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Glanzer

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Everything posted by Glanzer

  1. Try turning on wireframes ("twf" in console) to see if the object has an actual mesh. That would at least give you an outline of the object showing you what it is.
  2. LOL that's like saying you never brushed your teeth and your teeth ached all the time, but you assumed you had no cavities. You shouldn't wait till you have a corrupt savegame because then it's too late. If you remove or update mods that have scripts you should at least check your savegame...
  3. I have used this cleaner with great success after upgrading mods that had fewer scripts in the new version than the old version. The cleaner was able to identify and clean out references to the orphaned scripts (I confirmed this manually by my own inspection in the old/new mod file list). I was a bit surprised that no one in this thread mentioned the other major script cleaner called "Savegame Script Scalpel" (mod #53045 on Nexus). I started using that cleaner and it is supposedly more sophisticated at detection and cleaning of scripts. The author has a stickie in the posts area that compares his tool against the Savegame Script Cleaner.
  4. Ok here's a stupid question so don't laugh at me... Why would you need to script that, why not use a plugin to place that Journal? I thought that was the preferred method for placing things at startup.
  5. I could be mistaken, but I didn't think SFO touches the textures of ground cover (painted plants on surfaces). Could be wrong.
  6. Sorry I'm not a modder but first thing I would try is turning on papyrus debugging to see if it puts something in there that's helpful. Also are you sure you really want the quest to start automatically for a new game? If so there are other things to worry about, such as the effect on the infamous cart ride, compatibility with Alternate Start, maybe others I'm not thinking about. I generally like mods that allow the startup to be delayed, for example the Sounds of Skyrim mods wait till you've exited Helgen (or exited AS) till they start up, or like Frostfall which waits till you gaze at the heavens, etc. Sorry, that was probably more opinion than you wanted and fewer real answers than you needed.
  7. Rein, thanks for modifying the caveats you put on description page and in the posts area of BFT. The prior wording was a bit harsh and a bit alarmist.
  8. Those instructions need to be updated for LOOT, they only have BOSS in the list.
  9. Wow I've used that mod for months and never had problems with it. It is part of my essential immersion mods. And yes I WILL continue to use for all my playthroughs. :-P
  10. I have a similar load list. You might want to consider adding the CoT Weather Patch since it corrects issues with CoT. Also, I was able to merge all the CoT patches, Supreme Storms, and Weather Patch into a single ESP which saved me several plugins. If you like Hunterborn, frostfall, RnD, and other survival mods you should also check out Hunting in Skyrim.
  11. I asked about this a while back but got some resistance, even though the support people for MO seemed to argue with one another about it at the time. Anyway, here goes... Would you PLEASE consider not translating the version numbers for mods into something YOU think they should be? I have so many mods that use very silly things for their version numbers, and I would like to preserve what THEY say their version is in the MO interface. As it is now i have to keep a separate Word document with EVERY mod I've installed to track that information since MO can't do it. For example, if the mod author says "version Final", and I type into MO "Final" that turns into "1.0" in the interface which tells me NOTHING. Or if I type in "3.0a" in the interface that becomes "3.0alpha". I was once reprimanded by a mod author for referring to his supposed "alpha" version because that's what I saw in MO! And 3.0b becomes "3.0beta". Lots of other weird translations. I often just enter periods between the numbers and letters to try to fake it and prevent it from changing on me. I think the MO version number should allow any arbitrary string to be entered WITHOUT changing it for us.
  12. I tried Living Takes Time and had no problems with it.
  13. Hunterborn's skinning system does a good job of this. The first time you skin it takes an hour or two I think and the skins are poor or worthless. But as you get better and craft better hunting knives it only takes about 10 minutes.
  14. I've had something similar happen with iron arrows where the game would ctd when starting certain quests. If I have any iron arrows in my inventory when starting the cidhna mine quest in markarth or the fifth gate mod quest at hrothgar. In both cases the quests try to remove items from your inventory and teleport you somewhere. To fix it I have to drop all my iron arrows before I start the quests.
  15. A timescale of 1 might cause problems with quests as reported by many people. Usually people recommend not setting it lower than 4 or maybe 6 as a general rule. I have mine set at 6. There are many articles about this so you can do your own research. For example see this article: https://forum.step-project.com/topic/4577-skyrim-timescale-what-is-safe/
  16. That's what I've done too (wait at statue for all mods to load and register their MCMs), though I don't choose that beginning.
