
zerohaste
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Everything posted by zerohaste
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White specs, flashes, and black squares
zerohaste replied to zerohaste's question in Guide Support & Bug Reports
I didn't, but just did and it didn't fix it. I'll have to try the nvidia inspector next. I'm not very used to it so I'm not really sure what settings to use. The 4x/8x multisampling ones aren't working. -
I'm getting these strange white shimmering specs around some objects (fences, carts, other similar objects) as well as white circle flashes and black squares randomly in FNV since switching from NMM to MO, and I have no idea what is causing it. From what I've read, these things are exactly the same issues nvidia users had way back when the game was released. Something to do with HDR and or AA. The issue disappears completely when I disable AA, and only partially when I disable HDR, but then I'm left without features that I never had to sacrifice before switching to MO. I have a GTX 670 and and re-installed the latest drivers, so neither one should be causing the issue. The issue I read about was mostly centered around the 400 series and whatever drivers were available at that time. I followed the F&LNV guide, but using the mods I had before, which was surprisingly close to what the guide had. There were things it had I didn't want, and things it didn't I did (AWOP). I wanted to keep it mostly close to my load order I used in NMM, since I knew that worked. I'm going to be switching back to NMM to test out and see if it fixes it, because I honestly can't think of what it could possibly be. EDIT: You know, I figured that maybe I just didn't notice it during 46 hours on my last save and that it couldn't possibly have been the switch from NMM to MO, but I just got done switching back to NMM and the problem is gone. Same exact load order, same exact mod install order, same save. The only difference is the program I use to organize my mods.
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Yeah, it looks as though the skyproc patcher does add a number of perks to followers from mods. Anna's NPCs followers, for example, got a bunch of new perks added with it. Since health and stats seem to be an at my own discretion thing, I can figure that stuff out eventually. I was looking through things today more and saw a bunch of creature perks added in vanilla requiem and through other patches like Azirok's SIC patch. Things like: AA000XarrianBeastResistPhysicalDamage80 [PERK:5B032D8C] AA000XarrianBeastArmorBreaking25 [PERK:5B0FAB0A] AA000XarrianBeastArmorBreaking50True [PERK:5B0FAB0B] Are all over the creatures in requiem and Azirok's patches, but it's difficult to figure out what exactly they do. Some of them seem fairly straight forward by their name, but it makes things really confusing. Especially when it comes to the various tiers of them, like BeastResistPhysicalDamage90, BeastResistPhysicalDamage80, BeastResistPhysicalDamage75, BeastResistPhysicalDamage60. By the time I figure all this out either Azirok will be back or someone else who knows this stuff will have patches out, lol.
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Are there any specific rules Requiem follows for NPC/Follower/Mob health, or is it just whatever the modder feels like it should be, like it appears to be? I've been looking more and more into creating patches for myself since it doesn't seem like azirok will be coming back (I really hope he's ok), but am really confused how values for attributes (Health, Magicka, Stamina, plus offsets) and skills (one/two handed, magicka schools, etc) are determined. Plus, all the various perks that get added by Requiem that need to be placed. It's all really confusing and I feel like I'm getting no closer to understand it when I just randomly look at entries, because things seem like they're just all over the place, even in default Requiem. I'm a complete newbie when it comes to this stuff, so I'm probably just overlooking or not understanding something really simple in TES5Edit and/or Requiem.
