settlements add-on, and she stuck it into the installer at the last minute. She'll be going through it again at a later time. So, it's entirely possible that this new "version" could be used "stand-alone" (ie., without the rest of ETaC v13) with REGS as it stands currently.
  5. Having tested the 13.0 installer, I can verify Immersive Whiterun, Immersive Orc Strongholds, and Immersive Solstheim are all optional installs. From JB's release notes, only Immersive Settlements' Shor's Stone, and Stonehills - both with improvements and changes - have been merged into ETaC Complete. Unfortunately the release notes seem not to be complete, and individual location changes mentioned for ETaC are for Darkwater Crossing, Dawnstar, Morthal, and Riverwood, and then from Immersive Settlements, it mentions Raven Rock, Shor's Stone, Stonehills and "Whiterun Exterior" (assuming that's Immersive Whiterun). However, interestingly, the inclusion of the Immersive Orc Strongholds, and Immersive Solstheim optional installs aren't isn't mentioned in the release notes at all. Also, although Raven Rock is listed as an optional install, it is not included as a separate plugin in the FOMOD install package. Not sure if it's missing or actually merged into ETaC Complete. (EDIT - see my "edit" note, below!) Are you confused yet? I know I am! Personally, I am going to wait until the "dust settles" with the new 13.0 release, but I am very keen to see it working with REGS (and also help make that happen if needed.) EDIT: I see now that somebody asked about Raven Rock / Solstheim, and JB explained that she's been referring to the Immersive Solstheim optional plugin as "Raven Rock". So if you're using Raven Rock Expanded as suggested by REGS, then don't install the Immersive Solstheim / Raven Rock optional, because it is definitely not compatible. I will post a comment asking about Immersive Orc Strongholds to see whether JB forgot to mention changes to it in the release notes or if it is unchanged from the last download on the IS page.
  6. Wow, I'm sorry that it was such a pain to view those ENB memory values - but it is still quite useful to see what ENB has alloted. It seems that in your case at least, ENB has calculated the "right" amount of memory - just a little under 4GB, which matches the amount of VRAM on your R9 290x. Perhaps Boris has changed things under the hood recently so that the AutodetectVideoMemorySize feature works better. When I'm not so slammed with work, I'll test AutodetectVideoMemorySize out on my new setup, and report back here.
  7. I can't speak to the AMD Catalyst error issues you're having, but I made a quick video showing how to interact with the ENB GUI and where to find the Video Memory statistics. https://www.youtube.com/watch?v=0LXIJ-Sc-FQ
  8. Ah... with UsePatchSpeedhackWithoutGraphics=true, you've turned off all ENB graphical effects, so you're just using the ENBoost features, and that's why you can't access the ENB GUI interface. The thing about looking at VRAM usage only, though is that you don't know how much system RAM ENB has set aside and it actually using as "extended" (shared) video memory. That's where the copies of enbhost.exe come in. If you use Skyrim Performance Monitor, you could turn on the feature that combines Skyrim + enbhost.exe usage to get an idea of that, but when you use the AutodetectVideoMemorySize setting, the only place you can find out how much memory ENB "thinks" it can use is in the GUI, which requires UsePatchSpeedhackWithoutGraphics=false. Here's why it's good to know how much memory ENB thinks it can use as Video Memory: In your situation, since you've got a 4GB video card, and you've effectively got about 9-10GB of system RAM to play with (16GB minus 2 or 3GB for the system, and minus another 4Gb for your RAM-drive), it is possible that due to the the AutodetectVideoMemorySize setting, ENB may set its Video Memory size too large. It's not a problem until ENB tries to use system RAM beyond what is actually available, and it may never happen for you, depending on how many higher resolution textures you use, and some other factors, such as other software you leave running in the background while playing Skyrim. Anyhow, you may want to temporarily turn on the ENB graphics to find out what it has set for Video Memory using the auto detect feature, and if that's too high, turn of the auto detect feature and manually set VideoMemorySizeMb with a "safer" value. Since you say your Skyrim saves are in ...Documentsmy gamesskyrimsaves I assume you are using NMM and not Mod Organizer, right? So in this case, a junction point (or symbolic link) is actually exactly what you could use to "move" your whole Documents folder to your Caviar HDD, thus saving space on your SSD. Then, if you wanted to keep just the Skyrim save games on your SSD, you could make a symbolic link for just that folder, pointing from the HDD back to the SSD.
