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xExekut3x

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Everything posted by xExekut3x

  1. Version 0.13.1 (build fc664279) The option simply isn't there. Showing Enable Edits and Group. That's it. Guessing there's no other way to set this? Should I downgrade?
  2. Smile44, I still don't see the option you were referring to. I haven't had much time to play since I started a new game, so I have had time to test out Spock's recommendation yet, but I uploaded some screens of my Requiem MCM menu. Is the option you're referring to under a different category? Is it only available with the script that I hid is enabled? Here is the album: https://imgur.com/a/ahTWj#0 Also, something very strange happened during the opening scene that's never happened to me before: It rained. I'm using your, Smile44, Weather & Lighting Pack. Granted, I do have additional mods that I enjoy playing with, but the only one that could be categorized with weather is Real Shelter. The rain started about the time all the prisoners hopped off the carriages and stopped by the time you jump out of the tower into the inn. It didn't cause any issues. I just thought it odd and hope it isn't an omen to future bugs.
  3. Before I organized my ESP load order according to the guide, I was testing things out and I was able to get Sven as a follower, but afterwards I was not. I did not know about this MCM option, but honestly I don't remember seeing it. I'm going to give Spock's recommendation a try and see how it goes, especially since I already started a new game. :/
  4. Requiem is loaded after The Choice is Yours. The file "/scripts/QF_FreeformRiverwood01_00074A83.pex" is overwritten by Requiem. Is that what you're referring to? Is it alright to rearrange these files without starting a new play-through? When I reorder these files, should I move Requiem above The Choice is Yours, or move The Choice is Yours below Requiem? I'm guessing the former because The Choice is Yours has several files which conflict with Thieves Guild Requirements. Or, if that is the file, couldn't I just hide it?
  5. Well I ordered my ESPs according to how the Requiem guide recommends, just in case, but now I'm having another issue. I'm using the optional ESP that allows you to have either Faendal or Sven as followers, but its not working. I've tried it for both of them, but neither give me the optional dialogue to ask them to follow me. Here is my load order: https://pastebin.com/qTQfFCff Besides that, which isn't a deal breaker (just useful in the beginning to get a quick follower/helper, especially with Requiem), everything with my setup seems to be working great. But I'm sure after fireundubh releases this guide I'll be changing things up and starting a new.
  6. I'd like to get an understanding of different people's game strategies for Requiem. Just in the opening sequence of Skyrim, I've tried several different play-styles, and I've noticed archery is the best. I can't say if it's overpowered or if melee/spells are under-powered; all I know is that with archery I can one-shot enemies, while with melee or spells, I get OWNED! Is this how Requiem is supposed to be? Is my configuration screwed up? I'm seriously confused!
  7. Should any, or all, Requiem ESPs be loaded after the STEP patche(s)? I noticed that the STEP Extended patch, at least, overrides some Requiem settings in TES5Edit. Still not completely familiar with LOOT, but from what I've read, from people on this forum, it seems like I should just trust its logic. But then what about load order recommendations on pack pages such as Requiem or Weather & Lighting? Should those load order recommendations still be implemented?
  8. So, going to have to go back and install all mods that use FOMODs again, because something I noticed but didn't pay much attention to, was that before this bugfix, when installing with a FOMOD, any and all ESPs wouldn't get added. EDIT: Went back through all the mods I could think of that use FOMODs, and so far only SMIM, as mentioned by EssArrBee above, and SkyFalls & SkyMills needed to be installed again. All the rest appeared fine.
  9. Fixed it! Thanks for the help.
  10. MO is version 1.2.10 and SMIM is 1.74.
  11. I have STEP Extended + Requiem + Weather & Lighting with RealVision. Just from the beginning sequence, I noticed several textures were light purple. Rabbits, underside of carriage, metal pieces on carriage, and the fire braziers: https://i.imgur.com/rhdTsYA.png. Mod list: https://www.dropbox.com/s/mmne8s72lm46txm/mods.xlsx?dl=0 Load order: https://www.dropbox.com/s/f39usoe3vlg0k43/loadorder.txt?dl=0 Has anyone ever come across a similar issue? I found only one other thread in the STEP forums pertaining to purple textures, but it was an issue with armors and weapons, and those appear to be fine in my setup. I also noticed horses didn't have manes, but that's not a serious issue for me. Are these texture issues with Requiem? Or perhaps a load order problem? What other mods affect those textures? In the meantime, I'm downloading Requiem and its update again to see if that fixes the issue, but if not, does anyone know what mods might have been corrupted?
