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phryxolydian

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Everything posted by phryxolydian

  1. Agreed. But in all but one of those cells were Water Height was being changed by SoS, Acoustic Space was getting overwritten by ELFX, so I basically had to patch those cells if I wanted to get both the Acoustic Space changes from SoS and ELFX lightning. Oh well, hope it's not a big issue.
  2. But amm.. there is no optional file from WATER that fixes only the blacksmith water, or at least, not that I know of. I have the WATER.esp, WATER Plants.esp, WATER DG.esp and the WATER DB Waves.esp. I did use to have the Blacksmith water fix mod, but that also had like 4 different esps to work with all the DLC's, I think.
  3. I vote for the non-Fireball version
  4. Hey thanks a lot rootsrat, I appreciate your help. It was, as you said it would be, a tedious task but, I think I did a good job. I have a question though, all of the "cells" I had to patch were, logically, because ELFX altered XCAS - Acoustic Space, overriding SoS. But in some of these cases SoS also had altered XCLW - Water Height. For example I had : Skyrim.esm: -2147483648.0000; SoS - The Dungeons.esp: 0.0000; ELFX.esp: -2147483648.0000. So, ELFX had the "correct" Water Height but because I patched it with The Dungeons, that cell now has Water Height set to 0.0000, right? How will this affect in-game? There's even one cell were SoS alters this Water Height and doesn't alter the Acoustic Space, oddly enough..
  5. How can I give you feedback if the only esps MO deemed dummies were the HiRes Packs and the UHRP? I have a couple of mods overwriting those textures so I don't think I can be of much help..
  6. Thanks Kelmych, that did the trick. I installed the x64 version of C++ btw, no the x86 or the other one, correct?
  7. It also says all the HiRes Packs and the UHRP are dummies. I unabled those too..
  8. Seeing as TES5Edit doesn't support merging patches, how do others create compatibility patches for mods. For example, I use ELFX and would like to install SoS - The Dungeons but both mod the same cells, I think. A compatibility patch was created here but a user has stated that it is no longer working as ELFX has continued to be updated. And I was wondering if I could do a compatibility patch, where do I start looking?
  9. I use these but I was wondering if they're being used cause ENBoost uses some other kind of files for these, no?
  10. Yes, I got the message when trying to execute DDSopt64.exe
  11. Not related to your problem but, don't see a point in making a thread with my question: Apparently, I'm missing MSVCP110.dll. Didn't see any mention of this anywhere on the forums nor on the guide. Is it normal that I'm missing this file on my PC. Does everyone else has it installed automatically?
  12. If I wish to install this over WATER but want to keep the blacksmith water fix which what do I need to do? Also, and I'm wondering if I should make a thread about that plus other questions I have, on the RWT2 he credits this mod for some particle meshes. I installed but it conflicts not just with WATER but with Dust Effects, Ultimate Fire Effects (which he mentions to install after his mod), ELFX, Project Parallax Remastered, SMIM and I'm sure a lot of other mods I don't have. What's the veredict or guide with this mod?
  13. Thank you, DoubleYou! Will make the changes accordingly except bFloatPointRenderTarget, bTreesReceiveShadows, bDrawLandShadows, bShadowsOnGrass because I do use ENBoost and it is mentioned that these are needed for it to work. I don't use any ENB mod though, just ENBoost. Again, thank you very much for your help! I'll comeback and share my results with your suggestions.
  14. I got SKSE working with MO now, thank you both. :-) I'll get back to you with Automatic Variants, I can't do the procedure right now but I got a question, once I create the new mod from Overwrite, do I disable either Automatic Variants' original or any of the texture packs? I do keep the packs separate and each is its own mod. Here's the Display from MO's skyrimprefs.ini While I was at it I noticed something that may be the reason I don't get blood pools from EBT. Surely the Decals aren't supposed to be this way? I don't know why they're like this though. When running SkyrimLauncher I'm sure I had decals set to High quality.
  15. That was my procedure but I got an error when running SKSE. No matter, I did the same but using NMM and it's alright, it's the only thing I'm using NMM for and I don't mind it too much. If after running AV you get an Overwrite warning, or you just dont know where the new AV made files are they almost certainly will be in Overwrite Folder (Mod Organizer Temp Folder).They get left here if Mod Organizer isn't told where to put them, You must then move them manually to correct Mod Folder (The AV Mod you patched). Do this and all should work. Much appreciated! Do you mean to move it from the overwrite to each texture package folder or from overwrite to the AV folder? I got it working that way first but everytime I run AV I have to move the files from the overwrite to the AV and I merge the folders. Now I can only see the normal maps and no textures :-S Nope, I already had version 3.5c but thanks anyway, I've tried resetting the cloak spell but no blood pools for me. In the EBT Nexus page he mentions a possible issue with installing with MO but he doesn't mention what exactly is the possible issue. Thanks a lot Uhuru! Do you by any chance know a possible fix to the issues with the shadows, an ini tweak maybe? and that horrible black strip in the horizon?
