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statmonster

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Everything posted by statmonster

  1. I haven't bothered to use notepad++ yet - I never quite get around to doing that. Go into windows and turn off hide extensions. It's among the stupidest "features" I ever encountered. One trick us to take any ini, copy it, move it to its new home and then switch the name, delete the contents and copy in your new contents.
  2. Cool. I'll give these a try thus weekend when I get back. Btw, thanks for uploading the SR Conflict patch.
  3. Yes, but I have that off and FPS is better but still blurry. Especially around the edges of tree leaves.
  4. It is clearly not working. The crash at exactly (or just before) 256 shows that. Looks like the location is right. Did you name the file SKSE.ini (remembering the extension .ini and not let it default to .txt)? Did you create it with a plain text editor (such as Notepad), not Word? Are you starting Skyrim through MO using SKSE?
  5. Perhaps just use character level as a proxy - the skill of the smith or enchanter equals character level times 2. But also make the cost increase more than linear - after all a legendary sword should cost vastly more than a fine sword.
  6. I was about to say ores and ingredients were not really enough to make it worthwhile. But armor sets change that. Going to the blacksmith and asking him to craft you a set of armor is great - and more realistic than browsing armors are us. The courier idea is cool - not sure if I prefer it. What I would really like to see is a crafting service - wizards who would enchant your gear or smiths who would temper it. It would negate the need for the Hero to be a master smith and master enchanter and let him concentrate on heroically dispatching dragons and other fell beasts.
  7. Thanks Aiyen. It's always great to learn more about the mysteries of graphics from you! So, if I am playing 1960x1080 (or whatever the standard is) on a 23" screen, what does Edge AA do for me? Is the reason I've been thinking Vividian is a bit blurry because I have this turned on?
  8. Your memory patch is not working. You hit 256 and crashed. The first thing you should do is fix that. Did you instal SKSE correctly and make the correct SKSE.ini file? Did you put it in the right spot? Is it a simple text file?After you get that fixed look for missing textures. Purple means it is not installed, the path is wrong or it's broken in some other way. Find the mesh, open it in Nifskope, look for the texture path and then look in MO data textures to see what's there.
  9. So should EBV just be lower in MO order so it overwrites these textures and meshes?
  10. Thanks. Yep - I'm gonna need to be a lean mean bandit killing machine!
  11. I thought they fixed some paths and the like.
  12. Expanded Towns and Cities (ETaC) adds one there.
  13. Sounds to me like your memory patch is not working. Sheson made a little mod called Memory Block Log which will track your memory through the game. You should try that and look at the log after a crash - it will quickly show if you had a memory issue. If it reads 256 you did not allocate enough memory to the patch (or the patch is not even working at all). If it reads 512 you either need to allocate another block or cut back on me emery hogging applications. Gopher did a vid on it a month or two ago. Inventory or crafting crashes are usually do to not enough memory and too many items. The other issue that can cause crashes in them is if you have a corrupt ground mesh (*GO.nif usually). If opening your inventory always causes a crash try deactivating mods until you find out which one is causing your issue. You might have installed something wrong (maybe didn't use the FOMOD installer = true when you should have or so etching like that).BTW, it may be too late for you now but it's prudent to periodically start up and run the game while installing masses of mods so if something goes wrong you know which mods are most likely the culprits.
  14. I was disappointed to find that OBIS MCM extra spawns does not work. Apparently the bashed patch interferes with this. I'm not sure of the wisdom of removing OBIS from the bashed patch to resolve this. I like to play with a couple if followers so the Bandits need a bit of extra punch to remain competitive. I've played enough that I know where each bandit or draugr is for all the lower level hideouts and ruins. So I've started looking around for some mods to add some extra spawns for bandits - extra draugrs would be a nice bonus. I've been looking at Sands of Time and Populated Forts Towers & Places and it's companion Populated Dungeons Caves & Ruins. Sands of Time us quite impressive. It adds wandering encounters, fast travel ambushes, sleeping ambushes, and reinforcements for enemies. However it also has the same bashed patch issue. It also uses a lot of scripts and I wonder about its stability. So I decided to go with the two Populated mods. They each add extra hand placed spawns for bandits, skeletons, warlocks, draugr, etc. there are also some roving patrols. They do this via ESPs and not scripts so hopefully it will be more stable. They will be easier to remove from a playthrough if they prove unstable. Anyone have any experience with these or have other suggestions?
