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PlanetExp

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Everything posted by PlanetExp

  1. https://wiki.step-project.com/STEP:2.2.8 Heed the giant red warning on the top.
  2. Yeah, the ScriptDragon version worked fine but since it's advisable to stay away from ScriptDragon due to reports of instability and save bloat (can't remember where - it's here on STEP somewhere) it's a no-go, at least for me.
  3. @Solmyr: well, when the same character speaks over his/her own lines with the same voice doubled you know something's amiss. @phazer11: it's unfortunately a vanilla bug that seems the have been introduced with an update from Bethesda way back. That none have attempted to fix it must mean its either too difficult or everyone's hoping Beth will do it themselves someday. Thanks Fred
  4. Can confirm the slow response. It does depend on fps though so if I remove my ENB it's as smooth as ever. I also discovered an hilarious glitch with two handed and the critical charge. It's a vanilla glitch but can be slightly easier to pull off while dodging. If I dodge to the side and hold forward and attack I can keep attacking and sprinting forward endlessly even after my stamina is empty. The only use of the glitch is to traverse terrain superquick but there's a fast travel so why bother, right? Currently trying to figure out if it can be abused in some way. Got a CTD once while testing but couldn't replicate it after about an hour just sprinting around and dodging, attacking slaughtering people in god mode so I suspect it's from another mod but can't be certain so be careful (as always). Current stand is that it does deviate from vanilla combat rather than enhance it. The combination of these combat mods, high level enemies and immersive creatures is spicy though.
  5. I couldn't stand that it affected ALL DIALOGUE in the game so I had to remove the mod. The problem is a known issue as it is posted everywhere but I'm repeating it here anyway. - It causes all dialog from ALL NPCs to be quicker with less pause in-between. Sometimes starting to say the next line without finishing the last one. Am I the only one with this issue on this forum?
  6. There is some mentions of this mod here and there but couldn't find a separate thread. Â I'm looking to spice up the combat a bit and I'm already using TK HitStop and TK Recoil by same author and they've been working great in various mod combinations after almost 50 hours. I have some faith in his coding skills. TK Dodge by tktk
  7. Went searching for this thread so long I almost forgot what I was looking for. Is there a simple mod that let me hear weather sounds from indoors? I also use AOS so it must play nice with that... Thanks Fred
  8. Interesting, mentions compatibility with AOS as long as it is loaded after which basically does the same thing except for the preloading. Would be nice to compare the two of them. There were some mod that "fixed" the vanilla sneaking sounds but I can't remember which one. Might be some issues there but I can't check it out atm (I'm at school, I don't even know why I'm browsing this forum at the moment... I really shouldn't! shh).
  9. Tuning back in to report a tiny comparison of BSA vs loose files. I was expecting grand results but I can pretty much just confirm what other have stated in various other threads: Using MO, there is hardly any difference in loading time between BSAs and loose files on my machine. Packing stuff reduces the size about 20-30%. MO works the way Tannin states here: I had in my mind a sort of script that took all mods from MO in order of priority and put the end result in several folders which then could be packed into BSAs under 2GB each. It would roughly reduce MO mod folder from 25GB to 5 GB, since the overwrites would be weeded out. But obviously it wouldn't be possible to update mods without repacking the whole thing. I moved MO mod folder to a secondary drive for that purpose and tried it manually just for kicks. I found out that sound files did not like to be compressed, in which I had to mix lots of loose files with BSAs anyway. I ended up compressing individual mods instead and installing as duplicate mods in MO. It reduced the mod size about 20-30% and made mods like Book of Silence more tidy (just one single big BSA for all of them, about 1.2 GB). Where loading times shorter? Yes, but not by much. It came down to texture size too. Vanilla Skyrim>Whiterun main gates took no loading at all, I didn’t even see the black loading screen with smoke. Retextured Skyrim in BSA>Whiterun main gates takes about four seconds. About the same with loose files. Once the textures are loaded in memory I can run back and forth without loading. So in conclusion, I can just echo Tannin above: if you use MO and need some hard drive space just leave the BSAs as the mod author intended. I’d pack mods which is high up in the mod priority list, and mods with lots and lots of textures, like HRDLC optimized, Skyrim HD & book of silence, in my own BSAs but leave the smaller ones lower in the priority list as loose files. And as OP states some mods gave me CTD problems. Mostly it came down to anything that has sound files was problematic to repack, especially AOS just simple refused to start Skyrim at all. SMIM was also troublesome, seemed to corrupt a mesh. I recompressed it and haven’t noticed a problem since however.
  10. Tried Phinix latest ENB and there is only a tiny hint of *backlighting* but the clouds are back to normal. I found that increasing the curve for particles sort of restored them to normal with Skylight. Might be a mod though as you say, or my GPU actually I recently updated the drivers. I'll dive into it more when I can squeeze in some more Skyrim time - exams are getting frustratingly late :) Thanks
  11. I don't think packs are supported yet as of current release 2.2.7 so you have to use your own knowledge or mod developer instructions as to where to put these... From my own experience I've noted that they go kind of nicely at the end of a STEP:Core install in the order the pack author has them ordered - but I haven't looked very much into it. Plugin (.esp/.esm) order and mod order (files) are two different things in MO. BOSS only help you sort your .esp plugin list. The mod order list is a list of priorities of what files you wish Skyrim and its plugins to have available at runtime. If installed as per all detailed instructions and heeding mod author instructions, including PATCHES (note there is a STEP patch at the very top for 2.2.7). Your game is setup to be potentially stable. I say potentially because it all comes down to your computer after this :) *Working as intended* has to be taken with a grain of salt when we got the amount of mods as STEP suggests. A mod that change/replace the same resource at the top of the MO modlist will have some of its resources overwritten by other files later on in the list. MO is nice enough to tell us when this happens (many praises to the author of that project) but things get overwritten along the way, so some mods have textures and meshes you will never see as intended *by the mod author*, but rather as intended *by the STEP council*. There is a lot of much smarter people on this forum that can help you better but I hope my ramblings can make at least something more clear.
