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dreadflopp

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Everything posted by dreadflopp

  1. OK, hopefully she/he will answer and provide a fix. I really want to use AGO but judging from comments across the web it may not be advisable to uninstall mid game which means you'll be stuck with the broken animations, if it doesn't get fixed. I have no reliable sources confirming this but better safe than sorry. I had the bug in a new save with no race menu alterations whatsoever, but I haven't tried with vanilla Skyrim yet.
  2. Yes, I did run FNIS and I did check the additional checkmark. Do you have vanilla animations for sneaking and jumping or are there new animations included in AGO?
  3. Archery Gameplay Overhaul https://www.nexusmods.com/skyrim/mods/69033/? Overhauls archery. Features: New animationsEnchanted ArrowsBleeding & Persistent ArrowsBow Camera & CrosshairArm FatigueOther improvementsThis mod didn't have any forum page so I thought I'd make one to ask a question about it. I know this mod is endorsed by some people here, and TechAngel have mentioned it and endorsed it. My question is that whatever I try, the drawn arrow is stuck with its tip in my hand when I sneak or jump. I have tried both version of XP32 Skeleton and tried the animations used by STEP, by SRLE and without any animation mods. This bug is reported several times on its nexus page. Does anyone else experience this and have any suggestion on how to solve it?
  4. Both ELFX and Relighting Skyrim are great, your choice really. Peltapalooza doesn't add any pelts, it just adds variation as it increases the number of pelts used by the game, if I uderstands it correctly. It's just meshes and textures, no plugin. I'm not using 3DNPC, I like it though. My frame rate was getting low which is why I tried to drop 3DNPC and I got a big increase in fps. For the same reason I'm trying without Immersive patrols but I haven't seen any benefits yet, but my testing is limited as I have a limited time to play. Garfink reported that Immersive Patrols was causing frame rate drops for him. I like NPC KO overhaul since your followers gets KO during combat and won't recover until the fight is over, which adds some challenge to the fights. Can't say how taxing it is on the system since I haven't tried without it but if it is demanding I' would drop it. It isn't essential. I'm also just using the textures from EBT and DSI. I'm very interested in SMF but I'm a little worried about how well it functions with custom followers and with ICAIO. Last time I checked, which is quite awhile ago, there wasn't any information about this. If you just want a mod that allows multiple followers, I'd use this: https://steamcommunity.com/sharedfiles/filedetails/?id=87578317 Multiple followers lite, which isn't on the nexus. I have used Endgame NPC's before but I removed since I was frustrated with the fact that the mod alters two race records to give female orcs female behaviors. This may be fine, Neovalen does the same thing in SRLE, but I don't think it fits in Endgame NPC's and it causes the mod to conflict with other mods that alters races. I asked the author about this but he/she said those edits were essential to him/her. They may be essential to some but I still don't think they fit in Endgame NPC overhaul since they are not essential for Endgame NPCs. It feels messy and made be question the design choices of the mod. Why put your personal edits in your mod that has nothing to do with those edits. I know I'm being nitpicky and Endgame NPCs is probably excellent, but it's just how it is :)
  5. Sounds good [emoji106] friend request accepted. That is very true but I'm decent in other shooters like Tribes and Titanfall. It could be that those aren't very popular rather than me being good. Sent from my Nexus 6P using Tapatalk
  6. I tried making patches for Legacy of the dragonborn, it needs quite a lot of patching. I gave up on it because of LotD:s automatic patching system; I didn't know what needed to be patched and what not.
  7. I'm starting to enjoy SW Battlefront finally, after ~20 hours game time. I really suck at it though, but I'm trying. Are there any benefits of playing with a partner/origin friend? If so, feel free to add me, same user name as here. Be warned though, I have 40% W/L and a K/D ratio of 0.5... I do have a cool robot dance emoji though and tend to use it as often as I can. I'm going back to Skyrim for tonight, where I don't have to be ashamed for being such an unskilled gamer. I have played computer games for over 30 years, I should be better than this.
  8. It will most likely work. I have a similar setup. Here is the mods that I use. I have shared all patches that are needed in my modular patches download:
  9. Patches for You Hunger isn't necessary since all it does is remove food. If you keep it high in the load order and let all other mods overwrite it, all that happens is that some food will be added back in. I used to have toxicity in my gameplay rebalance pack. I removed since I felt it broke immersion by adding another UI element to keep your eye on and I discovered that I wasn't using that much potions anyway so I didn't see any real effects of toxicity. I felt using CACO's feature that let's health potions work over time (5 secs) was enough. At that time I was using another mod that did the same thing (Immersive Potions by Nastakanoth). Sometimes when I actually spammed to many potions and saw the effects of toxicity (pulsing blur, heartbeats) the effects got stuck and I had to load an earlier save. This doesn't have to be a bug in toxicity, it might as well have been a conflict between mods scripts.
