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Smile44

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Everything posted by Smile44

  1. I will try that, I assume by saying "kill all files in ..." you mean delete all the files in these folders. I have done this and am now re-running the patchers - fingers crossed that that was the problem, I had previously read the above instruction as getting rid of the esp. files before generating a new one. Edit: Nope, ctd again. I'm going to rebuild this again then try adding new mods until the problem occurs and narrow it down. Thanks for looking into this guys.
  2. @Brighty. thanks for response. Yes I do have all the relevant patches - I will try again. I have had it all working before but after I added UFO and Vilja and Cerwiden my game would crash on start up which is why I went through TES5Edit and these are the only errors to come up. Anyway will feed back after another try. Edit: Yep. still can't get as far as the loading screen, ctd as soon as I get to emblem, even before then sometimes. I probably need to remove some mods, just very hard to figure out what is causing the problem aside from the obvious errors with the reproccer. I should probably post my load order so as to provide as much info as possible, that said I don't wish to put anybody out, for this. Of course if there is something obvious then it would be silly not to ask. Current mod list And load order. Lots of fun to be had looking through this lot. I should add that the SR install is fully up to date and is stable (AFAICT). I did have the skyre install from this guide working as well but I do now have a few extras. From my post earlier I have assumed that it is the reproccer which is causing the problem or at least encountering a problem with something on my list. :confused:
  3. Has anyone had problems with the reproccer? Every time I run it I get my .esp file fine but in TES5Edit there is clearly a problem, multiple errors, which causes the game to ctd on start up. I could add the wall of errors to show the problem more clearly but wondered first if anyone else has had a similar problem. Not sure if it is related but problem occurred after adding UFO and a couple of followers to what was a working install of this guide plus SR etc.. Edit:
  4. On the Nexus, Bethesda are moving on, possibility of new minor updates but that is otherwise it. So perhaps a chance to get STEP etc.. up to a point when all mods are up to date and fully compatible etc.. A shame in some ways as the story line is not complete but perhaps this is deliberate, TESVI anyone?
  5. Ditto on that - My current last bugbear is now seemingly fixed - I can escape Castle Dour. Thanks for that tip about removing the Z Fighting tweaks. Never noticed any Z fighting anyway. WooHoo! :)
  6. I know, myself included. Childish jokes aside probably most of the members of this forum are mature adults. Full time jobs, families, social life, it is a wonder how you or anyone gets time to create in this way. I think it probably takes a certain amount of maturity to want to get a mod / guide right and a good dose of RL to keep one's perspectives in the right place so that what is created is both useful and enhances the game, rather than turn it into a theme park. Modding in some ways is a parallel to trying to make a perfect world. One that makes sense however fantastical - a possible reason why so many mature adults spend at least as much, if not more time modding than playing - but enough philosophy, it's 3.20 am right now and I should not still be up. Nothing like a holiday to mess up your body clock. Happy modding. :)
  7. I just realised that Beast Skeletons is included in the SIC mod, on the positive side maybe fixed, on the negative side maybe TESsnip was used for all of it, that said no warnings about it in BOSS. It has no problems with main ESMs and unofficial patches, minor clashes with Dawnguard but these are intended it looks like. Amusingly the DLC esp for this mod clashes with the esm for the same mod but this is likely to be very deliberate as well. Otherwise seems pretty clean. You never finished vanilla - that's like admitting being a virgin when you're in your late teens or early 20s! LOL. :)
  8. Just another thought. why not use "Skyrim Immersive Creatures" which also has a lore friendly version "Skyrim Immersive Creatures - Purist Lore-Friendly" which are both on the Nexus. To be honest I do not have a great deal of experience with Sky MoMod but when I was using it some of the creatures I came across were just silly. SIC has some really scary ones, and seems better executed, IMLO. :)
