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keithinhanoi

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Everything posted by keithinhanoi

  1. Awesome work Daniel, thanks so very much!
  2. I can confirm that MO now "knows" where the previously built bashed patch is located and will overwrite it. Regarding the time/date stamp on the bashed patch plugin: Edits to existing plugins (including rebuilding an existing bashed patch) by both WB and TES5Edit will retain the file's time/date stamp. This is by design in order to provide compatibility with other Bethesda games that load plugins based on their modification time/date. However, WB writes the rebuild time/date into the description sub-record of the header of the bashed patch, which is what you see in TES5Edit. Actually, you don't need to use TES5Edit to view it, just switch the the plugin list tab of the right-hand pane of MO, and hover your mouse cursor over the bashed patch plugin. You'll see a floating window which displays the plugin's master list and the text in the description sub-record of it's header, as seen here: Note that this feature is true for any plugin - a quick way in MO to view a plugin's explicit masters, and any version, etc. information in it description.
  3. There are literally thousands of possible reasons for that for error like that. And the offset of 64fd6e doesn't mean much unless you know what originally wrote the data there. That would require the appropriate symbols, which we don't have for TESV.exe - only Bethesda does. I spent a lot of time looking at minidumps before the sheson fix, and the only thing they were useful for was to see if I was getting a consistent exception error in certain situations. Then I had to start playing with variables - changing ENBoost settings, turning it off, disabling off mods and or texture packs, etc. Your basic troubleshooting methods, painfully time-consuming. Really the mini-dump was added to be useful for developers troubleshooting their SKSE plugins.
  4. Nothing is stopping us from using Skyrim Sewers 4 - I am doing so, personally. You will just possibly have navmesh problems, which could prevent followers from following you into the sewers, or NPCs won't walk over them, things like that - though you will have no problems going in.
  5. I'm surprised, kryptopyr, that you didn't mention the FISS support, which now allows users to save the custom settings to be loaded into other character playthoughs. That's sweet. Also the added option to disable all quests permanently. Thanks for a really great update!
  6. ...and so, this is the beauty of modding - you can make it the way you want, or don't want. To each their own, blah blah... But it's great to see the lively discussion!
  7. I'd like to repeat the point that Gamwich's mountainslab02 texture is completely optional, and the main feature of this mod is the modified meshes to remove almost all mountainslab01 references from the game. From that perspective, it's worth trying the meshes with whatever textures you are currently using. Just be warned, there are quite a few patches with various meshes to work with other mods that have edited version of them. I'm hoping to find time this weekend to make a FOMOD installer (hopefully BAIN-friendly, al3tern1ty, if you're wondering!) for Gamwich, to simplify things from the user perspective.
  8. 1. B - The mesh line between the two ground textures is not as noticable2. B - No idea what I'm looking at, but A looks very strange to me.3. A - Too many ridges on the sides of those cliffs, and doesn't look right.4. B - It makes the light "source" look more consistent and life-like. Also A has a distinct parallel line pattern that I notice when I switch between the two.5. A - Better highlighting effect, though either of them would be okay depending on the environment / weather happening.6. A - Same as 5 for me.7. A - Definitely A only. B doesn't look right at all.
  9. Kelmych, this mod is doing a completely different thing. It adds a lot of NEW enchantments, all really quite different from the Vanilla ones. Think of it as Apocalypse Spells, but for enchantments, if that helps. Watch the video, read the full description - there are so many great things added.
  10. Tech, I've got more detailed info on the compression setting, but I have to dig it up. Still very busy with work, so it'll be a day or two. Nevertheless, your new description is correct.
