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Everything posted by redirishlord
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SKYRIMLE Interactive Clutter (by fireundubh)
redirishlord replied to fireundubh's topic in Skyrim LE Mods
Looted Orphan Rock; recipes for animal bones, body parts, remains work great. I cleared Sky Bound Watch and now have a nice collection of nordic pots.- 65 replies
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Relighting Skyrim
redirishlord replied to Dragonhearted's question in Guide Support & Bug Reports (retired)
nm -
Oh, yeah, the original issue: I was in BFB last night, ran script latency in the cave above the troll hole (with the insane college mage) got an average of 53ms, activated the ore vein there and the animation started, then failed. I can mine ore by swinging the pick as a weapon, but not automated. Looking in TES5Edit I'm seeing several FormIDs from Skyrim.esp overwritten by CCOR, then SIC, then the CCO-SIC patch which wins the conflict. I'm not savvy enough to spot the problem by looking unfortunately.
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SKYRIMLE VioLens-A Killmove Mod (by Reko)
redirishlord replied to DoubleYou's topic in Skyrim LE Mods
... you lost me. If you have an idear for fixing CDO I'm game to try in my current profile. I'll be using VioLens in my next over the weekend, so I can do an ongoing comparison between DoD (with CDO for ranged if there's a fix) and VioLens. I do like EGO; DCO is fantastic, I have high hopes for CWO but haven't had a chance to get my civil war on, FIO is great (well, I turn the ice off cause its weird to have it hanging in the air), eventually I'll set up the custom music for EMO (I've got Conan the Barbarian soundtrack archived somewhere). -
SKYRIMLE Interactive Clutter (by fireundubh)
redirishlord replied to fireundubh's topic in Skyrim LE Mods
Quoting Saerileth (from her Druid's Den mod page): "Apparently statics suffer from the havok bug just as much as any other object, so it seems not even a hardcoded engine restriction is reliable." Quoting Icecreamassassin (from his Legacy of the Dragonborn mod page): "Models used for displays are static objects using dynamic models(the world model) which means that the actual models have havok physics on it, but the core engine of the game kills it because of it being used for a static object... or so it should." Anyways, seems like statics can do all kinds of misbehaving, these comments were in regards to statics as wall art for home & museum displays of collected artifacts. Unfortunately, without apparent rhyme or reason these statics will leap of wall hangars and the like and wind up on the floor. If you are interested in delving into that further I suggested those two start a havok victims support group (maybe you could meet in the author's forum on STEP, I don't have access otherwise I'd offer to bring pastry) and the forum posts sound like the idea might take off- 65 replies
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[General]ClearInvalidRegistrations=1 Will allow SKSE to clear broken scripts, not a perfect solution but helpful. [Memory]DefaultHeapInitialAllocMB=768ScrapHeapSizeMB=256 The 768 figure is specific to SKSE 1.7.x (x= 0, 1 or whatever the most current version is ). The older SKSE 1.6.x with a compiled loader would use the 512 value, although both amount to the same thing. If possible use the SKSE 1.7.x instead as it is more current and offers additional (non-memory) features that newer mods may require. Keep in mind, I'm just an end-user like yourself, the current STEP Guide (2.2.9 at this time) is your best source of info (and covers SKSE install).
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SKYRIMLE VioLens-A Killmove Mod (by Reko)
redirishlord replied to DoubleYou's topic in Skyrim LE Mods
+1! -
I'm letting OBIS Redone overwrite those textures, but you can always "hide" the conflicting textures and let the other mods "win". I keep meaning to use the Data tab to preview my various texture conflicts and decide which I like best, but I keep getting distracted by shiny objects.
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Skyrim Revisited Pre-Release Feedback
redirishlord replied to Neovalen's topic in Skyrim Revisited (retired)
@ Thamantis: was Open Cities in play? -
Skyrim Revisited Pre-Release Feedback
redirishlord replied to Neovalen's topic in Skyrim Revisited (retired)
I need to head up there for a bounty, and I use Immersive Patrols, I'll keep an eye out for guards in Silent Moons and neighboring Halted Stream camps when I go. -
The best/easiest way to implement sheson's memory patch 3.0 is to download the most current SKSE 1.7.x and create an ini file: SkyrimDataSKSESKSE.ini The SKSE.ini should contain the following; [General]ClearInvalidRegistrations=1[Memory]DefaultHeapInitialAllocMB=768ScrapHeapSizeMB=256 Bob's your uncle, you've got your memory patched. Should be instructions in the STEP 2.2.9 step by step install instructions; just read carefully, go slow, you only have to do it once then you can create new MO profiles for new characters &/or new mods to try.
