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Smile44

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Everything posted by Smile44

  1. Data files for ENB can all be installed in MO in the same way as Unreal, so just activate the new one and deactivate Unreal. Really you just need to change the preset. But with an ENB that comes without these you can use the Particle patches from Mindflux - LINK and place those in the same place in MO as the Unreal data file. You don't need the water patch as you are using RW2 I would imagine. I do not know for certain that these included data files as with Unreal are not tweaked for use only with that preset's lighting and effects but it can't hurt to try it out. I am sure you are familiar with most if not all of this so if I have oversimplified and or missed the point then- Oh well. :) EDIT: Have added a link to the word LINK as was originally intended. Whoops.
  2. I have had a look at that area and it doesn't look like yours. I am using a full STEP Extended plus this mod and it looks great - so it must be your ENB or something else that is causing the problem. You might try looking for conflicts or re installing the mod. :)
  3. Nope, interesting though. :)
  4. You are correct it does - my bad. Well it does make sense but those examples I mentioned show up as not having conflicts in TES5Edit. I will need to look at them again. I remember some talk about false esms, but didn't really pay attention, just thought people were on something, imagining things etc... :)
  5. You can add extra perks in the MCM menu to make up for any imbalance. So the ones you would have got automatically for example. :)
  6. I have just updated my SR:LE install including the Conflict resolution esp which is working rather well (must have picked up some skills somewhere) up as far as Worldspace edits at least. Lots of work - but useful IMO. Noticed some things that may or may not be relevant - on some of the Cell edits the conflicting files are the project Optimization esm and the UPs. These don't apperar to make sense as the esm is loaded before the UPs so the UP changes are what is used - no conflict. E.G: Block 9 > Sub-Block 9 > 00013A73 FalkreathLodsHouse Conflicting Module(s): Unofficial Skyrim Patch.esp (Mod) Skyrim Project Optimization - Full Version.esm (Mod) Conflict Resolution: Use record from Unofficial Skyrim Patch.esp. Problem Resolved: Sky/Weather fix from unofficial patches was not properly forwarded. In this case the record from USKP will be used over the one from Skyrim Project Optimization - Full Version.esm as they are without patching. The one entry under static is not showing any conflicts with Better Dynamic Snow.esp. I can pinpoint more of these if is useful or am I missing something? (entirely possible) :)
  7. The best thing about SPERG is that you can switch off any of the trees so that you can use Mods like "Stealth Skills Rebalanced" - if you so choose. :)
  8. No it isn't, if ESS loads after SoS then you will not lose the minor but effective changes that this mod makes. :) EDIT: ESS provides a number of patches for SoS both Civilisation and the wilds download the ones that match the original ESS file you downloaded and all should be good. Compatibility patches should go in the Compatibility Patches section for load order unless otherwise stated by the Mod author.
  9. After SoS mods and relevant patches (SoS patches) which ever you have installed. IN other words load it after any mods that it conflicts with. :)
  10. Load it after the other mods, should work fine. Not much in the way of conflicts - I can't tell if you are actually having a problem with it or if it is just the yellow boxes in WB. The conflicts are really minor. :)
  11. Having looked at it in TES5Edit there are about five files in >Region that could clash with SoS - these clashes are deliberate changes as far as I can see. You could make a patch between the two just "copy as override" the SoS file into a new patch (ESS_SoS Patch) and then drag the changes from ESS into it. It shouldn't take too long as it is only a few records. The records it would clash with are likely in SoS Civilisation for the Windhelm and possibly Winterhold entries and SoS the Wilds for the others. Stick the patch in compatibility patches and that way BOSS can sort the main plugin in it's usual position and then the patch will add back in the changes ESS makes. Best of both worlds. Of course it will be the case for any pack that mods you add in that clash with pack recommendations can potentially cause problems. AOS also needs lots of patching to work with STEP mods. You can also choose to leave out ESS - I really like the different snow falls but it is hardly a crucial mod. I will be looking at STEP Extended this week and how it works with my packs - so I will be looking for any potential problems with the mods added by extended so I will make any necessary patches or mod change suggestions when I have done that. That said, this pack does work fine with STEP Extended but SoS is likely the only proiblem and it is fixable. :)
  12. I allow BOSS to sort. I am not using SoS but as a general rule compatibility patches should be after the plugins that they are patching so usually a good idea to stick the patches in Compatibility patches using BUM. Yellow is not a problem normally but if you use TES5Edit and select only the particular esp, and once it is loaded right click on the plugin in the left hand pane and select "Sort masters" and then "Quit". Now that esp should be green in WB. Repeat for others. The main reason that I am not using SoS is because there seem to be compatibility problems with many mods but it should work fine. I will have a look in TES5Edit to see if there are any obvious problems and let you know if I find any. :)
  13. I was just as surprised, mods do get mentioned in other threads though so there could be quite a few that do not yet have their own pages yet. :)
  14. Yeah ENB Boost does help with the load on your ram quite a bit, does not help so much with the load on the game engine. Even with that you still have to make a choice between a super Hi Rez Skyrim, or a dangerous intelligent enemy filled one. Failing that I could suggest that someone makes a new one armed, one legged, deaf and half blind race for use with vanilla Skyrim AI and combat mechanics, to make the game harder but still beautifully rendered. :) P.S. Please do not take the second part of this post seriously, no offence intended.