  11. Wintermyst - Enchantments of Skyrim (by Enai Siaion and T3nd0) Wintermyst - Enchantments of Skyrim is the latest mod by Enai Siaion, with help from T3nd0 In case you're not familiar with them, Enai Siaion is the author of the spells mod Apocalypse - Magic of Skyrim, a spells mod with over 25,000 endorsements and 1 million downloads, as well as a number of other very interesting mods. T3nd0's (you do know who he is, don't you?) involvement as I understand it, is mainly about creating a ReProcessor patch maker that will "inject" the enchantment lists to be available to third-party armors, clothing, jewelry and weapons. Cool stuff. From its Nexus Mods description page: Features 104 unique new enchantments: 57 armor enchantments and 47 weapon enchantments.Thousands of new enchanted items added to the game's loot lists, NPCs and vendor inventories.All of the new enchantments can be disenchanted.Fair and balanced.Many bugfixes and balance improvements to existing enchantments.Configuration options available in the Wintermyst MCM if SkyUI is installed (SkyUI not required to use Wintermyst).I've been testing it for some days now, when taking "breaks" from working at the weekend. The author has taken a very interesting and creative approach to all of the new enchantments. Many of them are conditional - meaning you need to do something specific in battle - in order for the buff to be applied. I like that because it could really change my strategies when fighting. I've got a couple mods that add a few new enchantments, but not as a headline feature, and they don't expand much beyond what vanilla enchantments provide, so I'm pretty sure this mod is going to be a keeper for me. Here's a Broudal video to get you all excited...
  12. Yeah, a lot people seem to think that - not sure why. I ran ENB with Vsync enabled and iPresentInterval=1 on my old iMac with an ATI HD5800 mobile series card, and I do the same on my spiffy new GTX 760. I've never had a problem and my frame rates cap at 60. I can't recall where, but I have read some more knowledgeable users claiming that the more places you set Vsync the better. I don't set it in my Nvidia control panel settings though. Probably more important is the dangers I've read about setting iPresentInterval=0. There's a pretty well-known old post about iPresentInterval being tied to the game's internal timing, and that setting it to 0 will not only allow physics-engine-insanity inducing frame rates above 60, but also NPCs daily schedules get really out of whack. It's a highly contentious claim, though, and even the people in the know go back and forth on that one. Myself, I don't need frame rates above 60, and don't want those crazy flying objects, so to be on the safe side, I leave iPresentInterval=1, the game's default. If you want more input, I suggest reading around on the topic, or maybe we can start a new thread on it (I love debates!) ;)
  13. Hi there. Sorry for the delay - I have been incredibly busy with work lately, working late at home every night and will be working at home this weekend. But, I thought I'd give you something very interesting to read. First off, here's my suggestion of an introductory explanation for the top of the new ENBoost section you've created: And the second thing is that I am finally sharing my never-seen-before WIP document explaining the enblocal settings: View The Elder Boris Scrolls - ENBoost Demystified on GoogleDocs. Moderate Note: Do not share this outside of this thread. Keithinhanoi will release it when it's finished. Until that time, please respect his generosity for sharing this much of it here! ~Tech I apologize because this document is still unfinished. However, since I took out all the bits that are still in progress, all of the explanations you see in there are basically final, to the best of my knowledge, all based on extensive research and reading all of Boris' explanations of the settings. It being Friday, I am absolutely exhausted, so I will pick up sometime this weekend by pointing out which explanations in the wiki really need to be changed. Hopefully, though, Tech, you will see where the major differences are. Enjoy!
  14. That idea came out of missjennabees ETaC plugin merging forum thread (hope I got that URL correct!) However, despite what she says, if you are just merging patches, ESMifying their masters is totally unnecessary. This is because by their nature, the patches are almost entirely made of FormIDs originating from other plugins (ie. their masters.) If the patches were built correctly, with the correct masters in their headers, those FormIDs won't be renumbered regardless of the setting in Mator's script GUI. Any unique form IDs in the patches - in other words new records that the patch plugin adds - will be affected by the merge scripts FormID Renumbering option. Best practice is to allow the script to re-number those FormIDs unique to the patches because they may cross into range of IDs of one of the masters of the plugins. The last and most important thing to remember is that all of the patches you plan to merge must be contiguous in the load order. In other words, none of their masters or even other plugins not being merged can be between two of the patches to be merged. That information comes direct from Mator, and is restated all over the place in his documentation, including Mator's brand new video on v1.7 of the script. I myself have merged all kinds of sets of compatibility patches (REGS and ETaC inclusive) and have never had a problem following what I've just stated.
