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Everything posted by Fereval
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Skyrim Revisited Pre-Release Feedback
Fereval replied to Neovalen's topic in Skyrim Revisited (retired)
Hi Neovalen, Just to let you know that Wyrmstooth has just received an update (v1.12). From the word of the author Changelog : Version 1.12Door to Luminatory water elevator no longer slightly askew.Set minimum level for Wyrmstooth encounter zones to 10.Reduced Nighthunter's Locket value to make it easier to pickpocket.The Severed Leg can now be improved with Human Flesh.Some named Fort Valus staff can now be asked to follow you.Added a second elevator to Dimfrost.Faelor should now be able to enter buildings.Fixed spell absorption on Wyrmstooth's new conjuration spells.Reworked some portions of the Dimfrost sub dungeons.Goreduster can no longer can be sold or dropped. -
In an attempt to pinpoint the culprit mod(s) -it there is any- I would try the following (very basic pinpointing method, sorry it's a bit time consuming especially if the CTD is hard to reproduce) : I will explain it step by step, but as I said, it's a rather basic procedure so you will certainly understand the reasoning quickly. Don't activate any of the dynamic/bashed patches. Run LOOT, then experience on a new save. If the same script related CTD still occurs, go on to the next step. If it doesn't, well you have a better idea with what the problem is related to. Backup, then delete Skyrimprefs.ini and Skyrim.ini located in your current profile folder (Mod Organize/Profile/Your_profile) and replace them with the ones that are conserved in your Vanilla default profile folder (they should have been left untouched). Run LOOT, then experience on a new save. " -same as above- " " - " Activate only one half of yours mod list (which we will call A). Run LOOT then experience on a new save.If the same script related CTD still occurs : You know that the problem is related to A mod list combination; and that the other half (B) is theoretically unrelated... Just to be sure, activate only B, run LOOT then experience on a new save. The CTD should be gone, continue on to the next step. If it doesn't : the problem is obviously related to B. Go on to the next step, replacing "A" by "B". Activate only one half of A (we can call the 2 subsets A1 and A2). Run LOOT then experience on a new save.From now on it's only rince and repeat the procedure, until you pinpoint down with precision the mods subset combination that cause the same-script CTD. Just keep in mind that it's probably a mod combination that provoke the CTD rather than a mod by itself, the former being obviously harder to pinpoint... As basic as it is, hope that can help, personally that's what I do when I'm left with a problem with no idea how to deal with.
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Requiem 1.8 "For the Indifferent" is out ! Azirok however has reported being very busy lately, so I guess we will have to wait a bit more, which is a good idea anyway with new releases :). Regarding bashed patchs, I don't want to re-ignite the "debate" but if we could focus on technical aspects it would be more productive I think. As it's a rather important issue to clear I figured I might as well add Ogerboss's stance : From Nexus Forum's Requiem main comment thread. I don't know however if he's using Azirok patches, and if those changes anything to the matter... edit : toned down a bit my post.
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bug Terrain & Water Texture Pop In
Fereval replied to GunerX's question in General Skyrim LE Support
If you start new games with/without all your mods and ini, does the pop-in still appears ? -
Skyrim Revisited Pre-Release Feedback
Fereval replied to Neovalen's topic in Skyrim Revisited (retired)
Can't respond for him, but I'd say the real strengh of CoT is the sky/cloud-scape diversity. In that regard only the very recent Pure Weather can compete. Ideally I'd be happy with a "only cloud" version of CoT, but that seem difficult to isolate. -
Exellent, thank you very much.
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Hello, Both Requiem and Hardtimes archives seems to modify some weapon and armor textures (dds files) shared by Immersive Armors and Weapons. Likewise, some mesh conflicts when using Immersive Animations. Any insight on how to set up a proper archive overwrite order ? Thanks a lot. EDIT : Slightly off-topic question : I'm currently building Requiem over Neovalen's SR:LE, and as Realistic Needs and Diseases seems to overwrite Requiem foods added effects (even with the compatibility patch), I'm considering using iNeed instead (which seems to have minimal overwrite records). Problem is there are still references to RND in my SR:LE Conflict Resolution plugin... Is there any way to remove all RND references from the plugin, without having to rebuild a whole new conflict resolution esp ?
