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redirishlord

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Everything posted by redirishlord

  1. Are you saying I should trim my beard? Interesting, I've been running on misinformation. Sounds like I should download my HRDLC and DDSopt them. Thanks.
  2. That's covered in the Guide to DDSopt. If you're asking about DDSopt instructions, I don't install the HRDLC myself as it gets overwritten by my other texture replacers.
  3. Luckily I'm not an Even Better Quest Objectives kid, but good looking out that's probably a concern for most STEP users.
  4. Tentacle Dreads, just sayin'. Sounds like these are a replacer insted of stand alone, I can have my cthulthoid head tentacles and finned npcs reminiscent of deep ones too? Win! EDIT: Yup, these are a replacer for Argonian Hair 01 (smooth skull) & 02 (with feathers). The tentacle dreads are in slot 00 so I was able to choose those for myself and expect to see my fellow lizards sporting a mix of fins, feathers and horns.
  5. Gotcha, I'm extracting now (following the Quick Start instructions for vanilla files at the moment). I also see the specific instructions given in the SRLE Pack Guide & I'm glad to hear there's similar for the STEP Extended as well. I'll dl those .bat files and proceed ... yup I see the link, looks like I've got a productive evening ahead, thanks gents this is good stuff!
  6. Is that like following the DDSopt guide maybe located in the STEP Wiki (I skimmed it but over lunch on the road so I didn't retain much) type reduced textures? I'm running about 30 fps but I wouldn't mind pushing 40 (in more ways than one, but lets focus on fps right now).
  7. I don't consider my specs to be particularly low, but this advice is very helpful to achieving a smooth and stable game, thanks! I was pretty much spot on with the skyrim/skyrimprefs.ini tweaks, good looking out on the skse.ini - I think I'll be just fine with 1k lips now that you point it out. Question re- STEP Extended Patch: Is the SMIM Lite w/ DB dlc going to play nice with the STEP PAtch as the patch incorporates SMIM plugins/assets?
  8. Great suggestions there, I'll put many of them in play once I'm home. I'm a bit of a rogue here, as I treated SR:LE /REGS as a buffet, but we have a lot of mods in common. I'm using Serenity with ELE & Relighting Skyrim, but reading your Vividian ini tweaks was informative and will help me tune for my desired beauty/performance mix.
  9. Ditto on the DDSopt guide "thanks in advance", I'll be hoping to use that &/or the F&L DDSopt guide S tutorials to learn the process. If SRB has gameplay mod "trouble" than I'm in full blown addiction, hopefully texture optimizing to 1k max can make me a "functioning modder" ("Hi, my name is Red & I'm a modder, it's been 2 days since my last mod.").
  10. Your years have given you wisdom, I could not restrain my mousefinger & now own both FNV & FO3 in hopes of modding Tale of Two Wastelands (the Capital & the Mojave using the FNV engine? yes please, may I have some more?). Curse you Steam and your $5 summer sale. So I worked my FNIS-fu and have ambulatory horses, only to find the collision fixed corpse of what's-his-name preventing me from taking my place at the headsman's block. I imagine the walk to your execution is the longest you take, but this is ridiculous, I'm like Sisyphus trying to push this headless bastard out of my way.
  11. What, I'm not a good STEP user now?! I dropped the 13Os stuff due to glitches and lack of response from the author regarding same (always wanted Oakwood to provide some playmates for my LAkeview Manor kids but the CTDs were a dealbreaker). I pulled HN&SV just now. Inns & Taverns will stay, when have some spare time I'll look at TES Arena Frontier for inclusion. I've tried Frostfall/Hunterborn/Needs mods but ultimately decided they kept me from actually playing & progressing in the game (although I do like playing Fallout in hardcore survival mode, btw check out SRB's F&L Pack), and the script load was problematic. I'm happier sticking to swords and sorcery & leaving the survival stuff in the post apocalyptic wasteland (we always made the cleric cast "create food & water" back in the day).
  12. Hey, here's our answer to incompatibility (from Inns & Taverns page); Known incompatible mods:-Hroldan Nightgate and Sawmill Villages-Anga's Mill Enhanced-Become A Bard (Will not conflict, but new inns do not give options for singing)-Tes Arena - Skyrim Frontier Fortress-Immersive Settlements (Immersive Shors stone.esp) So, I assume a patch for the future ETaC/IS will be forthcoming? As for the other two mentioned today, I'll cut Hroldan from my line up for duplication of effort & the fact that it adds a soul gem mine (I need some reason to go to black reach). I'm going to track TES Arena Frontier, and perhaps attempt a patch at some point if needed (love the old school lore expansion/inclusion). Saw the response from The Vigil's author, looks promising, good job.