  15. Okay, that's very strange - I can't give you a screenshot, because it's now working properly! :O_o: Here's what happened. Last night, the last thing I tried was to log out, and I still got the 403 error. This morning, I tried viewing the issue tracker site when not logged in, and I can view the summary page and of the issues pages, etc. I tried logging in with my existing account credentials, and for some reason I got shot directly to the MO page on Nexus Mods. So I went to the comments tag, clicked the Issue Tracker link (which points to https://issue.tannin.eu/tbg/modorganizer), and everything is now working for me while logged into my account. Sorry to say I have no idea why, but I'm happy iit's resolved (for me at least).
  16. With the recent string of problems in Mod Organizer due to changes in Nexus Mod's download server mechanism, I have been trying to access the MO Issue Tracker website to see what issues have been reported and are being worked on. Unfortunately, although I can log in, I get the following error: 403 - Forbidden / You are not allowed to access this page. For some reason, I can view old issues / feature requests I've posted via my user dashboard (accessible in the upper right-hand corner. In the Nexus Mods comments thread for Mod Organizer, I see a post by Tannin on September 28th that he had to reinstall the server hosting the issue tracker. I'm not sure what to do - maybe some account information or user access privileges weren't carried over to the new install? I only see one user on the Nexus Mods comments thread saying they are getting the same error as myself. Has anyone else here gotten this error, and if you have, were you able to gain access somehow? Thanks in advance.
  17. Sorry to show up "late to the party," but thank you for the invite! I'm looking at the Editing Enblocal INI section of the guide, and can see some language issues that should be fixed, as well as some inaccurate descriptions and over-generalization. It's clear that the intent of the guide is to summarize the features of each enblocal.ini setting as briefly as possible, so I need some time to go through my notes so I can come up with as concise explanations as possible to suggest. I also notice that some of the terminology used in that section is not introduced elsewhere, for example "geometry." I think it would be a very good idea to include a glossary section with definitions of some of the more technical terms and also some acronyms that newer users may not be familiar with. In addition to that, although the first section of the guide states that the ENBoost feature is explained across other sections of the guide, there isn't one single place where an overview is given of how ENBoost works. This would be immensely helpful for users to read before moving on to the more detailed explanations of each enblocal.ini setting. However, I don't want to interrupt the flow of things, as I see you've already moved on to the troubleshooting section of the guide. So please let me know how you would like me to proceed.
  18. Wow, thanks CaptainCommunism, and welcome to the STEP Forums! Well, since I can't read everything everywere all of the time, also thanks for GSDFan for pointing out Tannin (author of Mod Organizer) seems to be working on this peculiar and particular download error. With that in mind - if anyone is reading here, don't worry about testing the mods I listed above, because it appears it should be fixed in an update within a week or two. For the time being, I can confirm that for any mods which give the 202 error, a manual download, then placing it into MO's mod download folder, and updating the meta-data using the right-click "Query Info" feature seems to work fine. When you use the Query Info feature, be ready to type in the mod's Nexus ID number.
  19. Generally VideoMemorySizeMb should be used to tell ENB how much physical VRAM your video card has, in your case 2GB. If you set it higher, then you are tell ENB it is allowed to use system RAM as if it is VRAM, for texture and polygonal (ie., meshes) caching, which is done by running instances of enbhost.exe. So, simply monitoring TESV.exe will not reveal what system RAM which ENB is using as "extended" VRAM. TESV.exe is a 32-bit application, and can never use more than a total of 4GB of RAM, and about 900MB of that is reserved for "system" space (ie., dynamic loading libraries, or dlls) - so that's where you get the 3.1GB memory limit for Skyrim. When you use the AutodetectVideoMemorySize setting in enblocal.ini, ENB does a check for how much memory seems to be available to use as extended VRAM, and assigns that. Unfortunately it is not 100% reliable, and may set a number higher than what is actually available. In your case, figure you've got this going on in terms of system RAM allocation: 2GB - Windows 8.1 4GB - TESV.exe So that leaves 2GB, more or less, available to use for one instance of enbhost.exe, if the VideoMemorySizeMb is set higher than 2GB. If VideoMemorySizeMb is set to 4GB, then that's 2GB (physical VRAM) plus 2GB (system RAM.) Anything higher than that would run the risk of forcing use of virtual memory - using your HDD / SSD as RAM, which is not ideal -or- ENB may just try to use more RAM than is available and Skyrim crashes. Keep in mind that tesv.exe and enbhost.exe only use more RAM when it is actually needed. So you could theoretically set VideoMemorySizeMb higher than 4GB and things would be fine in game until you hit an area which requires a lot of caching of textures. Running out of available memory could also happen more quickly if you are generally using higher resolution texture replacements.
