
keithinhanoi
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Everything posted by keithinhanoi
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pack A Real Explorer's Guide to Skyrim
keithinhanoi replied to CJ2311's topic in Step Skyrim LE Packs (retired)
hishutup is right, but just to elaborate a bit more - The CK can only load one active .esp plugin, and if that plugin has anything outside of Skyrim.esm and the DLCs' .esm listed as masters, then those other plugins must be available with the master flag in order for the CK to open. So, it doesn't matter if you are trying to open a plugin merged from just compatibility patches, or a plugin merged from several mods and their compatibility patches. The rule is the same - CK will want to load everything in that merged plugins' masters list. You definitely don't want to change the file extension from .esp to .esm to get CK to work, because it actually won't work at all. A plugin's master list uses exact names, including extension, so if you change it from .esp to .esm then the CK will not load anything due to a missing master. Just change the master flag in TES5Edit / ESMify in Wrye Bash, and after you've saved the plugin in CK, don't forget to turn off the master flag / ESPify any of the merged plugin's masters. -
pack A Real Explorer's Guide to Skyrim
keithinhanoi replied to CJ2311's topic in Step Skyrim LE Packs (retired)
Hi - I just realized I missed this post from before. On the comments thread for FAtT IV - South Dragonbridge, I did post about a fix that can be done in TES5Edit to the teleport door location both into and out of the main entrance of Valgus Mine. There's also a problem with some sound markers that add a music cue that - for some people -gets stuck before finishing and going back to the normal ambient music, and so they lose their normal ambient music. In my comment post I explain how to delete the offending sound marker records as a preemptive measure, or the console commands you can use if the problem has already occurred (it gets stuck in your game saves, and there is no other way to get rid of it besides these console commands.) However, one very keen user by the name of Raycheetah sent me some PMs asking about the teleport door location fix, and he figured out fixes for some more problematic teleport door locations in the mod. He has posted all of that information in the comments thread. Now I could make a patch plugin, but I have not gotten permission from MadFrenchie to do so, I am really hesitant to release any patch for any mod when I haven't talked it over with the mod author directly. That's just me, though, and so I suppose some enterprising individual could decide to post the FAtT IV fixes in the form of a patch plugin. I just hope they would give me credit, because it literally took me hours to figure out the exact issues. Of course none of this helps with the reports of CTDs at the southern end of the Dragon Bridge. Although I've never had any CTD problems, I see that my followers have trouble getting through the road at that end of the bridge and I am quite sure that FAtT has some issues with the NavMesh, or in the last is overwriting or being overwritten by NavMesh edits made by yet another mod. Never checked into it though. -
pack A Real Explorer's Guide to Skyrim
keithinhanoi replied to CJ2311's topic in Step Skyrim LE Packs (retired)
That's it, exactly - but those are the steps for plugin from merged compatibility patches. Yes, if only one of your compatibility patches contained the Navigation Mesh Info Map (NAVI) record, then that means none of the other patches merged contained Navigation data, and your NAVI does not need to be rebuilt, and so you don't need to load it into the CK. The NAVI record is a bit of an anomaly in the way Skyrim handles it as compared to other kinds of records. Think of the NAVI as a kind of directory for all of the NavMesh data in the plugin. Every .esp plugin or .esm master in your load order that has any NavMesh data must also have its own NAVI record, unique to that plugin / master. When you run Skyrim, it essentially combines all of the NAVI records together, but also following the "rule of one" for any plugins that make edits to the same NavMesh records. The NAVI record is always the same FormID in any plugin that has it: 00012FB4. CJ might be able to clarify on this, but if you are just opening a plugin created from merged compatibility patches to immediately save it to create the NAVI record, then I don't believe you need to unpack any BSA archives. Of course BSA archives would only go with any of the merged compatiblility patch's master plugins. I've never seen a compatibility patch that had an accompanying BSA. However, if you are re-building the NAVI record for a merge of different