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Everything posted by Lonewolf
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Fallout Mod bat file for texture optimization not working
Lonewolf replied to Lonewolf's question in DDSopt Support
Ok, solved the problem by myself. Line 87 of the bat file with the command to move the mods from the "Mod Extracted" folder to the "Mod Optimized" folder was left as a comment. -
Fallout Mod bat file for texture optimization not working
Lonewolf posted a question in DDSopt Support
As the title says. With the vanilla textures the 2_Fallout_Pre-optimization_2.8 bat file worked fine, but the one for the mod textures doen't seem to work: I followed the instructions from the DDSopt/Fallout guide, but the 4_Fallout_Mod_NoSort_2.8 bat file executes in less than a second and the Mod Optimizable folder is empty, the log file shows nothing. -
Has someone another download link for the 20th Centuary Weapons mod? I just discovered that my country is not among those able to download from Gamefront... I tried to Google another link, but it just point me to some torrents, which i'm not sure if they contain the correct mod or not.
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Thank you, i'll try without ENB, i can always add it later if problems arise
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A thing that i have noticed about ENB so far on Fallout 3 is that it causes stutters when turning around, in particular when looking at the orizon. I'm still at the UI section of the guide, so i do not have texture mods installed yet, and I have tested this with Midhrastic ENB and with ENB boost only. Capping the FPS at 30 using the Fallout Stutter Removing ini didn't solve the problem (the stutters passed from 60-55 to 30-28), I have also tried to disable everythig on the enblocal.ini and the enbseries.ini, but the only fix to my stutters seems to set ReduceSystemMemoryUsage to false, which basically means to disable the purpose of the mod :confused: . Am I the only one with this problem? Because if not i will simply live with the stutters (better to have stutters instead of being forced to abbandon a playthrough because of the continuous Freeze/CTD...)
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I looked at this guide from the distance for a while, and since my "Fallout monkey" has come back, I decided to try and mod it by following this guide. So far i'm at the UI section, and I have a few questons: Why the Flashlight mod is Core? What patches depend on it? I would like to remove it, since a magical beam of light that starts from your face is not my thing :) Are there any good ENBs that remain true to the vanilla look? I tested with ENB Boost only following the guide, but unless you activate the effects you have some crappy antialiasing, and if you leave the game antialiasing on the grass start to look funky... About the alternate fast travel from FWE not being recommended, J3Xified Driveable Motorcycle is not the best alternative, or at least the most healthy gudging from the comments on the mod page, so why is it preferred over the default bike from FWE? From what i remember from my last playthrough i haven't had any issues with it.Oh, and thanks for the time youre devoting to this incredible guide!
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Skyrim Revisited Pre-Release Feedback
Lonewolf replied to Neovalen's topic in Skyrim Revisited (retired)
I decided to do another playthrough of Skyrim, and it is been a while since i followed this guide. After the installation everything works quite well, but after seeing the new update of the XP32 Skeleton i have a question: what is the point of having the animation to draw swords/daggers from the back when all the NPCs have the swords/daggers on their hips? EDIT: Nevermind, saw later that Neovalen mention this issue in the guide too. If there is nothing that can be done then i'll just change the animations. -
pack Dreadflopps Modular patches
Lonewolf replied to dreadflopp's topic in Step Skyrim LE Packs (retired)
Someone made patches for YouHunger - ETaC and YouHunger - Interestig NPCs. https://www.nexusmods.com/skyrim/mods/56736/? -
Like in this mod? https://www.nexusmods.com/skyrim/mods/29791/?