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pack A Real Explorer's Guide to Skyrim
redirishlord replied to CJ2311's topic in Step Skyrim LE Packs (retired)
Thanks for the tip, Honored Dead looks great, I'm looking forward to checking it out. I've got a Stormcloak profile that's demanding some attention, this should be a worthy addition (along with VioLens to compare and contrast to Dance of Death in my current Forsworn profile). -
SKYRIMLE VioLens-A Killmove Mod (by Reko)
redirishlord replied to DoubleYou's topic in Skyrim LE Mods
I feel you there, I set kill moves to 100% & disable last enemy restriction with no forced perspective. Ranged kill cams seem to be sketchy, although it was CDO (with DoD active) that cause the animation failure trap I ran into with them. It looks like VioLens adds to what was available in DoD, adds more MCM options, and perhaps sorts the specific killmoves better with regard to weapon type. I'm looking forward to trying this and comparing it to DoD, I was looking for an excuse launch another MO profile/character. -
SKYRIMLE Interactive Clutter (by fireundubh)
redirishlord replied to fireundubh's topic in Skyrim LE Mods
Might be related to Physics Impact Damage Fix, but I remember them always being prone to becoming havok missiles when run into/over at speed (bounce off cave wall and severely injure or kill the pc). Antler to the knee? >>> Been to the Giant, unable to cause a rukus with the flatware, I'll see what comotion I can (or can't) start in the Bannered Mare. Got the v0.2 update, turned some broken pottery to clay, good stuff. I'm not finding carts to be interactive, perhaps because ETaC is forcing vanilla behavior in Riverwood? I will begin my quest for the (w)holy vanilla cart.- 65 replies
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SKYRIMLE Interactive Clutter (by fireundubh)
redirishlord replied to fireundubh's topic in Skyrim LE Mods
I'll see if I can cause some Havok in the Sleeping Giant tonight. Dungeon clutter seems safe enough, I liked that I could pick up the deer skulls on that narrow bridge over the troll pit instead of running / jumping over them (which would likely have resulted in a workman's comp claim with the government of Whiterun).- 65 replies
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I upped to 0.261 with Serenity preset and all is well. You might check your ENB preset's instructions and verify which files from the binary it needs &/or if some of the presets files should be overwriting Boris'. Tl;dr What tech' said.
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SKYRIMLE Interactive Clutter (by fireundubh)
redirishlord replied to fireundubh's topic in Skyrim LE Mods
Great to see v0.2 is out, that was fast! I'll download when I get home and check it out / give feedback. Thanks Glanzer, this looks like a great find. I've been on an immersion kick lately and this will fit right in.Regarding ninja Havok post: I didn't experience anything like that in Bleak Falls Barrow, I'll watch for it in an urban environment, like the Skeeping Giant Inn with plenty of vanilla food clutter. If I don't get it there, maybe we compare settings and look for differences (mine are on my STEP profile page btw, except for Nvidia which didn't lend itself to cut-n-pasting).- 65 replies
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SKYRIMLE VioLens-A Killmove Mod (by Reko)
redirishlord replied to DoubleYou's topic in Skyrim LE Mods
These seem to be the features beyond what Dance of Death offered; - Mace decapitations can be turned on and off.- Left Attack Killmove Triggers allows you to attack with your left hand weapon and trigger killmoves the same way you do with your right.- Alt Werewolf Killmove Triggers makes the 4 werewolf Killmoves work the same way as normal killmoves, using right attacks or right power attacks. Ranged- Ranged Killmoves can be toggled off, switched to Magic, or switched to Archery. (Read the Things You Should Know section for more about this.)- Ranged Killmove Chance can be set.- Last Enemy Restriction, meaning Ranged Killmoves can only trigger on the last enemy, can be toggled off and on.- Keymapping for Off/Magic/Archery to allow switching between them on the fly.- 2 Camera Views; Vanilla, which is random over the should shots and projectile shows, and Projectiles, which should show the Projectile Following Cam more often than not. Sounds like exciting additions. I experienced frequent issues with Combat Drama Overhaul entering ranged kill cam mode and becoming stuck in that mode forcing me to terminate Skyrim, hopefully similar issues aren't present in VioLens (unsure whether my experience was typical or due to a conflict unique to my load order). -
