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sirjesto

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Everything posted by sirjesto

  1. Pretty much all that, yeah. lol.
  2. Leave settings as-is. Tick resize patterns 16x16 and if you want all to be 2k, tick resize down 2k or 1k or whatever you want. Then go for it. Mine used to be at least that big, but I've trimmed it down to around 90 GB lately.
  3. Wowsers. Sounds like you had an adventure there. Not having any other programs running and having ample free disk space is kinda important when doing texture optimization with that tool, as I guess you found out the hard way.
  4. As I said above, just optimizing the texture for the weapon prevents the issue. The NPC's have nothing to do with it.
  5. We are talking about the Dwemer Control Rod. It is a Mace.
  6. Who says I use ddsopt? https://www.nexusmods.com/skyrim/mods/12801/?
  7. I've never had the rod crash my game. Are you quite certain about that? EDIT: After a bit of research I found that optimizing the texture for the rod fixes the issue. Since I optimize all my textures, that is why I never had an issue with it.
  8. Personally, I would carry forward those keywords into the CR patch if it is the last thing loaded.
  9. If you don't use certain mods in the guide you may have issues with the custom conflict resolution patch. That patch will require certain mods as masters. You can certainly add other mods that aren't in the guide, but you will have to do your own conflict resolution for those, if necessary. EDIT: Ninnnnnnnnjjjjjaaaaaaa !!!!!
  10. It is a prerequisite for Undeath Immersive Lichdom V3.
  11. When you enable the setting, the values will just start showing up when you open the console.
  12. CustomMemoryBlock=0 Change the 0 to a 1 Sounds neat, but I do the same thing manually, and that's good enough for this old geezer.
  13. Nope, It died. I went out and bought a new one and contacted Newegg and they gave me an RMA# and a prepaid shipping label to send it back for a full refund. Worked out pretty good actually. I'm the kind of dude that turns all forms of auto-save off and hard saves a little more frequently. I believe the load after death issues are really only a concern with auto-saves. Hard saves don't seem to have this issue. Yeah, the default at 64 is usually OK, but if you see all 100% blocks in the console when you open it, you can raise it a little bit until all the numbers are in the 80%-90% range or so. Mine is set at 96 right now and it's totally stable. I'd PM meh with whatever information you have on the crash. He can usually tell you what type of crash it is (Magic Effect crash, for example) and that can help you narrow down what to look for.
  14. Updated the Merged Patch. Going to bed now. Pacific Time Zone and all.
  15. Honestly, I think it's necessary too even though they said it wasn't anymore. I believe that it is a Wrye Bash issue. If you use v306 it is probably still necessary, but with the bleeding edge code from the Beta it may work correctly.
  16. I'm pretty sure you can move that record over with no issues. You could also leave it if you want. I don't think it's a huge deal either way. Personally, I would probably move it over.
  17. Well I may need a ton more coffee. Something just crapped out with my monitor. two thirds of the screen just started going haywire. It's brand new too. GRRR May have to return it..... I don't need this right now.
  18. Patch for AAE and Undeath complete. https://www.nexusmods.com/skyrim/mods/76757/? Will work on a new merged patch after my coffee....
  19. I'm going to work on a AAE patch for Undeath right now that may help with that. That may change the AAE Master Patch though in the future.... GRRR...
  20. About the Additional Races MODL records, I just blanket copied them over. The Undeath custom ones need to be there for sure if Undeath custom races are to use closed faced helms. The others don't really matter I think because they are default. They don't hurt being there and really ICH could have them there too. About the DNAM, I'm not entirely sure. It has to do with code priority and it should be 12. Update fixed it to be 12 over Skyrim at 10, so ICH really should have it at 12.
  21. Nope, it's in the custom merged patch I made. The True Weapons version of the replacer does not conflict with the patches so you're good to go.
  22. It's just the same replacer .esp that is found in the optional files on the CCOR mod page. We got permission to include it in the package. You can always still get it from there. Funny, they didn't get copied over??? I added them to the newest version (1.2) just posted.
  23. OK, new version of that file posted.
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