  9. Yes, Bash tags should be and are normally stored in a plugins description subrecord of the header, and WB, BOSS, LOOT, MO, etc. read that description to check for Bash tags. In fact, the LOOT team has asked that authors also include plugin version info in the description (sorry - I don't have the link for that handy at the moment.) But, bottom line, that is really the best place to keep that information, and I image it would not be very difficult to create a TES5Edit script which allows a user to click-select tags to add to a plugins header instead of typing them in manually.
  10. Yes, it has incredible potential, but tags will be needed, and the logical place I think is to put them in the plugin's header, in the Description subrecord, a la Bash tags. Mator has already stated that tags are going to be necessary, but the script is not yet at a point where how they should be implemented can be properly discussed. Right now I think he's trying to get it to work as well as possible before introducing control through tags. Please by all means go have a look and join in the discussion!
  11. Thanks for sharing your findings, and it's great that you've managed to find stability. Just remember that what works for you is with your particular system, and it may not work for everyone. That said, to help with more input to the discussion here, I'm wondering if you could share two things from your experience: What were your enblocal.ini settings before you decided on the settings you posted here?Since you have AutodetectVideoMemorySize enabled, it would be good to know what ENB has decided to allocate for Video Memory size. You can find this in the ENB GUI (default shift+enter while in-game) and looking in the Statistics section in the enblocal.ini window.Also, I'm really curious why you decided to "give up" 4GB of system RAM just to hold save games on a RAM-disk. Did you find the save / load times to be that much faster than having the save games on your SSD?
  12. The IgnoreLoadingScreen fix parameter was removed back at ENB for Skyrim binary 0.251 (source, and Boris' announcement) and set to be always enabled (and it cannot be disabled.) So if you have 0.251 downloaded after 17 Feb 2014, or anything after that, adding the parameter back to your enblocal.ini will not change anything with regards to how ENB treats loading screens.
  13. Hi all, I've started a thread over on the Nexus Mods Forums, but wanted to make an announcement here because I figure we've got people here who might be very interested in this. From my OP over on the Nexus Forums: For more details and to download the Mator Smash script beta, please head over to this thread on the Nexus Mods Forums. To keep things simple and easy to find in one place, I ask that if you do try using the script, report any of your findings, feedback, etc over there instead of in this thread here.
  14. Hi all - I'll chime in with my bits on the latest banter here: RE: Breezehome I Use Breezehome Fully Upgradable + ELFX v2.0 (with the ELFX - NoBreezehome.esp plugin & ELFX Enhancer.esp) + Skyrim Project Optimization (the No Homes - Full version .esm) + RCRN + a personalized patch to mix ELFXEnhancer's overall lighting environment color changes with the dynamic time-of-day lighting scripted effects by RCRN. I've just started using Vividian ENB (without any of the included ELE plugins,) and things look pretty good to me... I'm no big fan of player homes, but since I use BH as my main "base of operations," I really appreciate BHFU's storage options and automated access to potion crafting ingredients, etc. I haven't noticed any problems between JK's WR and the exterior elements that BHFU adds. RE: JK's Whiterun & FPS drops / CTDs I am not using JK's WR + DoWR together, and frame rates on my GTX 760 were acceptable, though they do definitely get low around the main entrance facing in certain directions, and the to-be-expected standing below the Skyforge eagle looking out over the city. I will check again next time I'm there and take screens in any spots where it's particularly bad. I'm getting no CTDs inside the Whiterun city walls whatsoever, though. Outside, on the other hand, I occasionally CTD a little north, around the meadery, or along the road heading south, kind of around the area where the stream is. But it is just once in a while - with no consistency that I've noticed. RE: The new optional Better City Entrances that's JK's WR Outskirts compatible Oh boy, I did not notice any problems when I started using JK's WR Outskirts, and that's with the REGS optional version of BCE, and the REGS replacer version of Nernie's. I'm really going to have to take another look to see where they conflict or clip or whatever. But thanks for pointing it out, as MO doesn't identify when a mod has newly added optional download files, only updates to the main downloads. RE: Skyrim Better Roads Thanks hamgelu for pointing that out! It's looks to be really nice, and I guess that it has involved a considerable amount of work by the author to clean up the roads and keep it compatible with other mods. I'll be testing it very soon.