  15. Another mod with nice vampire (but not Dawnguard) textures is "Dawnguard Vampire Armors Retexture by Messias Mummo" https://www.nexusmods.com/skyrim/mods/28014. You should look at both styles and see which you prefer. Messias Mummo's are much more saturated with deep colors and gold filigree work. In contrast EcthelionOtW and misslexi's are more subdued and austere. Take a look at both and see which style you prefer - do you like your vampires flashy and glamorous or skulky and sinister? It's great to have options!
  16. He's a mod fixing machine. Didn't he just get done helping fix up Immersive Armors (or was it something else?)
  17. @Razorsedge877: Reinstall IA. You probably only got the esp and not any textures or meshes. Pay special attention to this note: Integrated FOMOD Installer Use Required: (Guide) If you have not been doing this on a regular basis whenever the note exists, it would be prudent to reinstall all mods with this note. (I know I had to do this at one point.) @Neo: I have missed this note several times when installing mods. Perhaps it should appear up at the top of each required mod in the SR-LE guide. I know there is a certain logical reason for consistency to have it at the bottom, but it's just too easy to miss. Life's short. Play now, then play again when he finishes.
  18. My understanding is that if you do not extract the BSAs you must use the plugin, activating the BSA is not good enough to avoid needing the plugin; you must extract their contents. If I'm wrong about this hopefully someone more savvy than I can correct me. As I read your post I'm not sure if you realize the difference between extracting files from a BSA and activating the BSA in MO. My apologies if you do and I'm just repeating the obvious.
  19. Disabling vanilla food effects through SKSE rather than cell edits is a big deal. One drawback to RND is the need for patching so many mods to get its food effects. If thus can be done globally through SKSE wizardry...
  20. Perhaps OT, but my understand us that KJV was deliberately written in that style; it's not just that it's old, it's that they consciously chose that style to evoke a certain response. I think that's what the mod author was going for here, that he falls short of the standard set by one of the greatest works of literature (looking at KJV as lit rather than just a religious text) is perhaps not surprising.
  21. In Immersive Armors, there is a corrupt 1st person mesh (one of the 1st person female dwemer brigand ones) in: Immersive ArmorsmeshesArmorbrigand This causes a CTD when females equip dwemer brigand plate. You have two options: 1. Disable the brigand armors in the MCM so they don't show up. 2. Replace the corrupt meshes. To do this copy any pair of 1st person female meshes into MOImmersive ArmorsmeshesArmorbrigand and rename them 1stpersondwemerf_0.nif and 1stpersondwemerf_1.nif. (Dwarven is close in appearance - the dwarven one has vembraces that the dwemer brigand is missing - so you should probably use that one. Alternatively you could try 1stpersondwarvenarmorf_0,nif and 1stpersondwarvenarmorf_1.nif from Immersive ArmorsmeshesArmorBattlemage from this mod - again they look similar except for the vembraces. Yet another place to get them would be to grab 1stpersondwemerf_0.nif and 1stpersondwemerf_1.nif from meshesarmorbrigand from https://www.nexusmods.com/skyrim/mods/32706. If you do this last one you might also need textures (or a path - it looks like the one you need is dwarvenarmor.dds from texturesarmorbrigand in the same mod). This is more complicated but will give you meshes without vembraces) A third possible solution is to repair the corrupt mesh itself by opening 1stpersondwemerf_0.nif and 1stpersondwemerf_0.nif in Nifskope and renaming Node9 NiTriShape from "Scene Root" to "FemaleBody". The name scene root in this node is what's causing the CTD. However I have not tried this approach myself - since I modified my Immerisve Armor meshes I just renamed another mesh. I believe the authors are aware of this issue and plan to correct it in the next release.
  22. Interesting NPCs is incompatible with everything in some sense but also easily solved with some patches. I also did not really find any of the voices bad, I just assumed they were different (what does someone from the frontier region of Hammerfell really sound like?) - I suspect my standards in this regard are pretty low though. None of these are reasons not to use it if it appeals to you. And everyone should probably try it - many of them really are interesting. But that's also the problem with it - they are all so "interesting" - it's like going to a reunion and hearing every bug-eyed 3rd cousin twice removed of an acquaintance's life story, over and over again if you play with it more than once or twice. They don't to the sense of a world full of people like Inconsequential NPCs or the like do - they add all these people with a very specific background not a generic sense of crowds in urban areas, taverns, etc. Still all in all it's a vey impressive mod even if I haven't used it in recent play-throughs.
  23. FWIW - without AV installed I have been running across some variations in animal textures. Wolves, etc. Maybe from SIC?
  24. Looks very interesting. Not looking forward to having more things to run through SUM...
  25. If you extract the BSAs you don't need to use the plugin. If you don't extract you do need the plugin. The job of those plugions is to extract fiels form BSAs. (At least that's how I understand it.)
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