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Everything posted by Kelmych
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DDsopt question involving Skyrim Revisited: Legendary Edition
Kelmych replied to FamousDeadGuy's question in DDSopt Support
You could have a folder such as "HRDLC1" or "HRDLC1 Optimized" as the output. It will contain textures in individual files. -
DDsopt question involving Skyrim Revisited: Legendary Edition
Kelmych replied to FamousDeadGuy's question in DDSopt Support
DDSopt output can be either a set of loose files in a folder or a BSA; it depends on how you configure it. Either is fine. It takes longer if it makes the output into a BSA. -
DDsopt question involving Skyrim Revisited: Legendary Edition
Kelmych replied to FamousDeadGuy's question in DDSopt Support
When I optimized a bunch of the mods in the STEP guide I used the batch file for mods that's discussed in the guide since it made it easier to use different DDSopt parameters for the exterior textures than for the interior ones. For Telvanni Reborn I used 1Kx1K for the exterior textures (in the architecture folder) and 2Kx2K for the rest. If you want to downsize everything in Telvanni Reborn to 1Kx1K I'd suggest using the constraints tab parameters from S1 in the section of the guide about optimizing textures in mods. -
I was looking at the SR:LE instructions for optimizing vanilla textures and I notice that the optimized textures are stored as loose files directory in a new folder (e.g., HRDLC1 Optimized) inside the Mod Organizermods folder . If MO allows that then the DDSopt guide can be edited to mention that when using MO the archiving step for the vanilla textures can be bypassed and the texture folders can be directly copied to the Mod Organizermods directory. The archiving step takes a long time to complete, and if it isn't needed with MO it would save a lot of the time in performing the vanilla optimization. Also, has anyone else tried using MO to extract the vanilla textures? EssArrBee mentioned a problem with this a while ago, but only DoubleYou responded. This would save some time in optimizing the vanilla textures since MO seems quicker than BSAopt/DDSopt in doing this.
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DDsopt question involving Skyrim Revisited: Legendary Edition
Kelmych replied to FamousDeadGuy's question in DDSopt Support
I'm not quite sure which instructions you followed, so it's hard for me to answer without knowing the answer. I expect you followed the SR:LE instructions, and if so I'm not exactly certain what happened. It's probably related to the DDSopt settings. The SR:LE guide has a simplified approach, while the DDSopt guide has a more involved approach and you need to follow one or the other. There is a shortened version of the DDSopt guide approach in the QuickStart section and a longer version in the Vanilla Texture preparation and DDSopt Optimization sections. The effects of the DDSopt guide approach are summarized in Question 3 in the General FAQ. The simpler SR:LE approach provides a subset of these effects. The resulting optimized textures are used by Mod Organizer to overwrite the vanilla textures contained in several BSAs in the SkyrimData folder. If you put the optimized ones directly into the SkyrimData folder then that folder is no longer in its original altered condition, and one of the goals/advantages of MO is that the SkyrimData folder is left in its original state. On a computer that isn't particularly fast the optimization process can take quite a while; it didn't take as long as you mention, however, on my computer. -
SKSE Install - Detailed Instructions
Kelmych replied to croc's question in General Skyrim LE Support
Mod Organizer puts virtual links only into the SkyrimData folder. SKSE executable and dlls need to be installed in the main Skyrim directory as is true for any extender. By packaging the scripts folder, and the SKSE folder if desired, into an archive it can be managed by MO so that the SkyrimData directory itself has no direct additions; the additional folders are added to the Data directory with virtual links by MO. -
Which mod manager do you use, Mod Organizer or Wrye Bash? The suggestions I would make depend on which one you use. It's almost certainly not an armor mod or any mod that just adds items; it has to be in a mod that has scripts. I looked in my SkyrimDatascripts folder and I don't see that script, so it isn't from any of the mods you'll commonly see mentioned on the STEP forums. You do have many mods that I've never seen mentioned on these forums, however.
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pack A Real Explorer's Guide to Skyrim
Kelmych replied to CJ2311's topic in Step Skyrim LE Packs (retired)
For me, at least, it's great that you've taken the time to sift through mods and find ones that can be made compatible and nopticeable improve immersion. And then you even fix the navmeshes so the mods are actually compatible. I've looked at the city mods for a long time, thinking that they look attractive but knowing it takes a lot of work to actually make them compatible with the rest of Skyrim. If I don't want to make extensive use of a particular mod like the Pit mod, I can always go past it knowing that if I do get interested it's there and will work. Thanks for all the effort you put into this pack. -
TES5Edit - Which record types DON'T need conflict patches
Kelmych replied to keithinhanoi's topic in xEdit
I don't think XLCN records are forwarded. If I remember correctly, this has been the problem with the Hearthfire homes not showing up when other later-loading mods don't include the XLCN record added by Hearthfires.esm- 69 replies
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K is done.