mod's plugins, then yes - you should have all loose assets available for the CK to access. In the case of re-building a new NAVI record for a plugin of merged compatibility patches, if you're worried about the BSA thing for their respective masters that also need to be available to the CK, then you can avoid having to unpack the BSA's by adding them to the CK's SkyrimEditor.ini file. Just open SkyrimEditor.ini, and search for SResourceArchiveList2 and add all the BSA names to the end of the list, like this: SResourceArchiveList2=Skyrim - Shaders.bsa, Update.bsa, Dawnguard.bsa, HearthFires.bsa, Dragonborn.bsa, AdditionalMasterMod1.bsa, AdditionalMasterMod2.bsa This will tell the CK to load those BSAs when starting up. Make sure to check the EditorWarnings.txt file that there aren't any errors of assets not being loaded, which would indicate either you fogot to add a BSA, or you did something wrong. If you're not sure what "normal" CK startup errors are, then fire up the CK and make the Active Plugin one from a really simple mod that doesn't have any BSA or loose files. Make a duplicate of the EditorWarnings.txt file after that so you can compare it to when you load any merged plugin for rebuilding the NAVI record. Best of luck with it! -
pack A Real Explorer's Guide to Skyrim
keithinhanoi replied to CJ2311's topic in Step Skyrim LE Packs (retired)
Yes, the Navigation Mesh Info Map record in your merged plugin does in fact only contain data from the last selected patch in your merged, which means it is missing important data about NavMeshes and "teleport" doors for all the other merged plugins which have the Navigation Mesh Info Map record. In the ETaC forum thread on merging plugins, Missjenabee explains what to do about the special Navigation Mesh Info Map record when doing a merge with two or more plugins that have that record. In TES5Edit, just delete the Navigation Mesh Info Map record from your merged plugin and save it, load it into CK, and then just save it. By doing this, CK will rebuild the Navigation Mesh Info Map for all of the merged NavMesh records in the plugin. That's the simple explanation, though, because to load a patch plugin into the CK, you need to set all of its masters as "false esm" plugins (using TES5Edit or Wrye Bash), because CK won't load more than one regular .esp, but can load multiple masters. After saving the merged plugin, you then need to turn off the .esm flag in all the plugin's masters so everything is back to normal again. A bit tricky, but full necessary for things to work correctly. Here's the ETaC Forum thread to read, but note that her instructions on merging patches is not quite correct in my opinion. First, I believe you should not change all the merged plugin's masters to have the ESM flag until after using the Merge Plugins script in TES5Edit. Second, although in the instructions for merging the separate ETaC module plugins she mentions deleting the Navigation Mesh Info Map record and opening / saving in CK to rebuild it, she doesn't include that step in her instructions for merging patch plugins. It most definitely needs to be done if more than one of your patch plugins you are merging has a Navigation Mesh Info Map record. -
Common CTDs, Freezes, ILS and memory issues
keithinhanoi replied to hishutup's question in General Skyrim LE Support
Have you installed the SKSE scripts folder as a managed mod in Mod Organizer? This is a suggested benefit that includes the benefit of helping to leave your "real" Skyrim /data folder completely untouched. A bonus also is that you can put your skse.ini file into the folder the Mod Organizer makes, and then you KNOW it's in the right place. I'll skip the explanation for how to get the SKSE scripts into MO as a mod, and just go right to showing you where the skse.ini file goes, inside MO's folder that you make for SKSE: When you install the skse.ini file this way, you can also use MO's built-in .ini file editor to view / edit it, without having to open up an external text editor: Now if all that still doesn't work, then consider looking at where you have Skyrim, Mod Organizer and SKSE installed. Are any of them in a directory with UAC (user access control) or specific permissions, such as Program Files? Then that may be preventing SKSE from being able to read the skse.ini file. Move all of them into a directory which does not have restricted file access, and you can rule that out as a possible reason. Personally, even though I've got Steam installed on my C: drive in Program Files (x86), I set up an additional Steam Library Folder (Steam > Settings > Downloads > Content Libraries) on a different drive (D: in my case), and Skyrim is installed using Steam in there, and all of my modding utilities (including MO) are in the Skyrim directory. All of that works perfectly, and I've never had any issues with the skse.ini file not working as expected. -
