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drannos

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Everything posted by drannos

  1. Yep, reran all of the utilities at the end of SR instructions. I also downloaded Skyrim Performance Monitor, and while it does show that my VRAM is maxxed out pretty much all of the time (I only have 2048MB...hoping to fix that soon!), my last run I was able to last much longer. Perhaps I walked near something that a mod (or script) didn't like. I will look into the other general threads on these kinds of issues. As far as I can tell, animations/meshes/proccers are no longer an issue. Many thanks!
  2. That was the one! Thanks! Though, now I get CTD after 5 to 7 minutes...guessing this is something else? Thanks again!
  3. I have a small issue that I can't seem to resolve - I originally set up XP Maximum Skeleton, Dual Sheath Redux, etc. to have 1 handed swords on back and dagger on hip. Now I want to switch back to placing 1 handed swords on the hip instead (I play mostly in third person and the clipping with backpacks is really bugging me). Thing is, even with removing and reinstalling mods in Mod Organizer, my saved game just won't switch to placing the sheath on my hip. The animation has been reset, but not the sheath placement. I removed and completely reinstalled the following mods: UNP Blessed BodyDimonized UNP Female BodyArgonian and Khajiit Fix (just in case...my saved character is Khajiit)Immersive AnimationsXP32 Maximum SkeletonDual Sheath ReduxI also reran FNIS, Wrye Bash to rebuild the Bashed Patch (just in case), and SUM. As I said, the animations are correct - I draw the sword from the hip, but the sheath is still on my back. What am I forgetting? Thanks in advance!
  4. So, looking at the ESP for Troublemaker's Tavern Clothes, it appears as if it's all new content - not a single node that conflicts with anything else. Heck, nothing that even overlaps - all white, no other interactions with any other ESM or ESP as far as TES5Edit showed. So I'm guessing this goes at the bottom of the list, above General Patch.
  5. Very cool. I will take a look and see what I find - is there somewhere specific that I should post anything I find? Another forum or thread? Thanks!
  6. I'm fairly comfortable with TES5Edit (the SR process gave me a good amount of experience in compatibility patches, beyond what I'd done before that!), so this is a definitely possibility... Another question as a follow-up - when doing this kind of checking ("examine the mod's esp with TES5Edit and see what other mods are overwriting it" as you stated), does that entail loading EVERY active mod in TES5Edit? Or is there a better way to identify what the mod overwrites or is overwritten by? Thanks!
  7. @statmonster - Most excellent! Thank you! Does this also apply to the Troublemaker's ESP files? Just put the unrecognized ESP after a recognized one? @phazer11 - Many thanks! I hadn't even thought of that...the recommendations ARE made with an ENB in mind, so I was probably not doing myself any favors, huh? Thanks again!
  8. I'm at the end of installing SR and am about to get into some heavy testing (before trying the SkyRE install as outlined in the forum guide!)...just a few loose ends now that I'm done installing: I have two unrecognized plugins in BOSS:- AMB Glass Variants Lore.esp --> from Book of Silence 1.8.5 with Glass Armors included - TavernClothes-MTM.esp --> from Troublemaker's Clothing I'm sure both of these come from deviating slightly from the documented process, but what do I do about them? Is there any way to safely determine where best they should be placed in the load order? Sounds of Skyrim - The Dungeons has the note: "Climates of Tamriel patch not required as it is for hardcore interiors only" - does that mean Hardcore DUNGEONS? Because I chose Hardcore Dungeons and Warm Interiors :) Last is more of a general Mod Organizer question - can I rerun the installer for a particular mod to overwrite or add to it if needed? As in, for Sounds of Skyrim mentioned above, can I rerun the compatibility patches and ADD Climates of Tamriel if I need to? Same goes for Frostfall, if/when I add non-SR mods that might need tweaking of Frostfall options...Thanks, and as always - tremendous work!
  9. Few things I noted as I just wrapped up my first install of SR (my apologies if these were mentioned in earlier posts!): 1. aMidianBorn Book of Silence now includes the glass armors, so I'm not sure if they are required separately. 2. On that same note, aMidianBorn Ebony ( https://skyrim.nexusmods.com/mods/37487//? ) and Ebonymail ( https://skyrim.nexusmods.com/mods/37422//? ) retextures have been released. 3. UNP Blessed Body has apparently been permanently merged with Troublemaker's UNPB Clothing ( https://skyrim.nexusmods.com/mods/20227/? ) . The UNPB link on the guide page shows the hidden message with a note pointing to Troublemaker's. The download for UNPB Body NMM Installer is still available separately, under Updates. 4. Moonlight Tales version 1.13 is no longer available for download from the Nexus page. It only lists 2.05 - but Werewolf Mastery has the appopriate compatibility version for Moonlight Tales 2.05, so there's that! 5. Following the steps for creating the Werewolf Mastery-BOYD Patch, I found that there was no issue - all of the nodes that required overwrites into the WM-BOYD Patch no longer even appear in Werewolf Mastery (I only found the nodes in BOYD and there was no column for WM when I checked them in TES5Edit). Perhaps this is the result of the new versions? Also wanted to say what an amazing, excellent job has been done in creating SR! Truly impressive.