  10. Sorry for the late answer. Yes, it is CACO_Immersive Creatures patch+DL2.esp. Your question made me realize that I had failed to follow my own instructions to not include CACO_Immersive Creatures patch+DL2.esp in the merge. By including it I had solved all conflict in my patches instead of using the load order to solve it. This means CACO_Immersive Creatures patch+DL2.esp can now be included in the merge.
  11. Glad you enjoy it :) The recommendation to not use the essential NPC's function comes from Garfink I believe, who was the co-author of my previous pack that all my current packs are based on. Some NPC's should be essential in vanilla. I don't know what would happen if you use that function but I'm guessing it isn't reversible and that the NPC's that have been tagged as essential are stored in your saved game file since this is done with scripting. What would happen if a npc that should be killable is marked as essential. This is all hypothetical and any problems that might occur could probably be solved with console commands. Mods that makes NPC's harder and higher level can be fun. This is what Endgame NPCs and RotE does for NPC's and enemies. There is a leveling system for NPC's and there are in fact several versions of many NPC's with different levels. Which one you will meet depends on your level (or maybe the level of the encounter zone). Endgame NPC's raises the level cap for several NPCs. Check those mods as well as the companions mod and the College of Winterhold mod that are in Dart_mathias pack (SRLE Extended) to see what they have done and see what you can come up with. Compatibility with mods that alters NPCs is a problem unfortunately and this is why I avoid these mods. Resolving conflicts are often easy but can be tedious if there are many NPCs that are altered by the mod. Regarding Hunterborn, I haven't used it enough to have an answer. I'll check in xEdit to see if I can see something odd.
  12. No, my patches doesn't touch any records that this does patch does. I didn't know that there was a version of elemental destruction magic that alters the perks. If you use that version, use this patch. If you use the ordinary version of elemental destruction magic, the patch isn't needed.
  13. Keep it, remove Neos LOOT rule for it and add my LOOT rule instead. The bashed patch with the help of MLU.esp will make sure that this leveled list is deleveled.
  14. But the argument only applies to when you run DynDOLOD TexGen. When you run DynDOLOD Worlds, you set the output directory from the DynDOLOD worlds setting window. This is saved in <xEdit install directory>/Edit Scripts/DynDOLOD/DynDOLOD-LODGen preset default.ini
  15. I think we mean the same thing, my wording may be a little off. This is how I interpret the instructions: SR:LE 1. Run DynDOLOD textgen 2. Run DynDOLOD worlds 3. Create one textgen mod and one worlds mod. STEP 1. Run DynDOLOD textgen 2. Create textgen mod 3. Run DynDOLOD worlds 4. Create worlds mod The STEP instructions led me to believe that the textgen mod needed to be created before running the DynDOLOD worlds script, which was apparently wrong when I read the SR:LE instructions. Both the STEP instructions and SR:LE instructions should give the same result.
  16. My uncapper settings are not really "mine", just to clarify. The download is just a downloadable version of the uncapper settings that are in my guide. As stated there, most settings are from the ordinator uncapper settings from the MLU Nexus page. I have just tweaked it a little. It have worked great for me but if you use it, read the section of my guide where I explain the tweaks I did cause they man not sure everyone.
  17. Glad I could help, even though all I did was making false assumptions about the process of executing DynDOLOD :)
  18. The DynDOLoD process is like voodoo indead. Neo knows what he does and he clearly states that you run both script and then create mods of them so this is how you should/could do it. Following the STEP instructions you first run the textgen and create a mod out of it and then run dyndolod worlds. This led me to assume that dyndolod used the textures from the textgen when it created the worlds, which it apparently doesn't. I have spent a lot of time staring down the contents of plugins and have become pretty good at figuring out what everything does, but I'm a total noob when it comes to textures and meshes and LODs and so on. (I already offered my firstborn to the Great Old Ones - sorry Sheson...)
  19. I'm not optimizing any textures. STEP offers a texture pack that has been optimized. I use 2k-1k textures available. If it's not, I use 2k for NPCs/creatures/weapons/armors, 2k for indoors and 1k for outdoors.
  20. The latest version of xEdit is needed for Dyndolod to run properly. You do use Dyndolods textgten before you create the LODS right? My memory patch is working and I have the skse folder and ini file installed as a mod, which is what I would advice. That way you can see that it's not getting overwritten. The overwrite folder should work too.