pack A Real Explorer's Guide to Skyrim
keithinhanoi replied to CJ2311's topic in Step Skyrim LE Packs (retired)
Thanks for spotting this - will check it out because I still have FAtT II in my load order and haven't gotten to it yet. (Yes, I can be slow.) -
Dynamic Distant Objects LOD - pre 2.xx
keithinhanoi replied to sheson's question in DynDOLOD & xLODGen Support
Nah, I think you probably know from the time when you released your Memory Patch fix, I'm a quick study. ;) I've actually got all the information I need now to do right by my friend's mods, though unfortunately to cater to every possible kind of user, in the end it will have to be LOD as would be generated by the CK. At this point, I need to move on to where I should have started - figuring out how to use Oscape to generate .btr World LOD, because my friends mods make significant changes to landscape in areas that Skyrim's designers never intended your character to walk on (ie., outside Skyrim's invisible border barrier.) I promise to take notes, and will forward those to you once I've completed everything to my satisfaction. Once again, thank you for your thoughtful responses and never-ending generosity. (Same goes for zilav, too!) -
Dynamic Distant Objects LOD - pre 2.xx
keithinhanoi replied to sheson's question in DynDOLOD & xLODGen Support
Thanks again Zilav, for clearing all of that up - it's extremely helpful, and hopefully this information will help others, too. I just have one remaining thing I am wondering about: So, you previously said "there is no need for the game to read MNAM too, and it doesn't", and now it's clear that Skyrim only uses the VWD / Has Distant LOD flag to know that the .bto Object LOD mesh should be used, and individual LOD meshes are not used in game. So why bother including the MNAM data in the STAT records? Is it only used in the CK? If the MNAM data is only used in the CK, then why did Bethesda also include the source LOD meshes as well - just to be nice? I only thought that Unknown 15 for REFR objects is the same as VWD because when I used the TES5Edit Filter setting of "only Visible When Distant", all the records filtered had the Unknown 15 flag enabled. SO I guess that's an issue with the filter definition, maybe? Anyhow, although I'd much sooner open up TES5Edit than CK, if it helps I will try to figure out the meaning of some of the still unknown bit flags. -
Dynamic Distant Objects LOD - pre 2.xx
keithinhanoi replied to sheson's question in DynDOLOD & xLODGen Support
I just want to be sure about this - when you are talking about the VWD (Visible When Distant) flag on STAT records, in TES5Edit 3.1.0, it's listed as Has Distant LOD, correct? Like this: Then, when you say "The LOD in Skyrim is prebuilt, there is no need for the game to read MNAM too, and it doesn't." are you talking about the prebuilt .bto Object LOD, or the individual LOD object meshes, located in /data/meshes/lod? So, if I'm understanding what you're saying about TES5LODGen, when it builds the updated .bto Object LOD files, it only uses Worldspace Placed Object REFR whose STAT record has the VWD / Has Distant LOD flag enabled and also has embedded MNAM data - correct? If yes, then that means if I use the DynDOLOD CreateMod feature to make a plugin with embedded MNAM data in its STAT records, then I do not need the original individual LOD meshes, but rather just the plugin from CreateMod and the new .bto files. I know it's a little off topic, but I notice also that in TES5Edit 3.1.0, the flag that used to be labelled as VWD for Placed Object REFR seems to now be labelled as Unknown 15, as seen here: Maybe the flag label should be updated to reflect that? Anyhow, I'm curious - only a relatively small number of Placed Object REFR have Unknown 15 (VWD?) enabled, so what effect does that have in presentation of its LOD in-game? Yes, I do realize these downsides, but then DynDOLOD - as the more advanced solution for better LOD presentation - also requires a plugin. You could think of my suggestion as a kind of medium level of improvement, so you have the relative simplicity of TES5LODGen plus the additional set of LOD objects from Sheson, but at the expense of a load order slot. As for mod compatibility, the recommendation of course would be to load a prebuilt TES5LODGen.esp plugin as early / high up in the load order as possible, so any overrides would result in the loss of the embedded LOD data - though wouldn't there still be some representation of those objects from the .bto Object LOD files that TES5LODGen generates? Just as a check on potential compatibility issues, I loaded up a plugin I made using the DynDOLOD CreateMod feature with