  15. Just want to stop by with a couple of "reports". First, I've thoroughly checked the new Dawn of Windhelm v1.2 plugin both in TES5Edit and in-game, and have found that it's completely "safe" to use that instead of CJ's v1.1 replacer plugin. So Nearox / Gandy, you may want to roll that info into the next REGS update, whenever it may come. The second thing is to briefly report back on Ultimate Whiterun. It is really quite different from both Dawn of Whiterun and JK's Whiterun in its approach, by adding numerous new houses and structures and NPCs - including some new merchants. There's still some "rough edges", and the author stated that he's "always working on it." Whether you like it or not will just be a matter of personal preference. I noticed all the videos on Ultimate Whiterun are from last year, so I decided to just do a walking "tour" and record it - which gave me a chance to try out the Nvidia ShadowPlay in-game recording software. Well, the software works like a charm, and even saves it in the right format for use on Youtube. But of course at 1080p, the files are huge, and upload speeds are not the best here in Vietnam. With that in mind, I've only been able to upload the first half of my recording, which at 12 minutes was about 4GB, taking 13 hours to upload! Ultimate Whiterun v1.4 Tour (part 1) I apologize in advance for it being a little shaky (I prefer higher mouse sensitivity) and also for it being unedited, and long! I'll post again (in a day or so) when the second half is done uploading.
  16. Noobzor has helped out with some things in ETaC, and you'll find he posts quite a lot on the Nexus comments thread for the TES5Edit Plugin Merge Script. Anyhow, I think I know why you're having troubles with the merges to work correctly. Whenever merging plugins that provide patch modifications for one or more masters, it's critical that they are all grouped together when loaded up in TES5Edit. So in other words, you can't have any plugins that aren't going to merged sitting sandwiched between plugins that will be merged. In most cases (but not all, in my experience), users will see an error when they try to run the script when there are other plugins somewhere between that are not part of the merge. If you read through the TES5Edit Plugin Merge Script comments thread, you will see that Matortheeternal confirms grouping the plugins together with nothing else between as good practice, and in fact says it's best just to select only the plugins you are planning to merge when starting TES5Edit, and let the program automatically load any corresponding master plugins. Although I've not gotten to a point where I needed to do it yet, it seems that this same logic should be applied when merging patches with their masters, and even merging several groups of plugins that serve as masters to other patch plugins. So, I did a test by installing RBB in modular "mode" with everything you had in your example, except the Wyrmstooth patch. After sorting my plugins, I needed to manually rearrange the load order so everything RBB was in a group, and loading after the last non-RBB master called out by any member of that group. I checked in WyreBash for any out-of-order master lists, and noticed that the masters for the Better Fast Travel + RBB Long Boats patch were inversed. However, since I didn't want to merge BFT as well, I just left that - but it's important to note that the patch changes may not be quite right in the merged plugin, depending on how the patch edits were done. Everything else checked out fine, so I loaded them up in TES5Edit, so the left-pane looked like this: Then, I ran the plugin merge script on all the RBB plugins, with the default settings - so FormID renumbering was ON. FormID renumbering would be safe, because if there are any new FormIDs added by RBB Row Boats, Large Boats and Long Boats that are identical after the first two prefix digits, they would need to be renumbered so you get unique records as expected. Checking in game, nothing has been changed into an incorrect object at the Solitude docks, but I did find a couple strange things there: The first thing was a duplicated rowboat object, with the first instance being FormID XX0299D - which is placed by Dawnguard, and then patched by RBB, and the second instance being FormID XX16854, placed by BFT, but not patched by RBB. If you can believe it, I think this is just something that is an oversight, because when I checked all of your modular separate plugins from RBB v2.3.2 there is no RBB Rowboat + BFT patch that disables the BFT-placed boat (FormID XX16854) in favor of the Dawnguard placed one. So I guess you can consider finding that duplicate rowboat a "bug" report! ;) The second thing was a long boat further out in the bay placed by Skyrim (FormID 00026109), removed by REGS - Better Docks, and then placed back with a bobbing boat by RBB. Again, I checked the individual RBB plugins, and to maintain the changes made by Better Docks, the record should have been carried forward into the RBB Long Boats - REGS.esp plugin as disabled. Just to be sure, I also tried looking at the "normal" and Sea of Ghosts compatible versions of the modular Better Docks for Solitude, and they both disable that same long boat. So that's two bug reports for RBB. :D Here are pics showing them with RBB active, and not active: Looking into all of this has taken quite a bit of time, so I'll stop with looking at the Solitude docks. But as far as I can tell, the merged RBB plugin I made is working as it should. It's easy to reproduce the merged patch as I've outlined above, but I can PM my resulting merged plugin if you like. Just let me know.