  12. I was having a similar issue. Here's the error I was getting. https://www.dropbox.com/s/r8v4jrjs6jwlaeg/ENB%20Error.evtx I was able to resolve it, somehow, by removing the ENB files, but not SKSE (I'm using SKSE 1.7.0), verifying the integrity of the game cache, and making sure Skyrim would run (not through Mod Organizer). Once it was running fine I made sure it would run through Mod Organizer. After that I put the ENB files back into the Skyrim folder and it started working as intended with the ENBoost. Not sure what caused this to occur, but I'm glad it's back to normal. It was giving me a headache. I think it started happening after I changed NVIDIA settings through NVIDIA Inspector, which I had forgotten to do. Doubt that caused it, though, because the settings are now how STEP recommends and the ENBoost is working.
  13. My current mod list is Core + Extended + Smile44's Weather & Lighting (RealVision ENB), Survival +Â TehHerb's Immersive Survival + Smile44's Requiem Base + AutoSave Manger & EFF from VEGA + a few of my own - nothing too serious, AOS (instead of SoS), Glowing Ore Veins, Glowing Books, Categorized Favorites Menu (& Oni), Enhanced Skyrim Factions - Companions Guild (because something from Requiem wouldn't validate in TES5Edit without it), Cutting Room Floor, Civil War Overhaul, Vilja, Cerwiden, Inigo, and Hoth. The problem is, and it's not serious or game-breaking, just annoying, is that there's no head inside helmets. When I take my helmet off, my head is there, but when I put it back on, no head - empty helmet. Has anyone else had this issue? I can deal with it, it's just kind of freaky looking into my helm and not seeing a head. I'm think it might have something to do with Improved Closefaced Helmets, which I'm running version .9 + Dawnguard Helmets + Imperial Full Face Helmets - no cloth + the WAF & CFF compatible versions. If anyone has had this particular issue and knows how to fix it, great, otherwise, I'll deal with it, because besides that and Aela from the Companions Guild not wearing any clothes, I haven't had any issues besides CTDs, which don't occur more than once every few hours. I'm happy with my mod set currently, so I'd rather not start over, especially playing Requiem - which is taking forever, but enjoyable (two days now and only level seven).
  14. @rootstrat Sorry... Updated my OP.
  15. Thanks for the input. I'll keep it off for Skyrim, then, but I'll probably still use it for other games like BF4.
  16. https://www.razerzone.com/gamebooster "Focus all your system resources entirely on your game by temporarily shutting down unnecessary functions and applications." Yay or nay?
  17. Figured out my VEGA question. STEP:Core only. Works great. Had an issue with the SkyProc patcher, but I figured it out. I had unzipped the Dual Sheath Redux and ReProcessor patchers to the Skyrim Data folder, but once I started figuring out Mod Organizer, I realized these were meant to be used within MO exclusively. I thought they needed to go to the Skyrim Data folder like Fores New Idles for Skyrim, unless I'm wrong concerning that as well. Still learning.
  18. Definitely going to give this a shot now that I have VEGA working. I'll let you know how it goes.
  19. No idea what the originals are. But yeah, no problems yet. Thanks.
  20. I'll just use the 1024² option since most everything else in the guide is that.
  21. When installing this mod ( HQ3DMap - Normals Original ), you're given three options, 256², 512², 1024², and 2048². Which of these are you supposed to select? Is it personal preference depending on your system specs?
  22. After completing the DDSopt guide and adding the packaged files to Mod Organizer, what else needs to be done? Specifically, what .esm(s) and .bsa(s) need to be deactivated (unchecked), if any?
  23. I'll give the VEGA guide a go. It seems promising in that it will offer up a new experience to the base game, which I doubt I could play through again, hence my reason for being here and wanting to mod-up Skyrim. I have a question about the VEGA guide: "STEP:Core 2.2.7 mods as indicated by the green color bar next to the mod name. No other STEP mods, other than the ones in the VEGA pack. STEP:Core 2.2.7 mods installed following either STEP baseline or performance instructions to the letter." I understand what the first one states, but the second one is throwing me off. Do I need to go through the entire 2.2.7 process then go through VEGA's guide? At the bottom he states "No other mods, this also means no other STEP mods." So, just the Core mods or all mods? And one final question, that I can't find any information on: should I play through the beginning Helgen scene, make a save once I exit the cave, and then load all of my mods from there?
  24. Is it safe to follow his guide? I noticed his notice: "Notice: This guide has been frozen while a replacement is created." Is he referring to the 2.3.0 update? I would like to follow his guide because he has all the little TES5Edit and DDSOpt fixes in with it, or should I just stick with the 2.2.7 guide for now?
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