CJ2311
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Everything posted by CJ2311
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Computer simulating 13-year-old boy becomes first to pass Turing test
CJ2311 replied to Kuldebar's topic in Step Banter Inn
I'm already more inclined to believe a machine than a politician. ::P:But seriously though, this test doesn't mean anything, not to mention the fact that a lot of 13 years old seem to be rather stupid, to say the least, so it might be a case of humanity getting dumber rather than computers becoming smarter. -
Grab the unofficial SPERG patches for compatibility with IA and WAF. The patches for ETaC are pretty self explanatory.
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TES5Edit - Which record types DON'T need conflict patches
CJ2311 replied to keithinhanoi's topic in xEdit
Does that actually work for you? Every time I try messing with that list, even by just removing the last mod (let alone a mod that's in the middle of the list), the file goes all nope and starts spewing out unresolved references next time I load it. :|- 69 replies
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pack A Real Explorer's Guide to Skyrim
CJ2311 replied to CJ2311's topic in Step Skyrim LE Packs (retired)
Because I didn't have time to run through the actual dungeon yet. Before my files were wiped, I had Ogmund's Tomb and Windcaller pass in my load order for testing after seeing the mod listed on /tesg/, and I also had Engelmanns Rest on the list, although that one was incompatible with FaTT 2 at the time (which admittedly is not a problem anymore ) Yep, it's just like keith said. I must say I was pleasantly surprised by this because I didn't want to bother isoku with it. -
No, you don't need to open the file nifskope at all if all you're doing is changing which slots an armor piece takes.
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Google Chrome Can't Download from Skyrim Nexus using MO
CJ2311 replied to Idonea's question in Mod Organizer Support
Seems like between this and restricting what addons you can download, Google is trying to pull an Apple... -
Don't affect anything to the decapitate slot, that one is reserved.Here's the list of body slots that you can use, as well as the unofficial convention for what should be equipped on each slot. Also, if using TES5Edit 3.0.31 (which is the current version on nexus), the slot names won't match those in the list, so just know that the last body part on the list in TES5Edit corresponds to slot 61, and work your way up from there.
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Yeah, ETaC would be a great example, I just didn't want to advertise it. :PThe issue you have encountered might have been due to using both 3DNPC and ORS patches, with the ORS being loaded first, but it has been fixed in ETaC v11.1 anyway since the changes to the Morthal navmesh in the Interesting NPCs patch have been removed. Heh, well I think it's not detailed enough to qualify as an actual tutorial. D:
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Glad to know it's clear, I was worried about that, since it's not intended as a guide. Note however that I didn't include an example for what to do when 2 mods (or more) affect the same area exactly, because that would be too complicated to explain and would vary depending of what the mods do. Also, if anything is not clear, feel free to post your question here (but not via PM, cause then no one else would benefit from it D: )
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Yep, but it'll keep them unchecked.
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I don't really have the patience necessary to make tutorials any longer, however I'll try to give an example or two to make it easier: I- In case the incompatibility is just due to a mod adding a single door to an area that is changed by another mod: Dawn of Riften is an overhaul to the city that changes all of its navmesh. Cutting Room Floor just makes the south door useable (which requires modifying the navmesh of that cell) This screenshot shows the navmesh overlap that happens because of that between Cutting Room Floor 1.6 and Dawn of Riften 1.0. You can see that loading CRF early will cause the highlighted door triangle not to be forwarded, which will make all NPCs unable to use the southern Riften door added by CRF. You might think that loading CRF later than Dawn of Riften will fix the issue, but then you'll encounter other overlapping issues in other cells, which will make the NPCs unable to move around correctly since Dawn of Riften adds new walkways to the area. Note 1: You need to load both mods as masters in the Creation Kit. (Use Wrye bash to false flag them as masters, it is very important that they be flagged as masters, otherwise when saving the file, it'll just be filled with unresolved references, and will probably just end up crashing your game.) Note 2: Another important point about the CK here is that it doesn't give a damn about your load order, and will load the masters based on their date of last modification, so you might have to change that date (via Wrye Bash for instance) in order to get them to load in the order you want (In this example CRF first, then Dawn of Riften). How to fix it: 1/- Load both mods as masters in the CK. 2/- Open the worldspace (1.) and the cell (2.) where the conflict is. 3/- Bring up the navmesh tool (CTRL+E) and hit the "Finalize current cell's navmesh" button (3.) 4/- If done correctly, one of the navmesh triangles next to the door will turn blue. 5/- Save the file and remove the false esm flags from the two mods. II- In case the incompatibility stems from 2 mods affecting the same area with more changes than a simple door: Once again I'm going to use Dawn of Riften, but this time with Interesting NPCs, which adds an entire walkway connecting to a new door in the lower part of the city. Now in this case, you have to make a choice concerning which mod to load last, because both mods add walkways so you're going to have to redo a part of the navmesh either way. I decided to load Dawn of Riften last because it makes more changes to the area's navmesh than Interesting NPCs (3 walkways vs a single one for 3DNPC) 1/- Load both mods as masters. 2/- Get to the conflicting cell(s). In this case RiftenOrigin. 3/- As you can see, the 2 walkways circled in red (which are added by dawn of riften) are properly navmeshed, since they Dawn of Riften is loaded last. However the one circled in blue (added by 3DNPC) isn't, which means NPCs won't be able to cross it. 4/- Zoom in on the blue walkway, and start navmeshing it (following the CK tutorial by bethesda) 5/- This is what it should look like. You basically have to connect the 2 navmeshes together. In this case, the walkway spans over 2 cells, so you just have to make it go all the way to the end of the edge, then hit Finalize current cell to ensure both cells are connected (green line) 6/- Save the file and remove the false esm flags. Hope this helps.