  17. No tool I know of does that. More work of course, but I'd suggest using a blank keyboard image template, such as this, and then adding text / color designations in MSWord or similar. Edit: Ninja'd!
  18. Wow - could you have picked a slightly less complex example?? There's a couple things I'm not currently using there, so I'd have to get it all installed first to see what's happening, and to try merging it all myself. It looks like you merged all RBB plugins and any RBB patches together, is that right? I'll see what I can figure out. Also, are you friends at all with Noobzor? He's extremely well-versed in TES5Edit and merging, and might be able to clear things up with regards to the troubles you're having.
  19. Actually, what you explained only happens if you leave the Renumber Form IDs option turned on. If you turn that option off, you can merge patches together with their master(s), and for any FormID modified by a patch, the merged plugin will contain the data from the last-loaded patch that makes changes to that record. You will only run into problems with the renumber FormIDs option turned off if you try to merge the plugins from two different mods which add identical new FormIDs that are meant to be unique only to that mod. What you would want to do in that case is merge the patches for each mod with the mod's plugin - with renumbering turned off, and then after that merge the resulting merged mod plus patch plugins together with each other, with renumbering turned on. In terms of how this could help with REGS, it means that you could create special patch plugins which move, change, add, or disable objects / NPCs / etc in the different mods of the REGS pack, and instruct users how to merge the patches with the mod plugins in order to create REGS inter-compatible "versions" of the mods. This avoids having to offer full replacement plugins for download, but of course it would still be necessary to get the authors' blessings on offering such patches modifying their work in the first place. It does put more work on the user / player's side, though.
  20. Hmm, well UW has had 3 updates since March, including navmesh fixes from what I see. I also read one report where the person is using along with DoW and JK's WR. Anyhow, I wasn't suggesting it for REGS - I'm just interested in it personally, as it makes the same kinds of major changes that ETaC does, rather than simply adding more flora and... stuff. I promise to report back after I've looked around and maybe take some screens. I'll also look at the exterior to see how it plays along with REGS (again, for me personally, but who knows who else might want to add it in their mod line-up.) As for CJ's quick tutorial, I was wrong. It's not in the REGS thread, but rather a separate one, over here (on the second page of posts).
  21. Thanks, Gandaganza, for "picking up the torch" here! Nearox: I am still shy about using CK, but I will go look at those videos and also find CJ's navmesh editing tutorial post way back in this thread and give it a try. If it seems like something I'm comfortable with, then I'll let you know. A bigger problem for me is lack of time, though. Since there's talk about adding JK's Whiterun to the REGS list - I just yesterday saw mention of Ultimate Whiterun by someone on the main ETaC comments thread. It's different from JK's or DoW in that it significantly alters the layout of Whiterun, making it bigger by pushing out the exterior walls and adding more houses. This seems like an interesting take on overhauling the city. I'll probably install it and "take a tour," but was wondering if anyone has tried it and what they thought of it.