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SKYRIMLE Extensible Follower Framework (by Expired)
zerohaste replied to zodden's topic in Skyrim LE Mods
Alright, tested it just now. EFF, SkyUI, and Alternate Start to get going quickly. I don't use Alternate Start in my normal play through, so I know it's not the issue. Skyrim will still CTD when accessing the magic trade menu on the wheel of the EFF beta. So it's an issue with EFF, unrelated to Requiem. -
SKYRIMLE Extensible Follower Framework (by Expired)
zerohaste replied to zodden's topic in Skyrim LE Mods
Nothing much yet. Ogerboss just said And expired said: When I looked at the log I didn't see anything related to that, so I told him and he said: So no progress right now. Since there is no error when it crashes I'm not sure what either one can do. I might have to start a new game and just test EFF without Requiem, add the armor to my inventory, and see if it still crashes. -
SKYRIMLE Extensible Follower Framework (by Expired)
zerohaste replied to zodden's topic in Skyrim LE Mods
Thanks for testing that. I managed to get a reply from both the authors of Requiem and EFF, so hopefully someone can figure how what is causing it. -
SKYRIMLE Extensible Follower Framework (by Expired)
zerohaste replied to zodden's topic in Skyrim LE Mods
I encountered a CTD issue with this mod (latest beta) and Requiem, and was wondering if anyone who uses both could confirm it. The CTD is with Savior's Hide and having it equipped on a follower or yourself while trying to access the magic trade menu via the wheel. If I have it equipped on myself or give it to any follower and they equip it the game will instantly CTD when accessing that menu. I'm assuming it has something to do with either the passives Requiem adds to that armor being bugged, or maybe the EFF beta itself is having difficulty dealing with the passives added, since I noticed that magic trade menu will show the passives on your follower in the effects section. I posted this on both the EFF and Requiem comments section on the nexus but never got a reply, so I'm hoping someone here can help me confirm this. -
How many plugin esp/esm files does that use? That's so many more mods than I was using with Requiem before when I was getting constant, random CTDs. You have everything I did and then way more. The only thing missing that I have that you don't is Guard Dialogue Overhaul and Warburgs 3D Paper World Map. I want your computer, lol.
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He also released one for Interesting NPCs a few days back. Requiem - Interesting NPCs Patch
- 26 replies
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- SKYRIMLE
- 20-patches
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(and 2 more)
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What kind of system do you have? I see a lot of people trying this have 8GB of RAM or more. Anyone here have success solving stability issues they were having with just 4GB of system RAM? I see sheson lists more than 4GB as a requiement, so I haven't even bothered trying this yet.
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Yeah, I wasn't sure which thread of yours to post in. This one had a lot of mods I use, but the base Requiem one was more up to date and active. I do have all the relevant patches for Requiem and my mods and have and use MO, TES5Edit and what not. Oh well, if I ever do decide to reinstall I'll start with just Requiem and add mods as I go I guess. I just can't bring myself to restart the game for the 6th time again trying to sort out crashing issues. The idea of restarting yet again has honestly completely killed my desire to play this game.
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What is the stability of your game like with all these mods? I'm trying to get my Requiem play through stable, but I keep crashing randomly. For the most part it's a crash every 2-3 hours, but sometimes I'll get several within an hour. Especially in Whiterun, for some reason. I could live with one every 2-3 hours, but it seems like the crashes have been more frequent of late. I don't actually use step core though, mostly because I find a lot of mods it calls for make changes that I don't think are necessary for me because what they fix doesn't actually bother me. But I do use Frostfall, RND, Skyrim Immersive Creatures, Convient Horses, Intersting NPCs, CoT, EFF and Audio Overhaul Skyrim. Those are my big mods. I never really thought like it was a lot, but maybe it is. I'm considering just starting over with Requiem only and adding mods every 2-3 hours, but the length of time it would take to test everything that way isn't something I really want to do. I've restarted this play through so many times now while reducing my mod list to what it is now that the idea of doing that is honestly making me just not want to play the game anymore. Is there any quick way to test for stability between mod installs?
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Immersive Animations left hand draw/sheath not working
zerohaste replied to MasterBomarc's question in General Skyrim LE Support
I have the issue as well, and never could solve it. I ended up just unchecking the mod options in the MCM because it bugged me too much to just see things pop into place. I had both working just fine when I was using Skyre, but since restarted a game using Requiem it won't work no matter what I do. I also had an issue with the staff portion of DSR not working randomly. Sometimes the staff would appear on the backs of followers, sometimes it wouldn't. Sometimes it'd be invisible on the back, but visible when drawn. Other times it'd be both visible on the back while also being visible when drawn, making it look like they had two staves. Or it could be visible on the back, but invisible in the hand. I eventually just gave up on it all.