my current load order (not "pure" STEP, but with about 70% of the STEP core list) and of all the STAT records updated with Sheson's LOD Objects, the mods that had conflicting overrides were Moss Rocks & Better Dynamic Snow (both now part of the Ruffled Feathers mod), Immersive Snow and Ice, and the SMIM Shack Roof fixes plugin. I can see it would be a bit of a pain to maintain that for any updates of the LOD models, and also it would be best if the plugin came in different variants (vanilla only, vanilla + DG, + DB, etc.) and with patches for Moss Rocks / Better Dynamic Snow, so if you don't decide to do that - I wouldn't mind setting up a mod with just the plugins and patches with the STAT records, but with prerequisites of downloading and installing the added LOD models from DynDOLOD, and TES5LODGen to create updated .bto Object LOD. -
Dynamic Distant Objects LOD - pre 2.xx
keithinhanoi replied to sheson's question in DynDOLOD & xLODGen Support
Great, that all makes sense. But it does lead me to some questions about a few things, even after having read the manual and reference files with 0.55, as well as checking for any mention in (but not reading the entire) forum thread here: 1. Since, in the case of the mod I'm helping with, he's made changes / additions to the landscape, I realize that I'm going to have to use Oscape to build new landscape LOD, but I only plan on including the .btr files for changed cells in my friend's mod assets, so after isolating those files, my plan was to keep the .btr with changes in loose form and not unpack the original vanilla .btr if I don't have to. So my questions here are: I see that in the OP, you say that as of 0.50.0, "there is no need to unpack LOD or terrain meshes" - by terrain meshes" you mean the .btr files, correct? So, if I want to build Object LOD .bto files with the Remove Unseen Faces option enabled, with v0.55.0 can I use a mix of some loose .btr and the rest are still in the vanilla .bsa? Also, what is the default state of Remove Unseen Faces option if the DynDOLOD advanced menu options is disabled?2. Using DynDOLOD normally (with the "default" settings), it adds overrides to the Static section of DynDOLOD.esp plugin, which just add the Has Distant LOD flag to any statics for which DynDOLOD found "new" LOD models, but does not embed compressed LOD data to those Static records in the MNAM - Distant LOD section of the record. However, if I enable the CreateMod option in the DynDOLOD.ini file as you suggested, then compressed LOD data is added to those Static records, based on the currently active rules set in the DynDOLOD settings window. My questions relating to this are: How does the game handle Statics with the Has Distant LOD flag with embedded LOD data versus without embedded data? I'm particularly interested in what happens if I use DynDOLOD normally, but turn off the scripted dynamic object LOD feature - will I be missing out on something because all the Statics don't have embedded LOD data? What's a bit confusing to me is that although the CK page documenting the Static Dialog Window states that when enabling the Has Distant LOD flag "You must specify LOD meshes if this is checked", I notice that there are some Static records in Skyrim.esm without any embedded LOD data. Another thing I'm wondering - since the CreateMod function uses the DynDOLOD rules set to determine which LOD data to embed into the Static records with "new" LOD models, then why don't the Static records that already have LOD also get updated with overrides as well? It seems that could be beneficial if the point of the CreateMOD is to improve the quality of the embedded LODs.3. Also regarding embedded LOD data in Static records, when you say that "TES5LODGen will really only use LOD meshes that are properly added to the STAT records" does that just mean they only need the Has Distant LOD flag enabled, or TES5LODGen needs to see that the Static has embedded LOD data as well? What I'm thinking is that people who don't have the technical wherewithal to figure out / use DynDOLOD, but want to use TES5LODGen, could still benefit from an optional download of all the new LOD models you built, along with a plugin that adds the Has Distant LOD flag to their respective Static records in Skyrim.esm & the DLCs' .esm. So why not do that? As for documenting all of this, yes, I could do that - but you mean documenting the process for using DynDOLOD for adding updated LOD to one's mod that makes changes to Worldspace cells? In addition to a higher resolution LOD textures pack based on the vanilla textures, It seems it would be a good idea to create special packs of LOD textures to match the major texture replacers mods, like SRO, Skyrim HD, Tamriel Reloaded, etc., both in 256 and 512 variants. I'd volunteer to help, but a lack of knowledge and time is a bit of an issue.... :( -
