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alphaniner last won the day on July 6 2020

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About alphaniner

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  • Birthday 05/08/1981

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  1. I mean, it's not an indication of anything wrong with the mod, but I'd argue it does have something to do with the mod. In any case, I only mentioned it for the benefit of others who may run into the same issue.
  2. I had to add a process exclusion to Windows Defender or generation would fail:
  3. Version 5 was just released a few weeks ago, and it was believed to be compatible with the CR Patch. The team is usually very quick to resolve issues (I've reported a few). If they're American maybe they have better things to do around Thanksgiving. I'm sure it will be handled soon.
  4. Make sure you know how to fix the issue I mentioned if you're gonna use version 5.
  5. Nope. Occlusion generation fails: [04:31] <ARTHOakwoodNorth [CELL:00009BB6] (in Tamriel "Skyrim" [WRLD:0000003C] at -4,-16) Error while updating TVDT data: Load order FileID [92] can not be mapped to file FileID for file "Occlusion.esp" Check plugins modifying the cell record for errors and fix them> <ARTHOakwoodNorth [CELL:00009BB6] (in Tamriel "Skyrim" [WRLD:0000003C] at -4,-16) Error while updating TVDT data: Load order FileID [92] can not be mapped to file FileID for file "Occlusion.esp" Check plugins modifying the cell record for errors and fix them> That and two other records in the CR Patch reference RW records that are no longer valid: NightgateInnExterior03 [CELL:0000905C] (in Tamriel "Skyrim" [WRLD:0000003C] at 18,11) ARTHOakwoodNorth [CELL:00009BB6] (in Tamriel "Skyrim" [WRLD:0000003C] at -4,-16) POIPineForest13 [CELL:00009BB7] (in Tamriel "Skyrim" [WRLD:0000003C] at -5,-16) Fixing those records resolved the problem.
  6. Thanks. Based on the version bump and accompanying update stickies I couldn't help but wonder.
  7. On the other hand, there's Relationship Dialogue Overhaul - Update and MCM. Instead of removing things like followers, they can be disabled through the MCM.
  8. Good job I didn't ramble about why I thought it was a bad idea.
  9. The SKSE instructions say to configure the SKSE launcher to send output to the SKSE64 mod folder. I chose not to do this*, but I assume it will make everything that would normally go into Overwrite go to the SKSE64 folder. Anyway, later in the First Launch section of the guide there's something that suggests things will still be found in Overwrite: * Even if all possible output comes from SKSE dependent mods, sending it to an actual mod (as opposed to a 'dummy mod' like xEdit Output) just seems like bad practice IMO. And regardless of where it's sent, you lose the notification/warning when things end up in Overwrite. Not to mention, given that it's one of the first mods set up in the guide, I certainly would have forgotten and wondered why nothing was ever sent to Overwrite.
  10. Are you talking [N]PC level? Because the .ini is what determines things like skill level caps, and the default .ini contains [SkillCaps] #Set the skill level cap.This option determines the upper limit of skill level you can reach. iOneHanded = 100 iTwoHanded = 100 ...
  11. The link to the topic here needs to be fixed. Also I wonder what is the purpose of using this, since the guide doesn't include a preset mod or contain anything about modifying the default (auto-generated) .ini. As far as I can tell, the default .ini is all Vanilla values.
  12. I know the install instructions now exclude the standard specular maps, but if I'm not mistaken all of the 'No glowing skin' files except argonianfemalebody_s.dds are broken as well.
  13. Wow. I never gave much thought to normals, only considered the diffuse because it's the purdy one. Anyway, because I was curious, here's all the configurations in-game:
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