  15. I did have this problem but stopped having it before posting the pack. Clearly a patch would be good to simplify matters, I'll have a look as soon as I get time and see if I can repeat this issue. :) P.S. @Aiyen appreciate you helping out :)
  16. I'm not saying you are wrong, only that now I have done this to all my textures I am not overly keen to start undoing them - especially when the gain will be so minimal. Of course it does seem to work better than installs I have had before. So sticking with it as is for now. :)
  17. Yes with those mods that had those options I had very few mods mostly those to do with body replacers and such that were above 1024 but still had one too many CTD and or ILS incidents for my liking, I took @Garfink's advice and reduced all to 1024 / 512 and have been happy with the result. I do not believe I will go through all of that agian until the Skyrim engine has been kicked (modded) into shape. I like my gameplay too much to compromise with over the top graphics. It is possible that some normals and textures do not benefit from optimization and I guess when all of this is figured out there will be a definitive list of benefits and trade offs that can be used to get all our games optimized correctly. Until then I'm staying small. :)
  18. It is surprising how good the game does look with this level of texture reduction. There is a little blurring when you get up close to some things but the only time I get that close to walls (rock or otherwise) is when I am hiding from nasty beasties or sneaking past bad guys so my mind really isn't focussed on whether the mica, schist or quartz is properly rendered in exacting detail. :)
  19. That is not always going to work as some mods need to be overwritten by others - not necessarily the case with these packs but I think the dedicated NMM user of the past is not ready to manage a major mod install. Besides NMM is apparently about to gain functionality similar to MO in terms of profiles and mod management - if it hasn't already. So these potential problems will fade. People doing manual installs and I have done many in the past, really need to plan their mod install order before installing. This is partly why I asked about the format for packs in that not all versions can easily be installed after STEP CORE in their entirety, take STEP Extended for example. If someone manually installs STEP CORE and then decides to add STEP Extended they are going to run into problems with the conflicting graphics section straight away. Not to mention other texture mods down the line. To make this work a manual installer will need to decide what their whole modlist will look like before they start to install STEP otherwise they will have a whole heap of problems. I would completely advise users not to manually install STEP because it makes it almost impossible to update, rearrange, optimize etc.. STEP is after all something of a fully operational work in progress like the Death Star in Return of the Jedi. :) Any attempt to get a large modlist to work together is going to entail something of a learning curve part of which is the use of the various mod tools detailed and recommended at the start of the guide. If you don't learn to use the tools then you can't build the house. :) EDIT: B&$$er changing the names completely removed the modlists and all text. Not doing that again today. EDIT 2: got the tables back along with the old names which is definitely the lesser of two evils. Will look at this heading malarky another day.
  20. I don't think that is remotely confusing. - Step Core should already be installed and the instruction is to add this or that mod to that section in their install. Still I'll make the change and a number of others to keep things consistent.
  21. Uhuru added that for some reason to the template. Fixed. Again, there is no reason for anyone other than the admin and developers to edit the templates and forms. Screwing around in these areas just breaks things. Seconded - these things are tricky enough as it is. :)
  22. Sure, part of the reason I am getting these up there is to get the ball rolling and generate some testing and ideas etc.. My packs work well together as they are but I do not in anyway assume that they are good as they could be. I have used all of these mods in a variety of installs for a long time, what I am basically doing is grabbing stuff from my modlist and adding them into separate packs. Let me know your thoughts on how you would add to or change what I have done and we can then compare notes. It's all good. :)
  23. The reason for adding my name to the pack name is so that it is not suggesting that it is an official pack for STEP. I don't mind if you want to remove this from the title. Also there is another survival pack in the works although what the eta on that is or how it will vary from my basic pack I don't know. :) EDIT: I have changed the name to Survival.
  24. This is a standalone pack for making exploration of the environment of Skyrim more challenging both outside and in. Additional notes are added to make this pack compatible with Requiem. It includes mods that many people use such as frostfall, Realistic Needs and Diseases, Cloaks etc.. It also adds in changes to traps because lets face it vanilla traps can be a surprise if you are not looking (they are really obvious in game) but are unlikely to cause you much of a problem other wise. Traps should be deadly and hard to spot, in that way exploring ruins and dungeons becomes a good deal more immersive. This pack is compatible with all other packs I have added as well as SR:LE, STEP CORE and Extended. I will update this post when the page is complete. :) Pack is live now. NOTE: I have not included "Wet & Cold", it is a very good immersive mod but can tax the game engine somewhat so this is an option that is included in STEP Extended. EDIT: I have added "Fires Hurt" by abot. This fits in nicely with the ethos of this pack - You need to eat and drink, you need to wrap up in the cold, you need to avoid traps and try to avoid standing on or too close to a fire in order to survive in real life so works for me in Skyrim.
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