Dynamic Distant Objects LOD - pre 2.xx
keithinhanoi replied to sheson's question in DynDOLOD & xLODGen Support
Hi Sheson! So, just for kicks, I tried using the standalone TES5LODGen utility with your wonderful set of lod objects from DynDOLOD, and it appears that TES5LODGen doesn't use the name matching method to find LOD object mesh files like DynDOLOD does, but rather TES5LODGen only looks for LOD objects referenced in Statics defined in the load order with attached LOD (having the Has distant LOD flag). The LODGen script / LODGen.exe that comes with TES5Edit 3.1.0 seems to behave like the standalone utility as well. Have I got that correct? If yes, then DynDOLOD it will have to be for helping a certain mod maker generate LOD for his borders of Skyrim based mods. Before even trying DynDOLOD (I'm a late bloomer - oh the shame!) I could see in your create.pas library that you've chosen to name the atlas file something different from the vanilla Skyrim-supplied one. That's great news, because then this guy's mods can still be compatible if his users never use TES5LODGen or DynDOLOD (sacrilege, I know, but it could happen.) -
pack A Real Explorer's Guide to Skyrim
keithinhanoi replied to CJ2311's topic in Step Skyrim LE Packs (retired)
That's really a shame to cut out Inconsequential and Interesting NPCs before you've even tried them. Adding those two mods should not affect your framerate in any noticeable way. Neither mod just adds lots of random NPCs. Interesting NPCs in particular add a large variety of NPCs with personality and purpose. It has custom voice acting, and is well-integrated into the story lines and lore, adding some extremely clever quests and even interactions between the new NPCs and vanilla NPCs that will seem like it was part of the original game. Not to mention so potential followers that rival stand-alone follower mods in terms of quality and depth of the character. I could never recommend to anyone that they miss out on all of that. -
I am trying to help an author of some mods which make changes / additions to the outskirts of Skyrim, in the Tamriel world space. I know DynDOLOD will be the best tool for generating Object LOD (.bto / .btt), but since the mods also make edits to existing vanilla landscape in a bunch of cells, the World LOD (.btr) also needs to be re-generated. After searching the best and most concise (if not brief) guide is on the official Creation Kit site, here: Creating a Custom Worldspace with LOD The problem is that this, and nearly all information on creating World (terrain) LOD is intended for modders creating a new Worldspace. In my case, I want to make World LOD for an existing Worldspace, Tamriel. Then my plan is to keep the btr files for cells which are edited by the mod, and discard everything else (for best compatibility.) So I'm hoping somebody here can give some advice on this. Specifically, are there any caveats or things to do differently when generating World LOD for the Tamriel Worldspace?
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pack A Real Explorer's Guide to Skyrim
keithinhanoi replied to CJ2311's topic in Step Skyrim LE Packs (retired)
Thanks, Kelmych, that's a good suggestion of a direction to point JoopvanDie in. To be honest, although I've been now and then monitoring the development of DynDOLOD, I've not been reading the forum thread deeply, nor have I actually tried using the tool, for worry I would never actually have time to enjoy the game. The important thing in JoopvanDie's case is incorporating the LOD data into his mod's plugins / assets so that people who don't use DynDOLOD can still see things added / changed by his mods in the distance. I guess I'll have to read through the thread, because my thinking is that I could maybe help him by merging DynDOLOD created data into his existing mods - if that is even possible. -
pack A Real Explorer's Guide to Skyrim
keithinhanoi replied to CJ2311's topic in Step Skyrim LE Packs (retired)
It wasn't as difficult as it seems. After cleaning the two plugins and fixing the deleted NavMeshes before merging, there was just one vanilla static object record which caused an error during the merge, which Mator confirmed to be a non-issue. The reason why it was called out as an error is because one of JoopvanDie's two plugins moved the object into a neighboring cell. Mator's script caught that difference in the external reference, and flagged it as a record that did not copy over. So I manually fixed it after merging. I also noticed the facegendata files did not get renamed correctly, but that might be due to my choice of name for the merged plugin - I will have to investigate further and query Mator about it. JoopvanDie renamed