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redirishlord

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Everything posted by redirishlord

  1. Go with Double You's advice, if after research you want to mess with ugrids you can do so then.
  2. Re- ENB: ENBoost is a lite version of ENB for memory management. Your True Vision ENB preset has everything ENBoost has plus graphic improvements (that your system should handle fine). Overwrite ENBoost with your True Vision files, you don't need ENBoost (included in your preset). Re SKSE: which version are you working with, 1.7 alpha?
  3. Skyrim.ini & SkyrimPrefs.ini are in My Documents with your save games folder.
  4. I'll post mine below, but with this caveat: ini tweaks can play hell with your game stability use at your own risk! It would be wise to research and thoughtfully consider changing default settings. That being said, I haven't seen any issues I can pin on ugrids 7. [General]sLanguage=ENGLISHuGridsToLoad=7uExterior Cell Buffer=64 ... it continues from here, but your existing file should be fine. Also, I've heard you can leave the Cell Buffer value alone, but I haven't had an issue with it at 64. * Disclaimer: I'm not an expert by any metric, just an end-user who reads the forums a bit. Take my advice with a grain of salt.
  5. I think I'm the last Wrye/BAIN evangelist, and I just converted to MO. You can still access all the Wrye functions, except BAIN, and MO adds a lot of very useful functionality. Install Wrye, but use MO to download/install mods, you can launch Wrye from within MO.
  6. "Willow needs to be packed", why didn't that occur to me? Interesting, BSAs were the culprit, that explains why I couldn't pin down a critical number of ESPs. Too bad I can't +1 staff's rep, that's a great find. Maybe I need to put Skyrim on hold and fire up FNV again? I wonder how many mods I could run ... kidding.
  7. You can edit cells to load in Skyrim.ini (in your documents folder), look for "ugrids". I've been using ugrids: 7 since memory patch 3.0 and haven't had any issues (except moderately distant terrain looks great).
  8. Thanks for the links. I'm excited to try the Solsteim Lost Levels (Bloodmoon FTW), The Evil Mansion sounds interesting, but it may conflict with ETaC's Morthal (but that's modular).
  9. Re- Drag's Armor / Clothing, I think there were compatibilty issues with body replacers. I just like the picture with the jacket for the F&L reference.
  10. You can always back Star Citizen for $30+ usd and get access to the various alpha / beta modules as they roll out, and eventually the finished game. Currently the Arena Commander module is available.
  11. "I remember you were trying to kram every mod on the nexus into your game with the merge script and Gamebryo just laughed at you before exploding." I left one or two out, but that's beside the point. You gotta admit Drag's Fear & Loathing Jacket was pretty appropriate though. IIRC the breaking point (130 - 140ish) did seem to fluctuate depending on the mods I installed. Trying to pin it to a particular number of mods might be difficult, unless there is some bad juju associated with the hexidecimal for 126 &/or 106?
  12. Has the Better Falskaar and Wyrmstooth Map been considered for REGS? Seems like it would fit right in.
  13. I ran into that problem myself (you may remember as I posted in your first FNV thread) when first beginning to use your guide (and adding way to many of my own choices on top of your vetted ones).
  14. I like the reminder pop up its not overly intrusive and sometimes I forget (by forget I mean Nexus is being Nexus, glitching, and I can't endorse when I'm thinking about it and forget after I close my browser) to endorse. I think the endorsements serve as encouragement for much appreciated modding efforts, any avenue to offer that encouragement is a good thing IMHO. The "trade endorsements for premium access" is a great idea and worthy of being pitched to Nexus staff. I didn't know about the "gift mod author with premium access", that's a great feature.
  15. You might consider the SIC / HLE integrated package, should give you some unique bosses within SIC's spawn framework. You might also consider Automatic Variants with the SIC / SkyTEST wildlife integration, I'm enjoying that quite a bit. By limiting my AV packs to a reasonable level (just Bellyache's & StarX's right now) I'm not noticing a performance or stability hit. I prefer ACE / Deadly Combat to Duel, but otherwise I'm picking up what you're putting down.