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Yeah from what I can tell after using the preset alongside the Weather Patch, it seems to work like a charm. Found no oddities, and the color balance was appropriate. The only thing I had to edit were the powerful godrays (I don't know if it has to do with CoT or the preset itself). In fact I would almost say it counter-balance a bit the CoT's added "vibrancy", which match my tastes perfectly. The Whiterun area doesn't become too yellow-ish like with so many presets for instance. I think I finally found my own little favorite ENB :). I strongly encourage those who try to keep the Vanilla feel to the game (which is goddamn hard with ENBs and CoT I might add) to try this out.
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The author released a CoT version. Not sure if the weather patch is supported as well though.
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Not in any way :).Just delete the dlls added to your main Skyrim directory if you want get rid of the ENB effects.
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Updating Winterheart II ... which ENB version to use?
Fereval replied to Noobsayer's question in Post-Processing Support
Hey funny I'm in the same process but with Enhanced Motion Picture based on ENB 0.113 :). I'm not interested at all in new effects, unless they are required for the CoT Weather Patch stuff. (volumetric fog especially looks kinda weird in the old version). If you find some caveats and specifics during your research, I would be more than happy if you could share them ! -
Okay someone pointed out that TES V Edit was not the simplest of solutions : You just need to select ESMIFY option in Wrye Bash (right click the esp). It worked as you would expect. Thanks again.
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As per Arthmoor description on this thread, the false esm flag can in fact only be set up though Tes V Edit. (which I do not know how to use apart from cleaning and basic info stuff). I will dig into that. I've asked help on the official Tes V Edit thread on Beth forums. Thanks for the info.
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Thanks a lot for the quick answer, I will mess arround with BUM then :)
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Hi, Long time MO user, I'm facing a little problem to set up a specific load order I want in MO : (right panel) My goal is to put the priority of "Correctif.esp" (the French equivalent of the Unofficial Patch) just in front of the "Unofficial Skyrim Patch.esp" as it should be according to the creators team. MO wont let me do that : apparently you can't drag'n and drop "regular plugins" in the middle of the "bold section" plugins : they are kept isolated. Which, don't get me wrong should be fine most of the time. But this lead me to wonder how MO does recognize and "tag" those priority plugins ? Is the information contained in the plugin itself ? Originally I tought that only .esm master files would be isolated like that. But here we have also "Unofficial Skyrim Patch.esp". Other loads orders software, such as the Skyrim Launcher seems to allow such ordering. I'm aware that this is probably an automatic safe restricting functionality for ordering, but in this specific case, the "Correctif.esp" should be considered as "bold", and allow me to order it alongside the bold plugin segment. I tried to manually edit the profile txt files, but with no effect. Basically i'm looking for either "untagging" the USP files as not bold, or let Correctif.esp join this "priority group". Apologies, my not-so-fluid English does not allow to make my posts as concise as I would like them to be Smile. Thanks. EDIT : Sorry I did realize after posting that this wiki thread may well be not the optimal place to ask such questions, I have not yet the right to delete the post so I leave it there. Sorry for the inconvenience.
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It make sense. :) @Fargo In fact, by "uninstall" I was meaning "deactivating" sorry about that. Now I can understand how these MO folders overwrites themselves. Thanks both for your dedication
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Thanks for the quick answer :) Just one more question, I not sure how exactly work the overwrite folder, what are the difference between it and the general mod folder ? I wondering also what files MO is going to unistall or install, if I uncheck and then re-check the mod in question in the left panel. Not sure if I was clear...
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Hi, I'm just wondering if everything in TESVedit works as intended when launched threw MO. Thanks in advance.
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Hi, First of, thanks for all the hard work you guy's are putting here. I've been walking arround here, and your devotion to a high-quality and accessible Skyrim modding is remarkable ! I'm in the actual process setting up a clean Skyrim installation, and I've got few questions and one suggestion : -Even if I usually play games in french, is it preferable considering STEP to install the game in it's original English version ? -Is it preferable to install all required textures files (of the combiner) in their best quality, and then optimize them ? Or I'd just download directly the 1034 / lite versions -By the way could you advise me which of the different optimizing tools/settings available I should  use in order to make things properly ? (I have an 5770 ATI card which if I don't mess has more or less 1gb vram.) -I'd suggest for the wiki installation guide making shortcuts to different parts of the wiki : for instance, when I click on Mod Organizer from the installation guide, it could redirect into yours to MO guide, and then to Skyrim Nexus page. -> In order to make people aware that their is further content/guide available for various tool. I'm glad the 2.2 release is coming ! And I hope the beta will be successful !Â