  12. Just letting you know It's been updated to 1.61. If you don't have 1.60 yet above fix is more than worth its redownload. Thanks Fred
  13. Weird, isn't it? Sky Haven Temple, that's where I first saw the effect. I recall it popping up somewhere else but that's where it's most obvious. Could be my setup, but I'm using ELFX + ELE interiors per your recommendations though :) Tried v17 and no change. It's not very noticeable unless I stand still and look around at the scenery intensely. Particle patch is loaded and overwriting everything as it should in MO.
  14. Here are some shots of the black foam and clouds: I'm using the particle patch, didn't see any difference with it on or off so maybe somethings wrong elsewhere. I'll do some experiments.
  15. Couldn't find any registry keys, it was only Mod Organizer I wanted to move. It was like Sakedo said: I worked just moving the folder out of there, then I edited nxmhanders.ini and ModOrganizer.ini to point to the new directory. Worked like a charm. Could be an idea to put a note or something on the Mod Organizer guide. Guess this is solved. Thank you! Fred
  16. I'm guilty of installing MO inside /program files and like to move it since the UAC is getting on my nerves. What's the best practice for doing so without having to redo mod orders/activations etc? Without screwing up any windows registry flags. Thanks Fred
  17. Hilarious. Now my character can grow a full beard in sync with my own that's soon in danger of hitting the keyboard from modding so much lately. Thanks Fred
  18. Haven't tried the latest v17 (as of 17/1). And I also use brighter nights optional ini settings (personal preference is closer to vanilla night and interiors) During dusk and night I've noticed that clouds along the mountain ranges and mist foam from RWT becomes black almost to the point that it looks like the colours are inverted. Is that supposed to be like that? I noticed I can turn the particle curve up in the enbseries.ini but I don't want to stray too far from the intended values as I have no idea what it does to other places. Another minor issue is that some bright lights' glow effect are also inverted as if they were casting a spotlight behind the focal point. Other than that I think it's one of the best ENBs I've tried with most 'bang for the buck' regarding looks/performance. Thanks Fred Sent from my iPhone using Tapatalk
  19. It also overwrites 5 textures from RWT. I copied them to a patch mod and stuck them after the particle patch, works pretty well. No troubles so far. A particle patch patch. Sent from my iPhone using Tapatalk
  20. Thanks for recommending convenient horses. I was holding out for that one because I was afraid of its scripts, but tried it just for measuring latency and checking logs for errors. With JUST CH I got a latency of about 49. I threw wet and cold at it and it went up to 50 on average. Then for the heck of it I threw in enhanced blood, footsteps AND frostfall. Flew around in god mode, turned into a vampire lord, slaughtered a whole village, stole a bunch of horses and fast travelled back and forth all over the map. Latency spikes were about 150ms but average was still at 50-60. In fact the most intensive thing seems to be turning into a vampire lord during the turning animation. Firing shots felt also a tad bit delayed, but I remember vanilla was about the same. Conclusion? W&C, CH and EBT are now permanent in my mod list. Thanks Fred PS I'll also have to add that I'm using Skylight ENB, turning it OFF shaved my latency down to an average of 36ms, much more than turning off scripted mods all together, with other words. DS
  21. Interesting question. You could always tell MO to keep the BSA, use DDSopt and extract it somewhere else and check if there are some conflicting files, and swap them manually if that is not the case. I suppose, though I'm just guessing, that MO extract BSAs to a temp directory first then moves them into the mod folder once the extraction is complete. Thats how almost all other extraction applications work that I know of.
  22. A little too much bass for my taste to be honest, but it does give some spells a lot more "omph". It's like someone turned on loudness on my tv. Sent from my iPhone using Tapatalk
  23. Don't install in /Program Files (x86) use the simpler C:/Games instead. Sent from my iPhone using Tapatalk
  24. Been using your ENB for a couple of days and love it. The performance relative how great it looks is fenomenal. The only gripe I can find is that the far away blue hue of the mountains tend to melt into the sky, some rare occasions so much they almost disappear. I'm using vanilla weathers and not CoT could that be the problem?
  25. Thanks! I'll do some testing in the following days. Going from BSAs to loose files made my loading screens go from barely noticeable to 2-4 seconds when loading new interiors. Not really a problem but good can always get better. Could also just be the increased size of textures, from vanilla to 1k-2k, that causes the loading - in which case I can do squat about it. I suppose a hypothetical best of all worlds would be something of a vanilla structure BSAs, with all MO overwrites already taken care of - scripts, textures and the like in separate repackaged BSAs. Makes me wonder if I could get MO on a secondary drive to do that with a script... Learned about pink textures the hard way. They're not so scary after a couple of rounds of trial and error :) PS I suppose this has has been discussed to death already since there are mentions of it in the DDSopt guide but search revealed nothing DS.
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