  13. I've got Hroldan Nightgate & Sawmill villages plus its Ravenscar update, but I'm ashamed to admit I haven't been to any of these locations yet. I don't see any conflicts in Mod Organizer, but I haven't put eyes on the locations so I couldn't say for sure. As for the TES Arena overhaul, wow, just wow. I had hoped 13oranges work would go that direction but stopped using it when I ran into stability issues. I will definitely track &/or add this to my lineup.
  14. Console lets you "tcl" to move through walls and without regard for gravity. MFG Console will give you object ids & last mod to overwrite them, might give cell info as well (not sure). D'oh! ninja'd.
  15. Good idea, I'll look at FNIS (I'm using it for skeleton arm fix). Trouble shooting did fore me to update/learn how to edit metadata in LOOT 0.6.0 so that's one in the win column regardless of the fate of Tamriel's horse population (lockjaw plague? did I add a rusty nail mod?). Re- Immersive Fallen Trees, sounds great, but could create a lot of compatibility issues if there's a lot of edits across the world.
  16. So after additional troubleshooting I can confirm my issue isn't specific to AS-LAL, it occurs without it in my load order. Additionally, I have made a new merged patch not including the main AS-LAL plugin to avoid future compatibility/scripting issues. I will continue to search for the source of my paralyzed horses.
  17. Good point, will do. It also occurs to me that I've merged LAL, so I need to check if the issue occurs with/without it merged/standalone (it didn't have a separate scripts folder so I tossed it into the grinder with the other merge fodder). @ Teabag: I've got multiple profiles in play, was hoping the Imperial soldier option would get my battle cat some heavy armor with a fancy kilt (the tail, you know), but I just seemed to be dumped in Solitude with the first Civil War mission started for me. So Helgen with the Imperial Armory mod (adds a suit of heavy legion armor if you follow Hadvar) seemed the way to go, until it didn't ... go.
  18. I'm running into an issue with Live Another Life, and since I got tipped off to that mod here I figured I'd post. When I begin the Helgen bit, horses are frozen (mouth open, tail straight out from body, unmoving although Wet and Cold breath is animating) and as such the cart ride won't begin. Dialog and character animations proceed, but no cart movement. My load order is as follows; Edit: I also encounter frozen horses as a soldier in the Imperial army, outside Solitude the BFT cart's horse is in a similar rigor.
  19. ... and post quality suggestions like that for the New Vigil's author. Give him some time, its a great idea as you said.
  20. I'm seeing references to ITM and deleted NavMeshes in it's forum posts, sounds like the author is learning to use tools like TES5Edit. Description sounds interesting, definitely one I'll watch (tracking set), but probably needs some polish before reviewing for inclusion in your install.
  21. I'm sure I'm missing the obvious here, but is there a LOOT equivalent to BUM (BOSS Userlist Manager)? I'd like to set some exceptions/rules to help LOOT help me, but I'm not sure how (I'm currently using lock load order for individual plugins in MO's right pane, but that is less than ideal).
  22. I've found that the pop-up to endorse isn't necessarily up to date with my actual endorsement history, in other words it may be asking me to endorse a mod that I have already endorsed. This is a problem because the endorsement button is a toggle and endorsing a secong time actually "unendorses" as I discovered to my chagrin. If I have a mod in my lineup (STEP, or a personal favorite) I feel it should be endorsed. I'm not saying I think a mod is perfect or finished by endorsing, just complimenting the author on their effort and recommending it to others by way of the endorse function.
  23. Can you define "issues"? I've used this mod for some time and don't feel its problematic. That being said I do make script load choices (such as not using Frostfall, which perhaps also has "issues"?) to have a stable game. Is there something beyond a papyrus footprint that we should be worried about? Pro Tip: the update time for EBT's script is adjustable in the MCM.
  24. With the addition of Falskaar / Wyrmstooth patches (ETaC, Inconsequential / Interesting NPCs, Prince & Pauper already complete), and Moon & Star plus Populated series patches coming soon, this looks like a complete replacer. I second the nomination for Extended, and to be honest could see it in Core (I'm not getting the "non-lore" feel others apparently are, BTW if you are using the "bigger head" option I would suggest reconsidering checking that box).
  25. My last post was pretty elaborate, but you should spin off a test profile in MO and give the mod a try. If you don't like it, no permanent impact on your current save.
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