  22. That's really helpful, thanks. I had started to jot down FormIDs, and was actually thinking of moving some of the PoW trees and deleting any where there's also a better one placed by JK. I haven't turned PoW off yet to get an impression of whether I would miss the trees it provides, but I figure I'd miss the aspens. I know that they're not native to WR, but then neither are all the evergreens really, just suddenly inside the walls of a city on tundra plains. Anyhow, regardless of whether I move and/or just delete those clipping trees, all of that could be accomplished in a patch plugin as opposed to a full replacer for PoW, but I'd also feel uncomfortable sharing it without checking in with both authors. Maybe I'll try doing that (since I've done similar things before.) In other news, I activated the JK's Whiterun outskirts plugin, and as far as I can tell, it seems to only affect the immediate area around the main gate and down the path the secondary archway entrance - by adding a lot of extra wooden protection and walkways. So far I can't find any conflicts / clipping between JK's WR outskirts and the REGS modified version of Nernie's WR outskirts edits - which adds houses and elements further out (the outer-outskirts!)
  23. The answer is yes... and no. That note is referring to a new limit of 128GB of system RAM, to be used by instances of enbhost.exe. However, technically, the limit on the value you can use for VideoMemorySizeMb is 1048576 Mb - which is 1 Terabyte, which Boris confirmed when I asked about it. In reality, though, I think it would be difficult to mod out Skyrim to get ENB to launch enough instances of enbhost.exe to fill up even 32GB of RAM. The largest reported video memory stats while playing that I know of are from myself, on my "old" computer, which has 32GB system RAM, but only a 1GB card. With that setup, I saw it reported as high as 17GB (though I didn't see 3-4 instances of enbhost.exe running, and Boris stated that the value also shows Windows "shared" video memory.) I've not tried using the AutodetectVideoMemorySize on my new rig (with 32GB RAM and 4GB GFX 760), so I guess I'll have to try that out to see what usage ENB reports in game.
  24. Hi again. Well, BluePianoTwo has confirmed the fix for the deleted navmeshes was the only change, so the v1.2 standard edition should essentially be the same as CJ's fixed replacer .esp plugin supplied in the REGS Cities download. I took a look at the standard edition plugin in TES5Edit and didn't see any deleted navmeshes. However, if you want to use the Imperial edition of v1.2, then CJ's replacer DawnofWindhelm.esp plugin would need to be disabled or deleted. BluePianoTwo does make it sound as though this will not be the last update for Dawn of Windhelm, though - some good news, hopefully. I still haven't yet had time to see whether JK's Whiterun outskirts plugin changes collides with anything of Nernies Whiterun outskirts changes -- but I have noticed that the new 1.0 version of JK's Whiterun has enough instances of clipping with the trees added by The Pines of Whiterun that I may have to stop using PoW. That's okay, since JK has added quite a few trees in interesting places, anyhow.
  25. Of note: First, BluePianoTwo has updated Dawn of Windhelm, and since REGS Cities provides a replacer .esp plugin, it's probably best advised to wait for.... er, someone look at the new version to see whether the replacer should be updated or "retired" - since she says in the release notes that the deleted navmesh data has been "fixed". Interestingly, there are now two versions of Dawn of Windhelm available, a standard edition ("for neutral and Stormcloak characters") and an Imperial edition ("for characters who have completed the Civil War / Battle for Windhelm for the Imperials"). I don't see any details of what else besides the navmesh data was changed between either of these editions of the plugin, though. Second, since a number of people have been talking about it, JK's Whiterun has been updated to version 1.0, and now features an optional additional Whiterun "outskirts" plugin. I've been using JK'sW for a week now myself, and finally had a chance to look at the previous version in TES5Edit and noticed he edits quite a bit of navmesh data. With the new version, it remains to be seen if that's been changed any further, and also as to whether it would affect follower access into the sewers of Skyrim Sewers, etc. Also, I have to assume there might be some overlap between the Whiterun outskirts changes made by the Nernie's City and Village edits contained in REGS Cities, and this new optional plugin from JK. That will need some looking into as well. I'm a real busybee at work this week, so unfortunately I won't get to investigate into detail any time very soon. Happy REGS-ing!
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