them, so there should be no mismatched head skin color on NPCs. Also, I did send JoopvanDie a bunch of feedback, though I forgot to mention the errors Dialogue record errors that TES5Edit identified - so thanks, Astakos, for posting the comment about that. As for the ITMs in the new merged version that he put up, those must have happened with whatever he did after he received the merged plugin from me. Long story short, my main feedback was first, to find a way to add LOD for all the landscape changes and added structures so that you don't see giant holes in the landscape from a distance, and second, to add more wildlife / NPC encounters to the areas he's opened up to explore, so it doesn't seem as empty and somewhat lifeless. Regarding LOD generation, JoopvanDie could really use some help - so if anyone know a source of good information on how to do this, please let me / him know. I haven't had a chance to explore all of the areas of the merged mod, but it strikes me as still unfinished, but with an immense amount of potential to become another interesting area in the outskirts of Skyrim to explore. I commend him for all of the work he's produced already. JoopvanDie has asked for my help to look at his Folkstead mod, near the village of Vrostheim, to try to figure out why Skyrim crashes there with a TES5Edit cleaned version of the plugin and not with plugin before cleaning. Right now, though, I think it's still too early to be thinking about merging all three of his border expansion mods (not four anymore, because with the merge, he removed the Talos Safe Haven mod from Nexus). -
Conflict resolution help Disparity - TTRSO
keithinhanoi replied to dreadflopp's question in xEdit Support
A lot of this depends on the intent of the two mods. For number 1, I'd probably leave it alone, because TTRSO is using a totally different method to achieve the perk. For number 2, you could override with Disparity's edits, and then add TTRSO's SpeechShoutEXP_III effect to the patched record but I'm not sure how the two would work together. For number 3, really I would advise asking Kryptopyr, because combining the perks from the two mods may result in OP weapons, or the perk mechanics contradict each other. In fact, I'd highly recommend asking Kryptopyr and/or TheThirdRace about all of these. Have you tried asking them? -
Still have issue audio talk cut
keithinhanoi replied to MaximilianPs's question in General Skyrim LE Support
I help the author of Audio Overhaul for Skyrim, LoRd KoRn, with patches and the installer for his mod, and also try to answer tech support help questions in the comments thread. Recently, a user asked about a very similar problem as you, though it was with his loudspeakers. I believe your problem is related to the same issues as him, so I am re-posting my reply to him here, to help anyone having the sound of NPCs speaking cut out or get too quiet when they move or you turn your player character's camera to a different view: Now, I am not sure whether the drivers for your sound hardware have been properly updated for Windows 10, but based on what I said above, you should try turning on Virtual Surround, and leave the sound quality at 24bit 44100Hz - I see numerous reports that changing to higher sample frequency rate such as 48000Hz or 96000Hz causes Skyrim to crash. You can also read more on this old, but still relevant gamesas.com forum thread. -
pack A Real Explorer's Guide to Skyrim
keithinhanoi replied to CJ2311's topic in Step Skyrim LE Packs (retired)
I saw JoopvanDie's request for help in merging the plugins of his Nyhus and the Border of Cyrodill and Talos Safe Haven mods. Both of them need TES5Edit cleaning, as I've discovered, and Nyhus has 7 deleted NavMesh records (6 from Skyrim, 1 from Dragonborn). I've fixed all that in preparation for the merge, but the user Astakos has pointed out there also seem to be possible unintentional vanilla record edits (aka., "wild" edits) in the plugin for Nyhus. The merge will be a challenge if there are any conflicting FormIDs between the two mods, because there are script fragments, and even the latest 1.8.19 beta of Matortheeternal's script does not yet handle renaming script fragment files to match FormID renumbering, like it does with facegendata files. Despite all this, JoopvanDie seems very interested in cleaning up / polishing his mods, so I am keeping a close eye one them, if not getting involved in helping him out. -
SKYRIMLE Flora Respawn Fix by bluedanieru
keithinhanoi replied to Valtarien's topic in Skyrim LE Mods