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pack Dreadflopps Modular patches
Lonewolf replied to dreadflopp's topic in Step Skyrim LE Packs (retired)
It is necessary because for some reason the bashed patch forwords the record from skyrim and not the record from this mod when you make a bashed patch. -
pack Dreadflopps Modular patches
Lonewolf replied to dreadflopp's topic in Step Skyrim LE Packs (retired)
Ah, if you use the complete version of the WAF plugin, you still need the "52 ERSO 29-WAF patch.esp". It is not needed only when you follow the STEP installation (since in the STEP installation you do not install the modifications to the dragon masks and to the arrows). -
pack Dreadflopps Modular patches
Lonewolf replied to dreadflopp's topic in Step Skyrim LE Packs (retired)
For the things that the bashed patch is not able to fix (like the LItemDraugr05EWeapon1H record) or screws up, i usually made a patch that i put after the bashed patch. Maybe there are more elegant ways to solve the problem, but so far this works. Also another question, are really necessary these two patches: "53 TTR_Skill_Overhaul_LightArmor - WAF patch.esp" and "54 TTR_Skill_Overhaul_HeavyArmor - WAF patch.esp"? As far as i can understand WAF does not modify keywords, only adds them. So a patch for the matching set shouldn't really be needed, the matching set perk from the TTR plugin already covers more armors than the one from WAF. -
pack Dreadflopps Modular patches
Lonewolf replied to dreadflopp's topic in Step Skyrim LE Packs (retired)
@dreadflopp i have found some leveled list records that need to be "morrowlooted" into your new replacement plugin for Lore Weapon Expanded: LItemEnchWeaponSwordBlacksmith LItemEnchWeaponDaggerBlacksmith LItemWeaponWarAxe LItemWeaponBow LItemDraugr05EWeapon1H LItemBanditBossSword LItemBanditBossBattleaxe LItemBanditBossGreatsword LItemWeaponBattleAxeBest LItemWeaponWarAxeBest LItemWeaponWarhammerBest LItemEnchWeaponDagger (only the orchish dagger) LItemWeaponDaggerBoss (only the orchish dagger) LItemWeaponWarAxeSpecial I have also a few suggestions: Apply the Delev bash tag to the Hothtrooper44_ArmorCompilation.esp plugin, otherwise the bashed patch messes up with the records forwarding some of them from the skyrim.esm The plugin "65 Traps are Dangerous - CTD fix.esp" is no more needed, kryptopyr already fixed the CTD on the last update If you plan to follow the installation of WAF from the STEP guide, the plugin "52 ERSO 29-WAF patch.esp" is no more needed. -
pack Dreadflopps Modular patches
Lonewolf replied to dreadflopp's topic in Step Skyrim LE Packs (retired)
I have tested the matching sets perks from both light and heavy armor and it works on both (tested with 3 pieces of nightingale armor and with 3 pieces of steel plate armor). Although i have discovered that the matching set perk does not work with the dawnguard armor. It is not a problem of your patch, simply the keyword is not present in the matching set (neither in TTR or WAF). About thunderchild, i can't simply download the mod from the nexus, the server keeps to be unavailable :( EDIT: Also i discovered that i can't merge the TTR speech plugin, and i can merge the other plugins only if i tick renumberIDs. Otherwise, errors keep showing up after the merge... -
pack Dreadflopps Modular patches
Lonewolf replied to dreadflopp's topic in Step Skyrim LE Packs (retired)
If i understood it correctly (reading through all of this topic) the reason why the new MO update has this kind of non-mod files, is exactly because you have to put them between the mod folder. EDIT: i have just found a post of yours in the alchemy and food nexus topic. You used the uncapper version of the mod and setted the experience mult to 4. I have tried this configuration with different ingredients (very rare and common) and i think it is perfect! Now the experience gained almost the same as without the mod and the uncapper set to 0.3. -
pack Dreadflopps Modular patches
Lonewolf replied to dreadflopp's topic in Step Skyrim LE Packs (retired)
If i got it correctly from the SR:LE guide, you should put the non-mod files between the unofficial patches like in the esp load order, so that mod organizer load the bsa's accordingly: USP dawnguard UDP heathfire UHP dragonborn UDBP Hi-Res texture packs UHRP -
pack Dreadflopps Modular patches
Lonewolf replied to dreadflopp's topic in Step Skyrim LE Packs (retired)
I have played a bit with the mod installed, and in fact i have noticed that the experience increase a lot if using certaing ingerdients (especially when you have harvest overhaul installed and there is some sense on the quantity of flowers you pick xD ). But to be honest, exept for this little experience problem, this mod is just too good. I have looked for other alchemy mods and none of them have the good qualities that this one has (exept phittis alchemy overhaul, but it is very outdated and it hasn't DLC compatibility). I will reduce in the uncapper the experience gain multiplier of alchemy to 0.25, hoping that it will be enough. -
pack Dreadflopps Modular patches
Lonewolf replied to dreadflopp's topic in Step Skyrim LE Packs (retired)
The only price increase that i'm seeing in Tes5Edit is of the Rare and Very Rare ingedients. You're saying that you gain more experience if you craft a potion with ingredients that cost more? I didn't knew that... but it makes sense, since those ingredients are rare and expensive (meaning that usually i shouldn't find them very often). But can't it be adjusted by lowering the SkillExpGainMult of Alchemy in the uncapper.ini? -
pack Dreadflopps Modular patches
Lonewolf replied to dreadflopp's topic in Step Skyrim LE Packs (retired)