SKYRIMLE Interactive Clutter (by fireundubh)
redirishlord replied to fireundubh's topic in Skyrim LE Mods
I lie the "trim the fat" reference. I've been clearing BFB with v 0.1 installed, so far so good, no unexpected Havok related havok. Taking the urn several linen wraps were contained in had them gently hit the floor a roll / settle a little. I saw deer skulls in my path so I picked them up instead of impaling myself as I am want to do. I wouldn't call it intense or extensive testing, but initial impression re- physics is good.- 65 replies
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SKYRIMLE Immersive Compass - iCompass (by SilentResident)
redirishlord replied to Nearox's topic in Skyrim LE Mods
Hunterborn is the gift that keeps on giving, btw Interactive Clutter Ultimate (new STEP thread here) has a Hunterborn patch and v 0.2 could include creation of antlers from deer skulls found in cave litter. Fireundubh is taking suggestions and input, so check out his recipe list and consider giving some feedback. I'm looking forward to combining ihud / immersive compass & since you mentioned it hunterborn's direction sense for some land nav fun (oh, and equipable maps, maybe). Since this merges into my bashed patch its a no-brainer for me. -
pack A Real Explorer's Guide to Skyrim
redirishlord replied to CJ2311's topic in Step Skyrim LE Packs (retired)
Want to save a plugin slot? RBB 2.3 is out, new & improved with more merge! -
ACCEPTED Realistic Boat Bobbing (by Gandaganza)
redirishlord replied to CJ2311's topic in Skyrim LE Mods
Thanks for the merges Neo! Oh, v 2.3 is out now. -
SKYRIMLE Immersive Compass - iCompass (by SilentResident)
redirishlord replied to Nearox's topic in Skyrim LE Mods
"It does not hide the player's custom map markers from the compass. (but the Less Intrusive HUD mod can do that, and it is very compatible with iCompass)" You could use the player map marker (the blue one) for realtime nav. >> added bonus, it merges into the bashed patch, so no plugin slot actually used! -
Oh, I meant the enb gui (shift+enter), it has settings for; [ENVIRONMENT] AmbientLightingIntensityInteriorDay=0.52AmbientLightingIntensityInteriorNight=0.25 Those should allow you to brighten / darken to taste. The values save to your enbseries.ini file. The default brightness slider isn't going to help much, and affects all areas indiscrimately. You're running an enb preset with ELFX, yes?
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SKYRIMLE Interactive Clutter (by fireundubh)
redirishlord replied to fireundubh's topic in Skyrim LE Mods
I'm sad I can't +1 your "middle finger response" (I'm always happy when I can say something that can, and probably should, be taken two ways). As for clutter targeting, i assumed it was a mini-game (like lockpicking) try to grab the unowned cabbage without accidently stealing the owned kettle its in. You could always grab the carrot (by holding with your middle finger instead of clicking), lift it into the air, then click it to take it into inventory. Make that an app for mobile devices & get paid! Ninja'd: got both your suggestions fireundubh, I'm not a stranger to your work (even know about that BFB backdoor). I threw in Cooking for Alchemy so I could skill up while Campfire Cooking and made a [spoiler=Merged plugin]Alternate Start Complete Cooking Expansion;Cooking AlchemyHelgen Imperial ArmoryCooking Expanded DBCampfire Cooking - AlchemyCooking ExpandedCooking Expanded HFCampfire Cooking - DGCampfire Cooking - DBStarting Spell ChoicePatch Starting Spell Choice - LAL Endorsed the lot, I don't start a new game without them.- 65 replies