  20. Hmm, okay. Good to know. I'm not a paid premium Nexus user, so my only choice in the Favorite download location is "CDN (Content Delivery Network)". From what you're reporting, I could guess that this issue only occurs with downloads via CDN, but let's see if anyone else reports back here too. Many thanks for taking the time to check through those downloads, GSDFan!
  21. I am very sorry to use the quote feature to drag you three back here, but I think I've discovered an actual problem associated with MO v1.2.11 and the recent changes to Nexus Mods download server mechanism - but it seems to only happen for certain mods with non-standard ASCII characters in the download file's name. I also use MO v1.2.11, and I have the NMM version set to 0.52.2 in the Workaround tab of MO's Settings menu. However, I have noticed that some mod downloads consistently give me the "Forbidden (202)" error, while others download without any problem. Like AyleidRuin, I though to check the Nexus tab of MO's Settings menu, but recently Nexus has changed to a new download server mechanism, and only one server ever shows up in MO's server list for me: "CDN (Free)". That's it. I even check the ModOrganizer.ini file, and it also contains only one entry under the [servers] section heading. Then, reading this thread, and especially Atardecer's post, showing errors when downloading Lord Valkoran's Enhanced Draugr FX mod, I noticed that the file name includes a non-standard ASCII character --> ' <-- which shows up as "'s" in MO's log. When I went and checked, all the mods which give me the "Forbidden (202)" error also have a non-standard ASCII character in the name - in particular, an apostrophe character or open/close parenthesis. But, before I type a report on the MO Bug Tracker, I'd like to ask anyone reading to please check my theory on this. Can you first please try downloading these mods with MO to see if you also get the "Forbidden (202)" error? Lord Valkoran's Enhanced Draugr FXJK's Solitude - main or optional install filesDecrease That Grass (with Rocks and Shrubs) - main install fileSkyrim Better Roads - main install fileRaven's Jig Menu Music ReplacerMehrunes' VengenceThen, the second part of the check for this possible problem is to download a few mods which don't have either an apostrophe or parenthesis. I'll leave which ones to download up to you. If I see that a good handful report back with errors on ALL of the mods in my list above, and NO errors on any mods without those characters in the filename, then I think it warrants a MO Bug Tracker report. Thanks in advance for the help!
  22. If your machine can't handle full-all-effects-on ENB, it's important to mention that some mods featuring parallax, such as the already mentioned Vivid Landscapes, include optional installs without the parallax textures, so make sure if you're not using ENB, to install those because otherwise those textures will look very very strange and sometimes "jump" around or shift (hard to explain in words, but it looks terrible in game, trust me.) Also important to point out is that you don't need the newest greatest ENB binary. The parallax feature was introduced with ENB v0.116. Of course you need to go to a much later version if you want to take advantage of the ENBoost features.
  23. If you're not using the ELFX - Exteriors plugin, then for any vanilla interiors that ETaC 13 makes changes too, there could be lights in the "wrong" position, or extra light sources - which can cause flickering if there's more than 4 shadow casting light sources. Again, that's just for vanilla interiors, and if you are using the No Inns version of ETaC, then obviously there shouldn't be any ELFX conflicts inside inns. Honestly, it's not so terrible, and when MJB updates everything along with the ELFX patch, then it will all be fine. Did anyone actually read a post from MJB in which she said that she will make the patch for ELFX - Exteriors as well as the main ELFX plugin?
  24. Oh - what are the Skyrim Sewer 4 incompatibilities? The NavMeshes?
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