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statmonster

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Everything posted by statmonster

  1. So what files did 1.9.32 change. I can't see any files that were altered except TesV and the Creation Kit. It doesn't look like it updated any ESMs or BSAs.
  2. The Show Race Menu Pre Cache Killer mod has been updated for 1.9. It's in a new location: https://skyrim.nexusmods.com/mods/33526. Apparently the original author of the mod has posted it instead of the person who posted the previous version for him/her, thus the new location.
  3. I wonder if this is a sign that 1.9 is a buggy mess.
  4. Looks like there is an update (.12.9) for Mod Organizer.
  5. With the new installer in "Static Mesh Improvement Mod" do you choose the install everything option?
  6. Now we get to see if Steam honors this setting...
  7. You write: "Closer Quivers and Longer Arrows ...Optionals(Via Installer): ...UNP, Closer Quivers and Default Quiver" Does this mean to uncheck Closer Quivers and Steel Quiver? I assume so but doing so brings up a warning that says "Closer Quivers and Steel Quivers is recommended. Disabling it may result in game instability. Are you sure you want to continue?" (Given the layout of the mod I sort of assume you should only be able to check one of the three "Closer Quivers and ... Quiver" but it seems to allow you to check all three simultaneously. I can't imagine this would be good...)
  8. While it would be great if they reworked Skyrim I suspect the economics of it just don't make sense. I hope I'm wrong about this. Still I suspect this is the last game of this sort to be made without requiring one or both of these.
  9. Walkman - how do you like Skyrim unleashed and Duel Combat together? I like a duel Combat but have never tried Unleashed. Does Unleashed play well with Skyrim Revisted mods like Realistic Needs and Frostfall?
  10. Smile44, what armor mods are you using? Aslo, what lighting mods?
  11. I think they mean to use 1024 x 1024 (for both settings) if most of your textures are 2048 x 2048 or 512 x 512 if they are 10-24 x 1024. As I understand it, the reason not to use 50% is that it will further reduce those normals that are already below 2048, and those that are above it (say 4096) will only be reduced to 2048.
  12. I seem to get significantly less stuttering running from SKSE in the MO than from ATTK Lite in the MO. At least I think this is what's happening and it's not perception. Has anyone else noticed this?
  13. Thanks Aiyen - that fixed the warning issue and now the map find feature works too.
  14. I get the swf error message but I think things are actually working ok. Sort of like a check engine light... Edit - I think it means the new map menu feature (introduced in 3.2?) will not work until updated.
  15. Thanks. Using DDSOpt and then 1024 normals on on the 3X HRDLC and Skyrim HD, Serious HD and Skyrim Realistic Overhaul seems to prevent the CTDs approaching the Ritual Stone (or elsewhere on the run from Whiterun to Windhelm via Valtheim Towers), though there was quite a bit of stuttering throughout. The GPU remained pretty cool - much cooler than it did using your guide (STEP + your personal mods plus a few more) last fall when I did not have stuttering. I wonder if this is due to not using an ENB this time. What's the correct procedure to DDSOpt the files in AV? Do you run it on them before you run AV or after? If before, how do you get AV to recognize the optimized files? Copy over what is already in the various folders AV will process?
  16. When I start in Honeyside home in Riften using Live Another Life, the alchemy and enchanting table are enabled but the clutter (cobwebs, old furniture, bales of hay etc.) is still there - for example the enchanting table is resting partially on a hay bale. Is the code to remove clutter for the enchanting table being executed? I remember there was an issue with this with Hearth fire that the Unofficial patch corrected - but I think this mod may not be forwarding that correction.
  17. Thanks Aiyen. I will try DDSOpting the three big "Foundation" mods and reducing the normals on those ones plus the Bethesda ones. Is the preferred technique when a mod is DDSOpted to place the resulting texture file in another folder in MO's Mods folder like was done with the Bethesda ESMs when they were optimized?
  18. Aiyen - I suspect you are right. I have not done anything with DDSopt other than what was included in Skyrim_Revisited - Optimizing The Bethesda Textures. Time to try and figure out how to half size normals... any tips? EDIT - Well - apparently I did not run DDSOpt with administrative privileges as none of my settings were preserved... Grrr.... I assume this means I have to redo "Optimizing The Bethesda Textures"... Speaking of the DDSOpt Configuration Main Menu Settings - why is the Resolution Limit for Uncompressed and Compressed set to 8192 x 8192 ... that seems really high... is this the setting that one needs to change to reduce normal maps to 1/2 size? (Which I assume would be around 2048 x 1024 or 1024 x 1024.)
  19. Maybe delete the AV mod and reinstall? It should be in ...\skyrim\Mod Organizer\mods\Automatic Variants\SkyProc Patchers\Automatic Variants
  20. When I used Another Life to start at Breezehome and left Whiterun I noticed the giant was lying dead on the ground in the farm and the Companions were nowhere to be seen. Is this an error with Alternate Start - Live Another Life when you start at Breezehome? CTD when running up the road to the Ritual stone as it curves right after going up the hill from the bridge. (I assume this is the location many people are experiencing issues with.) This run-through used all of Skyrim Revisited except AV and associated mods. Previously, when I started at the house in Markarth and ran past Whiterun the battle with the giant was going on when I got there. Alea and Ria had the dark face bug; Farkas (or Vilkas?) did not. Game froze up (major slow down and then froze, not CTD) when I was attacked by a wolf just after I crossed the bridge going towards the Ritual Stone. I had been getting some skipping as the run from Markarth to Whiterun progressed. This run-through used everything except AV and Bashed Patch.
  21. When I run Wrye Bash (3.03), the bash patch (or anything else) does not show up in Overwrites. I suspect I might not have the bash.ini set up correctly. What values do you use for these settings when running Wrye through MO? ;sOblivionMods=..\Skyrim Mods ;sBashModData=..\Skyrim Mods\Bash Mod Data ;sInstallersData=..\Skyrim Mods\Bash Installers\Bash ;sOblivionPath=G:\Steam\SteamApps\common\Skyrim EDIT- tinkered around a bit more, reinstalled Wrye, deleted the Bashed Patch in Skyrim Data (Wrye seemed to generate a new one when I opened it in MO again), rewrote the Bash.ini and it seems to work now. But I am utterly clueless why as I don't think I changed anything (that matters). Just another mystery...
  22. Does it matter which version of Follower Trap Safety 1.1 you use? Plain, Bug Brawl Compatible or Scripts?
  23. When I run the Creation Kit for Live Another Life it seems to crash (lock up and a windows notice that the program has stopped responding) when I exit. It seems to save the files OK and Live Another Life seems to run OK but this doesn't seem like it should work this way. Creation Kit will close fine otherwise when running in MO or if launched form the steam icon in the task bar. Has anyone else had this happen?
  24. Do you use either of the optional .esps (no pause or slight pause) from Better Bards?
  25. The .esps for TroubleMakers Clothing and TroubleMakers Forsworn Armor are not in BOSS. I assume you did not mention them because you do not use the craft-able options. I used BOSS to put them at the top of ITEMS LOAD LATE as most crafting .esps seem to be in the items categories.
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