  16. Well, I tried both. When I installed Python python27.dll was in the same directory as everything else Python installed (I installed it in Program Files (x86)\Python27 so I set the directory to that but MO said "invalid Python path, no guided fix". So then I moved python27.dll to SysWOW64 and set the directory to that and it still says "invalid Python path". I did use double \ characters in MO.ini. Do I need to execute either python.exe or pythonw.exe first? Or configure it? I know absolutely nothing about programming so I don't want to build anything (did a little reading on Python's webpage)...
  17. Oh I definitely will now that you've suggested! I was so bummed when I couldn't get it to work. Immersion is what it's all about for me.. I never fast travel for one. I've been taking it slow with adding mods to avoid making the game unstable so, how much is a large load order? I know the max is 255, right? I have 70 plugins right now without any real issues but, in the past, I've never been able to get a stable game with more than 80-85 mods, sadly. That was before I found STEP, though! I'll give it a go!
  18. Hmm I had that issue in the openning sequence when I was testing Touring Carriages. Never could really fix it so I was left with no choice but to uninstall it :-(
  19. It says "Python not installed or not found".If, as suggested, I go to Settings>Plugins>Python Proxy, it shows two things in the right pane: enable and python_dir. "Enable" has "true" to it's right but there's nothing showing for python_dir, and nothing happens when I right or left click it so, I can't show MO where I have python installed.
  20. Thanks!, I'll install it then. By the way, you need to update the wiki to say 2.7.6 :-) Hmm, I can't set the directory where I installed Phyton in the plugins tab. And MO didn't recognize on start that I installed it... Installed Phyton with the installer so I would think this is the "correct" way of installing?
  21. Moved on request of Poster Original Title "Thank you STEP!" Like the title says I wish to thank this great community in helping me out. A bit corny, I know, but I was literally about to throw the game away for good before I came here for help and I really owe you guys for your guidance. Thanks to Aiyen and  EssArrBee specially for your help! I went on and uninstalled everything and followed STEP's guide and it has massively improved my game experience. I got rid of HiAlgoBoost and installed enb with a fresh game and it worked out fine this time around and it even improved my default settings from Medium to High! It's amazing that I can go through (some) loading screens in just a few seconds using High settings, which would have been unthinkable before! I'm currently running 72 plugins and I only suffer from minor stutters every now and then, which go away if I quicksave and launch again. Although stuttering does increase quite a bit if riding a horse, I thought this was being caused by Improved Horse Step Sounds but I uninstalled and the stuttering persisted so I installed again. Oh and I've had only 1 CTD since I re-installed the game and I currently level 20, pretty sure it was cause of the memory limit. All in all, a huge improvement! Moved on request of Poster [Automatic Variants and Other Problems] from here However, I still come here with some questions and hopefully you guys can help me once again. In the process of starting fresh, I basically ditched NMM and I'm using MO now. Only thing I installed with NMM was SKSE's scripts which I couldn't intalled with MO for some reason.. But amm, I can't figure out how to install Automatic Variants through MO. I also want to ask your opinion about installing it in the first place, AV really is a fantastic mod and it was one of my favorites since I'm very much immersion oriented but I don't know if it is very script heavy and I don't want to increase stuttering and make my game more unstable. Same question about Sounds of Skyrim, are those really script heavy? I love those. Well, mostly the Wilds, the other two I can live without but I didn't install any yet. I recently installed EBT and I don't get any blood pools, I just read EBT's FAQ and it says it may be an install issue with MO.. I had no error while installing and I did get the activation message when I first installed it. I haven't tried the "reset cloak spell" suggestion so I'll get back to you on this. And finally some issues with shadows, I'm attaching some screenshots so you see what I mean. First one is at the Winking Skeever. makes me wanna puke! Second one happens outdoors, see those lines across the columns? They go away as I get closer but for example when I'm on a snowy terrain they are much thinner and much closer together lines and they are REALLY immersion breaking! The third one is a huge black strip in the horizon which I've no idea what it's causing it. I'm using CoT and the Snow patch, if it helps. Well, that's it! Thanks again, you guys are awesome! Hmm, maybe I should have posted this in the Support forum after all?
  22. I use ENBoost alone and since I started using it I've noticed nights to be quite a lot brighter when using CoT. I use to have the Darker Nights 3 version but now I think I can even see more than in vanilla, I'm going to have to use the 7 or 8 version I think..
  23. SMIM's author says that the esp is obsolete and that he only keeps it for those who don't use USKP.
  24. If I change my settings from the Skyrim Launcher say from High to Medium, will it erase the tweaks I've made from MO's ini editor?
  25. Is it necessary to have Python installed to use MO though? What does it do? I just began using MO and I don't have Python installed but so far every mod I've installed is working just fine. I'll have to watch the Advance tutorial from mark hollis I guess..
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