  10. Awesome! That is a HUGE help (and as a bonus, I'm now aware of SR! Even better!!! The power of Mod Organizer is becoming more clear!) If FNIS is required to get XP Maximum Skeleton to work properly, does it matter that it appears so much further down the list of mods in STEP? I realize that loading mods in batches (each letter section at a time - 2.D, 2.E, etc.) is really only necessary while testing, but would it cause unintentional issues for someone who only loads Maximum Skeleton while testing the first few sections of STEP? Shouldn't FNIS be a part of section 2.D - Fixes? (This is probably the wrong place for this particular conversation). Yeah, Immersive Animations and Frostfall are two mods I'm really hoping to use (built off a stable and playable STEP) - and they both have dependencies/considerations when using Maximum Skeleton, DSR, and FNIS...hence my confusion. Thanks so much!
  11. Like so many other posters I see here, I'm coming back to Skyrim and STEP after a fairly long break. First, I've always been a huge fan of STEP and can't express how grateful I am for the amazing work that's been done. You guys are INCREDIBLE! I'm working my way through installing the mods (so far so good), and I'm having trouble wrapping my head around a few things - hoping someone can help me understand. My confusion is basically over external patchers such as Dual Sheath Redux and Fore's New Idles. Specifically: How do these mods interact?When do I need to run the external patchers, and in what order? The Wiki pages for both of these mods have instructions that seem to assume that Mod Organizer is NOT being used - for example, Dual Sheath Redux's extra instructions state, "After installing all mods and running BOSS, run Dual Sheath Redux Patch.jar in Data\SkyProc Patches\Dual Sheath Redux Patch\." which is really not how to get that mod to run when using Mod Organizer. And the Mod Organizer page does not really include the specific instructions for getting these patchers to work. (NOTE: the FNIS wiki page states that Dual Sheath Redux is installed "downstream" of FNIS, but if following the guide in order, FNIS is installed well after Dual Sheath Redux) I was able to get Dual Sheath Redux to run through Mod Organizer, but I'm now trying to activate New Idles. Questions about FNIS: Do I just run the EXE file through Mod Organizer (Data tab)? Or do I actually add it as an executable? (Is there a difference? :-) )How often should the FNIS EXE be run? Once? Or like Dual Sheath Redux, which states that DSR should be run after adding any mods that include weapons, armor, etc. Should FNIS be run BEFORE the Dual Sheath patcher? After?As far as interactions/dependencies between these mods, this is my understanding (please correct me if I am wrong, I *REALLY* want to understand this, as it impacts other mods I'm hoping to use) Realistic Ragdolls (required for XP Maximum Skeleton) - adds new model skeletons (and physics?)XP32 Maximum Skeleton (required for Dual Sheath Redux) - adds new human skeleton, including better options for equipment placement (shields, weapons) as well as options for non-STEP mods such as Frostfall, etcDual Sheath Redux (requires 1 and 2, above) - uses the XP Max Skeleton, modifies placement of weapons and shields on models, adds draw/sheath animations. Patcher rebuilds the content of the mod to accomodate custom armor and weapons.Fore's New Idles (no explicit requirements?) - the included EXE rebuilds animation files to incorporate new idle animations for specific mods. For STEP, however, it is primarily used to fix specific issues (as in, STEP does not include mods with new idle animations)Is the above accurate? Thanks so much for any help. Sorry for the wall of text.
  12. Might I suggest adding the recommendation of ESM over ESP to the Wiki notes? (And hence to the STEP guide itself, I'm guessing). This isn't necessarily a clear choice for those new to mods or to STEP!
  13. Thanks for the help - turns out it was a bad install of SkyRE! Thanks again! I'm sure I'll be back with more questions!
  14. SkyRE, yes. No other weapon mods so far, or at least, I didn't think so. Then again, I didn't think SkyRE had much in the way of weapons, either! I will grab my mod list from WB as soon as I get back...and I had a hunch TES5Edit was what I wanted...thanks! (Also, how often do you look for contributors, and what is the process? Part of my job is technical documentation for beginners - the documents you've got are great, but I'd be more than willing to help polish them, just based on my very recent experience with STEP! And I've got a mind to dig into WB and TES5Edit and really figure out how they do what they do - not mod myself, just puzzle out the tools...anyway, just a thought! Thanks again!)
  15. Recently decided to get back into Skyrim after playing about 1/3 of it completely unmodded many months ago. Found STEP - I have to say first and foremost. THANK YOU. This is an amazing amount of work, and truly appreciated. I found some amazing mods I would never have considered otherwise, and the game is like a brand new one after getting STEP (and an ENB) installed! I have the game pretty stable with STEP (mid 40s to  low 60s FPS throughout all of Helgen), and have started adding in GEMS, and I had a weird thing happen. Inside Helgen Keep, two enemies dropped weapons I've never seen before, and neither one had a texture - an Orcish Glaive and a Steel Halberd. At least, I assume it's a missing texture, because they could be taken and equipped, and even held (hands in the right position, and I could swing them), but they were invisible, both in the inventory screen, and in game. I've never had them drop in Helgen before, and I don't have many optional mods installed (none that are obvious culprits...). I've got NMM installed and use it to download most mods. I have Wrye Bash installed, and through it, I use BOSS for load order. I've even puzzled out how to put together a Bashed Patch (even though only one mod - Move It Damnit - ever shows up as mergeable). I *even* got TES5Edit running and cleaned a few mods based on suggestions from WB.  My question is this - is there a way to use Wrye Bash or TES5Edit to search through the specific contents of a mod (I'm pretty sure NMM and BOSS are right out)? Maybe I could see where the texture is *supposed* to be? Or where a mod added these weapons in (I don't honestly remember EVER seeing them before, TBH)? Many thanks in advance, both for the staggering amount of work the STEP team has done, and for any help you can provide.Â
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