Hmm, the only other mod I use that does this is SkyBirds, and I manually merged the attached script references on a bunch of flora records. Not sure but it's possible I was borking out the mechanics of Flora Script Overhaul, and that's why I have so many instances. I have always assumed it was not a problem. I do remember asking steve40, and maybe also bluedanieru about it, and kind of remember one of them saying it should work fine to attach both scripts. That said, I've not noticed problems with plants not respawning. I would need to do some tests. -
SKYRIMLE Flora Respawn Fix by bluedanieru
keithinhanoi replied to Valtarien's topic in Skyrim LE Mods
I currently have nearly 28,000 instances of the script stored in my latest save file. That save file is about 33MB. My total number of script instances is 232,000! Since the Flora Respawn Fix instances are not active script instances, it's really not hurting anything, from what I understand. The most knowledgeable person on this would be FlexCreator of PDT Save Game Scalpel fame, so I say consult him if not sure. I assume that if I don't visit a cell again so that plants respawn, that would account for having so many instances just waiting with the stored data. -
pack A Real Explorer's Guide to Skyrim
keithinhanoi replied to CJ2311's topic in Step Skyrim LE Packs (retired)
Not yet - no time. But I did see that Statmonster quizzed JoopvanDie about Unique Border Gates compatibility in the comments thread for Folkstead and the Border of Hammerfell, and the good news is all of JoopvanDie's border mods are compatible, according to him: Even cooler is that Jknjb has created Alternate Start - Live Another Life extensions for all four of JoopvanDie's border locations. I'll be starting a new character hopefully soon just to check these out, especially since the LAL extensions make it easier to go right to those areas. -
TeS5Edit colors & what to "really" look for in conflict resolution
keithinhanoi replied to Zegorzalek's question in xEdit Support
Using the "conflict" override colors in TES5Edit as a way to decide what conflict resolution to do is not a good idea. You can have mod in the last loading plugin which returns a record to be identical to what it is in Skyrim.esm. Although TES5Edit would show that last override is being "good" / green, it may be undesirable because you actually want the edits made by another plugin earlier in the load order. So a lot of conflict resolution depends on two things - 1) Knowing what all the different record /sub-record types do, and 2) Knowing what the intentions of the mods are that make changes to Vanilla / DLC / other mod's records. Also good is being able to decide what you want to happen in your game, because sometimes you may want to override changes made by a later loading plugin. I'd highly suggest going through all of SR:LE's conflict resolution patching instructions, by hand, and give consideration to what you see in TES5Edit along with the notes in the SL:RE guide. You should hopefully start to see patterns in the kinds of records that get overridden in patches. This is the way that I originally started learning how to use TES5Edit for conflict resolution. -
SKYRIMLE Flora Respawn Fix by bluedanieru
keithinhanoi replied to Valtarien's topic in Skyrim LE Mods
I've had Flora Respawn Fix in my load order since just a couple months after I started modding Skyrim. To call it script heavy is a misnomer - the scripts it uses mainly store a tiny bit of data, and only activate when the plant is activated for harvesting. Probably more important to note is just how much data it can potentially add to your game save files. For my current level 53 character play through, that data takes up somewhere around 5-7MB - but it's not save game "bloat," because the script has to store the data somewhere. Anyhow, if this mod fix is used, the plugin really should be present right from the very start of the game. -
Random CTDs, full details inside. Any help will would be great
keithinhanoi replied to uncleseano's question in General Skyrim LE Support
Ah, right, SkyProc patches. Yes, any SkyProc patches need to be built after your Bashed Patch has been built - because the SkyProc patcher needs to see your Bashed Patch, and the SkyProc patches then go after the Bashed Patch in your load order. This means that if you add AutoSave Manager, place it just before the Bashed Patch, then rebuild the Bashed Patch, and then rebuild your Wintermyst / ASIS SkyProc patches, and those go after the Bashed Patch. Those patch rebuilds need to be done solely because of the change in the load order index for the Bashed Patch. Also note that the max actor AI / max combat actor settings are just a couple of records that you can edit in the Bashed Patch using TES5Edit: Just turn on the tweaks, even with the default value of 20 for each, and then to find your desired "sweet spot", edit the value(s) in TES5Edit, save, do some test playing, repeat, etc., but without having to bother rebuilding the Bashed Patch.