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GUIDE FNV Guide - Info and Feedback
Kelmych replied to EssArrBee's topic in Fear & Loathing in New Vegas
WMXUE merges all the WMX plugins across DLCs into a single plugin; until a month or so ago that was the best way get WMX with all the DLC. The newer separate WMX DLC plugin is, of course, not fully interchangeable with WMXUE since WMXUE has different FormIDs for DLC weapons. I'll need to do some work with FNVEdit and my game save to move to the new WMX DLC plugin. (Edited) -
Correct; it's even encouraged. Some of the mods recently added to SR:LE (and other packs) don't have Mod threads yet. Neo and other pack creators sometimes add mods to their packs without having a thread in this section about the mod.
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I updated all the forum links on wiki pages in sections I and J. Section I still has 2 mods with bad galley urls that point to nexus pages.
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The FNIS generator is run again whenever any mods with animation are changed. The results of this run, when using MO, are put in the Overwrite folder. There should not be any need to start a new save game; you should be able to continue with the save game. Run the FNIS executable again (start the executable and hit the Update FNIS Behavior button) and note what the mod writes about the results of the run.
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implemented Displaying Recent Posts on the sidebar
Kelmych replied to CJ2311's question in Forum Support
I find the recent posts entries useful. Some threads, especially the Mod Anthology subthreads for individual mods, can have posts in more than one mod in a short time period and it's easy to miss them if you just look at the view of all the threads (e.g., the STEP categories in the Mod Anthology thread). -
The mods Realistic Running Speed and Realistic Humanoid Movement Speed change various speeds. If you load them and look at the Skyrim parameters they change (which are GMSTs) in TES5Edit you will see how to change a wide range of speed parameters. It is quite straightforward, at least with TES5Edit. Of course, if you like the default parameters one of these mods uses then you don't need to edit anything. The kinds of changes you want to make should be safe.
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GUIDE FNV Guide - Info and Feedback
Kelmych replied to EssArrBee's topic in Fear & Loathing in New Vegas
I've used DDSopt on many of the textures in FNV, especially textures for exterior spaces, and I haven't seen any obvious problems. You might want to note somewhere in the guide the problem in FNV with the number of plugins that can be supported. It varies with the particular plugins being used, but the limit is much lower than the 255 plugins allowed in other Bethesda games (typically around 160 or so) because of the FNV software infrastructure. -
I load MO itself on an HDD, the download directory on another HDD volume, and Skyrim and the MO mods directories on an SDD. I don't need symbolic links the way I set it up. Steam allows multiple Steam folders; I have the main Steam directory on an HDD and the additional one on the SDD.
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After I installed MO on an HDD I moved the Mod directory to an SSD and the downloads directory to another HDD volume. I didn't have any problems.
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The merging script works for some plugin mergers. It isn't always successful with mods that add new FormIDs and scripts (as discussed in the guide).
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There is a short overview on Merging plugins in the Advanced Guides on the Wiki.
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Unoffical Hearthfire Patch - STEP Extend Patch Menu Crash
Kelmych replied to darthbdaman's question in General Skyrim LE Support
By menu I assume you mean the startup menu next to the spinning symbol. I'm using the STEP Extended Patch and the newest versions of all the Unofficial Skyrim patches, including the one posted today, and I'm not having any problems starting Skyrim with that menu. -
You may still have a problem with load order as I pointed out in the other thread; I was just commenting that the orange box indicates a warning which may or may not be important.
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Almost finished just need help with one last set of Errors!!
Kelmych replied to whoami4546's question in General Skyrim LE Support
It doesn't look like the load order is correct, and Wrye Bash was making a similar complaint. There may be a problem with BOSS. Close Mod Organizer then try deleting the BOSS masterlist.txt in the Skyrim folder inside the BOSS folder. Then run BOSS again and see if this fixes the load order problem. -
That's not an error, it's just a warning. If were an error the background color of the box would be red vs. orange. Some of the master files are not listed in the same order in the STEP core patch as they are in the load order of the mods being used. It isn't usually a problem.