  16. Men, bring me my red shirt for the battle ... wait, how many attckers, bring me my brown pants! Of course I missed the first question. No, I let MO 1.2.4 manage my BSA files. I've arranged my mods install order to avoid unwanted conflicts, MO has offered (and I accepted) a guided fix to supersede that order to avoid script conflicts. I know I can use the data pane/tab to hide certain conflicts, but I haven't ventured down that OCD rabbit hole, yet. As for FNV, if you're ever in the mood to dust off your exisitng download, check out EssArrBee's F&L pack for it. Otherwise, happy dragon slaying, good luck storming the castle (watch out for R.O.U.S. goes without saying of course).
  17. It was Double You that set me straight on how to check the merged patches, the exit & re- error check revealed a bunch that I wasn't seeing with the quick & dirty check. I don't think I've seen that behavior with bandits, but maybe OBIS/OBIS Redone is confusing the issue, it adds/modifies their equipment. If want to know more about bashed patches I think EssArrBee is a wizard at those, well better than me anyway. I did just notice that my Whiterun Hold Guards are not wearing their Improved Closefaced Helmets (legendary WAF CCF version), I haveen't noticed that with other versions. I don't miss the survival mods, if I'm in that kind of mood I'll play Fallout New Vegas in hardcore mod (checkout EssArrBee's Fear & Loathing in New Vegas Guide if you have the notion). I'm looking forward to Predrag Pesics frost spider themed dungeon next, that should be creepy.
  18. I'm also using Footprints & Wet & Cold (& Ashes, & Holidays) with SIC/HLE, Skytest, and DCO/DD as well as Deadly Monsters. My DD/DM aren't doing much currently (just making important npcs essential) as I'm low level, later I'll use their MCM to up difficulty (although I'll probably stay away from DD's assault mode, weird spawns I here, like inside SkyHaven). In other news, I just finished Ogmunds Tomb and really liked it. Felt like a big vanilla bandit/draugr dungeon in a good way. Fits fine with ETaC, no conflicts. Great lighting and atmosphere with Serenity ENB. Can't wait to play the author's other 2 dungeon mods (installed, just need to find & explore). * my load order is located in this thread along with my merged plugins. re-checking my merged plugins for errors really helped stability and performance, check out the thread for more on that.
  19. Every time it happened to me, I'll admit I had a ton of mods active (250+ish). It seems to occur regardless of specific mods for me (I tried disabling ASIS, Dual Sheath Redux, ACE/Deadly Combat/SSR, didn't matter still occured). Starting through Live Another Life seems the best solutuion, avoids the Helgen sequence until after character creation (or entirely depending on the start scenario you choose).
  20. Yup, -NOBOSS ftw, invaluable with Dual Sheath & Automati Variants (assuming you LOOTed first).
  21. I think you've figured it out. I noticed that screen today, and also noticed that several mods I assumed I had endorsed had not been. I think folks are giving you (and others) their props retroactively, I good feature I think. Also, I just adopted your mod after reading about in STEP last week, I think I noticed it due to your latest project, so I'm not a retroactive endorser (for Book Covers) but a new adoptor.
  22. After further review, you nailed it. My previous merged patches often showed errors after a relaunch of TES5Edit and subsequent error check. I deleted all previous patches, and used meticulous trial and error to make sure all further merges were error free (also free of merge created mesh & texture files, mods adding new areas and some companion mods were the culprits here). New, error free, merged plugins list; Updated load order; Primary changes from last: eliminated Glorious Grass, Lush Trees & Grass (replaced with Lush Overhaul textures), bad merged patches; added Automatic Variants, SIC/HLE & SkyTEST.
  23. I agree completely regarding the survival suite of mods, IMHO they deserve their own profile/playthrough as they detract from an enhanced combat & enemies profile/playthrough. Regarding EBT/DSI/BFS, I'm doing fine combining those with each other plus ACE Realistic Fighting/Deadly Combat/Stealth Skills Revisted and DCO/DD plus SIC/HLE & SkyTEST. I should stress scripting latency is fine so far (emphasis "so far") as I haven't made it past level 10-ish in my bug squashing playtesting. I seem to have achieved stability primarily through revisiting and rebuilding my merged script patches (more on that in its own Support Post). I'll let you know if I run into trouble at mid-level with spells flying, or if blood and spell fx continue to play nice.
  24. Settings color alterations aside for a moment, I'd be concerned with re-texturing the spider independant of the other dwemer textures, it's bound to look out of place in contrast. Perhaps if all dwarven automatons were being treated, maybe subtle differences to the dwarven architecture and clutter might be acceptable, but re-texturing the spider alone seems odd.
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