Ok then, for the moment i will wait before merging the TTR plugins and make my own patch, since i'm not sure either on how to solve the conflicts between TTR and SSR. Also, i'm looking at the conflicts in Tes5Edit of Alchemy & Food Overhaul. And i must take back what i said about compatibility between this mod and Dynamic potions. Alchemy & Food Overhaul for compatibility purpose with other ingredients mod divide the "Restore" and "Damage" potions into two categories: - The restore/damage over time potions: they restore/damage over time (5 seconds for the restore effect and 3 seconds for the damage effect) but THEY DO NOT STACK; - The instant restore/damage: these are the vanilla potions that he kept for compatibility purpose, they heal immediatly, but they are very weak (in Tes5Edit i'm seeing something like 10 times weaker). Now, i have not tested this ingame so i'm not 100% sure, but what i'm seeing in Tes5Edit is that Dynamic Potions only modifies the instant potions. So, while they are technically compatible, on a gameplay point of view they aren't, because if i have both of these mods, i will have potions that heal in 5 seconds but they do not stack and potions that heal in X seconds but stack, so i can cheat and take like 50 of them in a fight. -
pack Dreadflopps Modular patches
Lonewolf replied to dreadflopp's topic in Step Skyrim LE Packs (retired)
@dreadflopp In the guide is written that the TTR plugins for destruction, one-handed and speech shouldn't be merged. Is it because they are masters for the patches uploaded by you or for other reasons? (Because otherwise i can make my own patch for the merged plugin that i make). Also, i was looking for an alchemy mod since my character will rely on potions quite a lot. I have found two mods that i think will be a great addition for this guide: Dynamic Potions: It lets you adjust duration, strength, weight, gold value of potions, poisons and food thanks to a practical MCM menu. It is compatible with almost everything, even with other mods that alter alchemy/potions. And if FISS is installed you can save/load custom presets (so we can make a preset that fits this guide). Miko's Alchemy & Food Overhaul: I have found this mod while looking at the mod suggestions of the Enchanting Awakened nexus page. Other than the classic potions adjustments (wich can be covered by Dynamic Potions) it has: - Potions can be weaker or powerful based on the ingriedents that make them (a feature that so far i have seen only in Requiem, and i miss it so much); - You can learn effects of ingridients from recepies (but it makes recepies cost 8 times the vanilla value); - Food and Alchool changes (they should be compatible with iNeed, since iNeed is all scripted. If not, they are in a different plugin, so it can just be disabled). And it has also a modified alchemy perk plugin wich is basically identical to TTR or vanilla, it changes only the magnitude of some perks to better adjust it to the potion changes. But it has a nice little feature, a power to disable the "Purity" perk of the alchemy tree (since it can reduce the price of some potions). -
pack Dreadflopps Modular patches
Lonewolf replied to dreadflopp's topic in Step Skyrim LE Packs (retired)
A question to the REGS users. The REGS guide adds tons of new quest and places to explore and i was wondering how to keep things interesting levelwise. I mean, i fear that i would reach level 50 before having even done half of the quest that REGS adds, and usually when you reach that level things start to get boring even with combat mods, since reached that level your character doesn't need anything else in a matter of powers, perks, loot, gold or else to survive. So since i'm following this guide too i thought to follow the Garfnik suggestions and install SkyRe, but it is a patch hell (especially now that Kryptopyr is updating his mods), and even with the patches there are so many conflicts to fix with Tes5Edit that would take me tons of hours to forward them . Then i thought of SPERG, but the last time i used it i ended up reaching level 20 after a few quest from Interesting NPCs and half of the College of Winterhold quests... So, can someone advise me on a setup from this guide to keep things interesting at higher levels? -
pack Dreadflopps Modular patches
Lonewolf replied to dreadflopp's topic in Step Skyrim LE Packs (retired)
For the Professions mod do we need to install the main version or we can install the MCM version? Also, the kuerteeProfessions.ini from the Dropbox link doesn't change anything, the values are the same as the original mod. -
pack A Real Explorer's Guide to Skyrim
Lonewolf replied to CJ2311's topic in Step Skyrim LE Packs (retired)
SMIM compatibility is forwarded by the REGS patches at the end? Because for ETaC and Realistic Boat Bobbing the instructions do not mention to install the SMIM patches. -
pack Dreadflopps Modular patches
Lonewolf replied to dreadflopp's topic in Step Skyrim LE Packs (retired)
isoku has just released an equipment degradation mod, that might fit into the pack: https://www.nexusmods.com/skyrim/mods/54922/? -
I'm testing the extreme performance version of this ENB and i tend to have a really good framerate with my current setup (between 40 and 60 fps outdoors, no stuttering). I decided to limit the FPS to 30 just to have some stability, but when i do so with the FPS limiter integrated into the ENB, i have some really annoying microstutters all the time. Are there other ways to limit the FPS without using the ENB limiter? EDIT: Nevermind, problem solved. I disabled vsync and enabled the FPS limiter from the Nvidia Inspector panel.

