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statmonster

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Everything posted by statmonster

  1. What intrigues me about it is that even though my GPU can handle the ENB I'm afraid that when the demand for CPU resources competes with scripts etc. it leads to instability and occasional crashes. So anything that can less that load ought to, at least in theory (as I understand it), lead to a more stable Skyrim.
  2. Interesting. I wonder why this wasn't integrated into Wet and Cold. Splashing sounds underwater probably aren't such a big deal - how often do you go swimming int he rain? (Could be suicidal with Frostfall....)
  3. Either of them should be fine. Looking briefly at aMidianBorn Glass Armor Variants UNP Patch by Exeter - Dimon99 - Gambit77 (above) - they seem to be identical except for a NiAlphaProperty which I left in Exeter's mesh. The Ebony versions are somewhat different - the body he uses has a slightly smaller bust and thicker upper arms at weight = 100. Also, his cape/armor is longer in the back extending down behind the knees which might cause clipping issues in some poses although it looms like he probably prevents or mitigates this with the skirt bones. Looking at the meshes from Exeter I worked with - it looks like he did not alter the basic UNP meshes for these thus the bust on them is a bit small for true UNPB. (As I understand it, if the body was completely encased in the armor, he did not redo the UNPB meshes but just went with the UNP ones. He also deleted the body underneath to prevent any clipping.) If I get around to it I can reshape those to fit the slightly larger bust, calves and forearms on the UNPB body.
  4. Looks interesting -thanks for pointing it out!
  5. I've added a new armor mod to Nexus (https://skyrim.nexusmods.com/mods/37806). For those of you using SR it adds Lore Friendly Glass and Ebony variants of UNPB armors. These allow you to use the new Variant and Lore_Variant versions of CaBaL and Modd3r's Ebony and Glass armors (where you can combine standard, Steel and Thalmor Glass into one game and/or Black, Silver and Gold Ebony into one game). These modify the texture sets and file paths for Exeter's meshes (https://skyrim.nexusmods.com/mods/7305) to allow them to show CaBaL's various textures. For anyone using UNPB-BBP in SR that want something a bit more revealing there are also SemiSkimpy versions of the armors which use RoboNixon's (https://skyrim.nexusmods.com/mods/34100) Ebony and Glass meshs. There are also a variety of other SemiSkimpy armors in it that were missing on the Nexus (if you want UNPB-BBP armors that are somewhere between and a burqa and a bikini).
  6. My understanding is that Warzones is now unsupported and prone to causing crashes (because its battles are large - I think). Civil War Overhaul has gotten a lot of good press. It seems a bit more stable. My understanding is that its engagements are a bit smaller but that it has more of a story/plot to it that develops as you play and the world changes around you as the civil war tips one way or the other rather than just a lot of endless battles that don;t really decide the issue. I'm not sure if it's quite ready for prime time yet but it seems to have a lot of potential. Why don't you try it out and let us know? Immersive Patrols adds both patrols and (smaller) battles - the latest version has moved a couple of these around and slightly reduced their size to increase stability. If you find Warzones too much for your machine to handle Immersive Patrols is a good option (IMO) - of course I also really like a lot of the other features and factions it adds.
  7. They're not that hard - though a bit intimidating at first. Just remember not to save a modified ESP if you are unsure. If you have doubts you can always reinstall over top of it and start over.
  8. You really should use Mod Organizer (MO) to do this. It makes fiddling with mods (adding, removing, altering, updating them, changing the order of what textures, meshes, scripts and animations) much easier. Without MO it's sort of a nightmare.
  9. My guess is about a year until he get's through them... There's a lot... most weapons, unique items and artifacts, faction armor (other than wolf), Dawngaurd, Dragonborn (other than Nordic Carved). I think most shields are still awaiting work too (but I'm not positive about this). Of course there's no real telling which order he will tackle these in. Also I think he's still got dragon-scale and dragon-bone armor left among the vanilla ones to do too.