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You're welcome. Also, in all fairness, it is pretty easy to miss (and impossible to see after you've installed the mod if you go with the default SRO name).
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Performance feels somewhat low:[
CJ2311 replied to yoshino305's question in General Skyrim LE Support
30-40 FPS sounds like a good result if you're using an ENB, especially a relatively GPU intensive one such as RealVision ENB. (You've not included any details about your hardware, so I'm just basing this off the assumption that you have a medium to high end PC) -
If you download the SRO torrent that's linked to in the guide, you'll notice that the file name says it's optimized, so there's no point in doing it again.
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pack A Real Explorer's Guide to Skyrim
CJ2311 replied to CJ2311's topic in Step Skyrim LE Packs (retired)
How does that even work? REGS - Riften NavFull has Dawn of Riften as a master. If it gets sorted after DoR, then that's nothing short of a bug. -
pack A Real Explorer's Guide to Skyrim
CJ2311 replied to CJ2311's topic in Step Skyrim LE Packs (retired)
Derp, misread. Yeah putting merged patches early would not work, indeed. Guess I'd better get some sleep. -
pack A Real Explorer's Guide to Skyrim
CJ2311 replied to CJ2311's topic in Step Skyrim LE Packs (retired)
The problem with that kind of mod is that everyone and their dog uses the bannered mare in their mods, and for some odd reason most modders seem to think it's better to add furniture or directly link their NPCs to existing furniture rather than doing the sensible thing and using markers. And the issue is that the mod you mentioned disables a lot of furniture/items and replaces it with new ones, meaning it could break a lot of packages.That's the reason why ETaC won't change any vanilla cell when it gets to the cities. -
pack A Real Explorer's Guide to Skyrim
CJ2311 replied to CJ2311's topic in Step Skyrim LE Packs (retired)
Nope, last I checked, LOOT orders everything correctly. The problem with that (I don't know if I said it previously) is that DoW 1.4 changes the Jorrvaskr courtyard, and I've seen some minor conflicts (basically duplicated furniture) with Interesting NPCs as a result. I'm afraid it would however be enough to break something with the "Honor's Calling" quest from 3DNPC. That is a question of personal choice TBH. -
pack A Real Explorer's Guide to Skyrim
CJ2311 replied to CJ2311's topic in Step Skyrim LE Packs (retired)
REGS version of Better City Entrances was only for Touring Carriages and Whiterun Outskirts Market. It basically removes the cages at the entrance of Whiterun (because WOM had merchants there) and the cages at the entrance of Windhelm (because Touring Carriages would get stuck on those and freeze the game). So for REGS users (and now SR:LE users as well) there is no point in using that special version any longer. Also, it would seem I have missed some messages when replying, I'll check back after. D: -
pack A Real Explorer's Guide to Skyrim
CJ2311 replied to CJ2311's topic in Step Skyrim LE Packs (retired)
Nah, the mod was Whiterun Outskirts.BCE doesn't affect the interior of any city. (and DoW doesn't affect the exterior)Also, small update to the patches mostly for Dawn of Riften 1.1 compatibility: -
pack A Real Explorer's Guide to Skyrim
CJ2311 replied to CJ2311's topic in Step Skyrim LE Packs (retired)
Yes, you are understanding that correctly. That's because the REGS version was created a while ago, mainly to ensure compatibility with Touring Carriages (back when I still bothered with that), and another mod which is not part of REGS any longer. D:So yeah, just use the normal all-in-one version to get the mod as it was intended to look. -
You could always unpack the bsa, and change the glass textures in "texturesmjb_townsarchitecturehousesFalkreath" by the ones you want to use for that town, while still keeping the green textures.
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pack A Real Explorer's Guide to Skyrim
CJ2311 replied to CJ2311's topic in Step Skyrim LE Packs (retired)
Yes to both questions. However there might be the odd clipping items in the midden. Not really a big issue though. I actually tried that, seeing as the mod was on my radar during development, but damn did it feel like an empty place. Emptier that the Falksaar worldspace. D: I actually meant the load order. Going to fix that, thanks for pointing it out. I meant the second option. You're right tho, the phrasing of that instruction is pretty bad. D: I hadn't had the time to check out the update, and am leaving the old version listed until I can update the riften navmesh patch. :| Thanks for the suggestion, but actually such a note is already there: -
Yeah, UNP stands for UNPretend, according to the mod page, so it's not really an acronym.
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You can't exactly do it in TES5Edit, you need the Creation Kit to do it properly.