  9. It relates to the esp included in the Dual Sheathe Patch that you need to replace the .esp file in the Amidianborn wolf armor mod. So you would be editing the replacement esp not the original one. On topics 'Amidianborn' related, both Scaled Armors and Saviours Hide are now obsolete as they are included in the new book of Silence update. :) Thanks. I understand, sort of... I assume we need to keep the original Skyforge weapons .esp and the edit to forward the unofficial patches from that, no? EDIT - on second look it seems not, that the new esp in the DSR patch has the same name and thus will overwrite aMidianBornb's original .esp. Further I assume Neo has forwarded the content from the unofficial patches and thus we do not need to edit the file to incorporate these. I think .... Yes I forwarded the uskp change. Looks like I misunderstood the instructions as well - I thought it was weird to have to edit Neo's version, the instruction for DSR says to re-do the patch with AWASW and the new esp, but I read it as do all of the editing on the new .esp. The reason for this though is that I didn't see why the guide would tell you to edit the original .esp and then make a patch before throwing it out and re-doing the patch. Of course a user would need to edit the original if they were going to test the game before getting to DSR. I'm not sure that that is the reason though - could be clearer in the guide I suppose. Anyway apologies for the misleading information - it was half right. :) P.S. Neo the other two Amidianborn non-integrated mods, scaled armors and saviours hide are now integrated and so can be removed at least according to MO and the mod page.
  10. It relates to the esp included in the Dual Sheathe Patch that you need to replace the .esp file in the Amidianborn wolf armor mod. So you would be editing the replacement esp not the original one. On topics 'Amidianborn' related, both Scaled Armors and Saviours Hide are now obsolete as they are included in the new book of Silence update. :)
  11. Just trying out that combination, though I'm using Cot 2.1 as I missed v3 before it went off for repairs. It looks really good I have to say, except I will need to do some fiddling as dungeons are way to bright
  12. NPCs of Dibella works quite well but is a huge file with some performance drop due to NPCs having better hair. Mixes several hair mods to specifically give better hair to each NPC. ONly females done so far (most of them) - not yet ready for Dragonborn but compatible with everything else (generalisation). Worth looking at if that is what you want. :) An outrageously cool hair effect is Lara Croft in the new tomb raider - only seen properly when running the graphics on ultimate.
  13. And currently number 3 in the mod of the month voting, just 16 from the top spot. Nice. :)
  14. Excellent this mod really works well. The shield will stay on your arm until you sheathe your weapons, at which point it will go onto the back. This works for all npc characters as well as followers including those from other mods. Endorsed naturally. :)
  15. Oh that's horrible. Get well soon man.
  16. Nope, first I heard of it, I will go have a look.
  17. My bad, I assumed that were not using any of these based on your previous post. I used to use WB but much prefer MO, obviously. WB used mainly for bashed patches - oh well no harm done. :)
  18. Agreed, but if it is equivalent to those mods then less is more right. :)
  19. I re-did everything following the 1.9 release, so feasible that some pilot error occurred. Updating it now.
  20. Try it. Almost as easy to use as NMM, and in many ways easier but way more powerful in terms of functionality. I completely get the reluctance, any new piece of software that I have to learn starts out looking like a big PITN before I get into it - and then takes me a while to get my ageing brain around it. Worth it though. :) MO plus WB, BUM, TES5Edit and CK are all musts IMO and DDSopt to get those pesky textures working in a cpu friendly way. I don't use the CK for much other than for a few recommended fixes here and there - not found the will to learn how to use it properly yet. Have a read of Neovalen's SR - it's what taught me how to use all the above mods.
  21. It would be good if this mod simply uses existing files to do something that needed several other mods to achieve. Cuts down on the mods and clutter. Definitely worth testing IMO.
  22. Map markers are not working on my set up, I've just noticed, at least not the extra ones. Need to look into that.
  23. Option B seems like the best plan. :)
  24. Cor that would be a headache to patch, but I hear you - I'm keen on rcrn as well. Both RLO and RCRN are making significant changes at present so will need to see what come out on top and if RCRN then curious to see if TC does another custom RCRN plus.
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