  10. What Aiyen says makes a lot of sense. Offering patches to the authors of various mods to put on their pages or offering to host them on a Nexus page if they agree might be a better way to go. The other issue though is that my understanding is that Neo will try to move away from mod-specific patches in SR-LE. For making mods compatible with DLC and Unofficial Updates he is likely to continue the current practice of altering the mod's esp - but these are pretty easy to implement in almost all cases given his very thorough instructions. However in the case of mod-mod compatibility I think Neo is leaning towards a "general patch" like solution to cut down on the number of ESPs required. The issue here (beyond the IP questions) is that uploading a "general patch" will depend on people using it also using all of the mods in SR that contribute to it. What happens if Neo decides on ELFX but you like RLO (or vice-versa)? Backing out the changes from a massive general patch that was uploaded would be a nightmare - it would be much easier to alter it as you build it to leave out those bits he documents as coming from ELFX and adding in your RLO alterations. How many of us do not use every single SR mod that requires patching? If it's a substantial number then the time required to build and get permissions to host such a patch might not be worth the effort. Or maybe it's just that I'm picking out the negatives because I'm generally skeptical of the approach.
  11. This mod seems useful with Frostfall but seems (from my uniformed perspective) to be too unstable/risky. It would be great to see it updated and vetted.
  12. I like that they push Nvidia not to rest on their laurels.
  13. Neo recommends only using 22 of the textures in SR.
  14. The other mod along a similar lines is sneak tools - now that Borgat is recovered/ing it might get updated. Throwing weapons seems a bit lighter touch than that one - though they might also complement one another well.
  15. True. Looking at the timer I see it can take me close to halfan hour to set all these things.
  16. Immersive Animations drives where you draw the sword from. You need the sword on hip version.
  17. The $ thing is often associated with incorrect localization - make sure your is (a) still set to English (assuming that's your native language) and (b) you have the correct files for this. (Maybe try verifying your game's content with Steam.)Â It sounds like either the game or a mod thinks you are using a language other than English.
  18. You might consider checking whether the Belethor crash is due to your save game or the mods you are running. Get a fresh character, choose Breezehome start and try to go to barter with Belethor. If that doesn't crash it's probably a corrupted save game issue. You might try another start and go to a general merchant like the Riverwood trader or the one in Winterhold and see if that crashes. If all general merchants are crashing it might be that their inventory is too large - but that usually doesn't happen as soon as you open the menu. Also: I don't think this is required with the new USKP patch - StaticMeshImprovementMod.esp Active This might affect items in inventories, not sure at all - marriagedynamicoutfits.esp Active Are the tribunal robes/masks adding things to your sales inventory?
  19. Do you have any mods which are adding lots of things to Belethor's inventory?
  20. I've thought about using this several times but never pulled the trigger on it. How does it compare to Higher Leveled Enemies?
  21. If you are crashing on startup (i.e. before you have a chance to choose to load an existing save or start a new game) it's almost certainly a missing master issue. Look in WB and see if you have any mods with a red background. Failure to rebuild merged patches and bashed batches or to rerun any java Skyproc/SUM patches can often cause this. Try deactivating all these and see if you get past the loading process. Is your SKSE/SkyUI up to date and matching your version of Skyrim and each other? (3.1.16, 4.1 and 9.19.32 are the current ones I think...) Try disabling the AM-Skytest patch and AV (or SUM) ESPs (and checking that no mods turned red in WB when you did this) and then loading the game - if it loads then your issue was one of these had an error or was missing a master.
  22. No, it's because it hasn't been updated since the new version(s) came out.
  23. It is. Open the inventory and go to the up right of the display - there is an options check box there - you need to activate v/w, and maybe things like materiel too for armor/weapons. There was an edition where this was broken and needed to be manually edited - you needed to drop the correct .gfx file or something into it (maybe only for MO or something - it was a while ago and my memory of it is hazy) but that was several versions ago (maybe 3.1 or so)) - but I suspect your issue is the first one - open the inventory and go to the little drop down i the upper right corner..
  24. There's a setting in SkyUI MCM to tell it to ignore map warnings.
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