  21. 1. Better freeze shock effects isn't in STEP Extended patch afaik. It's not a master and is not included in any way, I just checked unless I'm missing something. 8. I roleplayed a drunken rogue type character that refused to wear any armor, hated everything magic or enchanted and had to steal all liqours he saw. If I had more than 6 liquors in my inventory I had to drink it all. It was kinda fun. 10. Memory blocks log: https://www.nexusmods.com/skyrim/mods/50471/? there is a video on the nexus page that explains it. I haven't watched since it's very long. I'd rather check this thread: https://forum.step-project.com/topic/6726-common-ctds-freezes-ils-and-memory-issues/ In short: \Skyrim\Data\SKSE\SKSE.ini: [General] ClearInvalidRegistrations=1 [Memory] DefaultHeapInitialAllocMB=768 ScrapHeapSizeMB=256 Install memory blocks log and enable logging in its ini. Play until you CTD. Check the log of memory blocks log. This is an example of such a log: Check this post from the STEP thread I linked above: https://forum.step-project.com/topic/6726-common-ctds-freezes-ils-and-memory-issues/page-6?do=findComment&comment=135310 If Block 1 (in this case 393 when it was highest) would be larger than (DefaultHeapInitialAllocMB)-(ScrapHeapSizeMB) the game crashes. If that's the case, increase the value of DefaultHeapInitialAllocMB but keep it as low as possible. 12. Check the FormId of the cell where flickering occurs. I think you can use STATUS https://www.nexusmods.com/skyrim/mods/32657/? to easily get the formId. Open xEdit/TES5Edit and search for that FormId. See that your lighting mod isn't being overwritten.
  22. There is a new Ordinator uncapper on the nexus that is based on the Better leveling uncapper we used to use, I'm testing it right now. It levels faster than mine. 1. You could try droping Better freeze shock effects too and just use the textures. 2) Interesting, I'll probably drop it then. I'll have to test in my game first. 3. I'm playing with Hunterborn atm (just at level 3 and have killed just 1 animal so...). Set a custom setting on how much ingredients you get to 5% (recommended by Krypto. I have turned off the harvesting takes time function. I'm aware of the SIC inconsistency. It can be fixed manually with a spell/ability from the MCM in Hunterborn but it really should be fixed with a patch. 4. 3DNPC and Inconsequential NPCs killed my framerate and I'm playing without them atm. 5. Totally agree. 6. I haven't played with enchantment awaken in a long time and i rarely use the skill. I say stick with ordinator because of consistency. 7. Haha I read about the pissing mod. A little to much maybe. I agree about WAA, the bonuses may be a little to much at times but I really liked it. Try playing a assasin/thief without armor (only clothes) for the speed bonus. Really fun. 8. I use Beyond reach but I haven't actually played it. I also use Helgen Reborn, Moon & Star, The Forgotten City, Molag Bals Inferno and The Gray Cowl of Nocturnal. I haven't played those either. I haven't even gotten to Dragonborn yet... 9. I have no idea 10. My game is pretty stable, make sure to check your memory blocks log 11. Strange, I've never encountered that. Regarding saves, SkyTweak lets you set a hot key for saves too and that is what I use 12. Flickering lights are caused by too many light sources/meshes/somethinglikethat at once. ELFX/Relighting Skyrim adds/moves and or disables light sources. I'm guessing the flickering is caused by a conflict where a light that should be disabled is enabled because of a conflict in the plugins. 13. I follow the STEP instructions and everything works fine. Use the patches from the DyndoLod download if you use those mods. I have to disable my dynamic patches (dual sheath redux etc) for dyndolod to create lods without getting stuck.
  23. I'm not at my PC atm, but use the patch from the official CACO Nexus page. Before that patch was made, the SIC patch from Extra CACO patches was used. I simply forgot to rename it in the merge and LOOT section. Modify and apply the LOOT rule that was made for the old SIC patch to the new one.
  24. You should compare your load orders for the first 5 plugins, I'm guessing you will find your answer there. Your FormIds are referencing the 4th plugin in the load order while instantkors FormIds are referencing the 5th plugin in the load order. The load order I'm talking about is the order of the loaded plugins in xEdit, not the actual load order of all plugins.
  25. It's not that hard to patch. Many mods are supported by the official patches, some of them are a little outdated. Many conflicts are sorted with LOOT rules. Some of the features of MLU can be replaced by other mods that are superior (imo), like CACO and CCOR. I have made patches for some mods and I have also used the CCOR script to add CCOR breakdown/crafting recipes to some mods. Everyone are free to use/copy the patches or parts of them however they want (uploading to Nexus is probably a bad idea though because of permissions...).
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