  17. The screenshot links don't work. I've noticed that my water reflections are a rough *estimate* of what's on the other side. sometimes trees are missing etc. Isn't that normal? Maybe if we're using something like SFO added trees aren't relected because the original game doesn't know about them? I have no idea.
  18. hmmm, I wouldn't think SDO would fix a popin issue for ground textures. Anyway I googled this problem for about 10 minutes and found others with the same issue, but no definite fixes. Are your ugrids higher than 5? That's a common source of the problem. Also, if you're using an ENB did you give your video ram the required boost in the ENB ini? What about your normal skyrim ini settings, have you been tweaking those? You could copy off both your skyrim ini files then recreate them by loading the normal skyrim game startup (which rewrites them I think) to see if that does anything. I also found 2 older posts that might help: --Fiddle with your timescale options. Try a "set timescale to 20" in console to see if that has any effect. (See https://forums.nexusmods.com/index.php?/topic/971223-blurry-low-quality-ground-textures/) --If you are using the High-Res DLC try disabling it in Mod Organizer to see if that has any effect (see https://www.gamesas.com/terrain-texture-pop-t231046.html) I think most of the High-Res DLC is overwritten by other Hi-Res texture mods anyway though. BTW, if you extracted the contents of the BSAs in the High-Res DLCs then you should disable the corresponding High-Res ESPs (MO will prompt you for this if you hover over those ESPs with your mouse). This will save you several ESP slots.
  19. I'm amazed at the great mods like this one that are still coming out to improve skyrim. I think a lot of players will enjoy this change. But I wonder if more people would try it if it were named something simple like "Followers Climb Stairs".
  20. All of skyrim is that way. And so is every other game. Textures save lots of memory aand complexity over creating 3d meshes for everything. Take a look at all the leaves on the ground, they're just painted on.
  21. Thanks, I loaded the merged plugin in TES5Edit again and checked for errors, there were none.
  22. FWIW I went ahead and tried it and so far everything looks OK. I forced vanilla rain/snow storms and got the Supreme Storms versions, and also I forced ToC rain/snow storms and got the Supreme Storms version of those too (I use BOTH the vanilla and CoT versions of Supreme Storms). I know I'm getting the Supreme Storms versions because it adds in the blowing mist to those. Here were the tests I ran: fw c8220 (vanilla rainstorm) fw c8221 (vanilla snowstorm) fw 0c044831 (CoT rainstorm) fw 0c047e31 (CoT snowstorm) I called the new plugin "CoT-WeatherPatch.esp" so that BOSS would sort it correctly, and created a separate mod for it which I added through MO and placed the mod underneath the others in the mod load order, and of course I moved all the other 9 plugins to the "Optional ESPs" pane in their respective mods so that those plugins would not be loaded. If this merge continues to work out I just saved myself 8 plugins. If not, I will just remove it and re-enable the original 9 plugins. Hope that helps someone else.
  23. I think what's happening is that Mod Organizer compares the load order of the Plugins with the load order of the mods, and sees that some of the scripts that are in the mods do not line up with their corresponding Plugin order. According to the warning message that I saw pop up this can lead to script errors. I'm not sure about that because I can't remember what the warning message was... I simply allowed MO to reorder my mods as it wanted. It does NOT want to reorder you Plugins, just the mods. That way all the files will be in the same order and priority as the Plugins. That makes a lot of sense if the mods alter the same vanilla scripts, you'd end up with a Plugin calling a script that was altered by some other mod and that would be bad.
  24. Hi all, In the SR:LE guide I noticed some of the ESPs can be combined: Files to merge:ClimatesOfTamriel-Dawnguard-Patch.espClimatesOfTamriel-Dragonborn-Patch.espClimatesOfTamriel FalskaarCoT-WeatherPatch.espCoT-WeatherPatch_DB.espCoT-WeatherPatch_Snow-40.espThat's really great news to me because I am now at 253 plugins. But I also have the Supreme Storms plugins that are mixed in with the above ESPs in my load order. I would like to know if you think it's safe to include those too? Here are the all plugins I would like to merge: ClimatesOfTamriel-Dawnguard-Patch.espClimatesOfTamriel-Dragonborn-Patch.espClimatesOfTamriel Falskaar.espSupreme Storms - Cot Version.espCoT-WeatherPatch.espCoT-WeatherPatch_DB.espCoT-WeatherPatch_Snow-40.espCoT-WeatherPatch_SupStorms.espCoT-WeatherPatch_NL2.espJust looking for opinions here before I try it, I doubt anyone knows for sure.
  25. If you have MO configured to automatically extract your BSAs then of course they wouldn't be there. That's what I do.
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