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ipmlj

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Everything posted by ipmlj

  1. The patcher has been completing just fine for me. I followed the tweaks on the PCaPP page (installed the java 8, tweaked the arguments line for Patchus Maximus to include '-Xmx1024m') everything works fine now for my build. The PCaPP patches have been coming fast (sometimes a new one each day) so check it often if you haven't started a play through yet. As for LOOT, I added a few metadata rules to get things placed according to Raulfin's recommendations... but I do change the skyproc order and run them individually rather than all at once: Run ASIS ->sort with LOOT, Run Patchus Maximus ->sort with LOOT, finish with DSR. Also, I still make the bashed patch before running the Skyprocs. I noticed before the last PCaPP update, some of the NPC perks (NPC Enchant fix) from ASIS were not getting merged but patch 1.6.1 fixes that.
  2. Well, its been quite some time since I updated. Now that Perkus Maximus is out for public consumption, I am dusting off my Skyrim and pulling up the sleeves again. Along with the release of PerMa, PRUFEI has been updated as well. I am currently in the process of updating my patch for the new version of PRUFEI. I also did a test to see how Patchus maximus handles the breakdown recipes. It appears that PaMa is much better at what it does vs. the former reproccer. Additionally Raulfin has been hammering out updates to PCaPP (PerMa patches) like a man on fire. On the other hand, PaMa did not carry forward conditions as I was hoping it would but it does disable recipes from other mods and recreates them PerMa style...i.e. with the perks necessary for PerMa play. This is a huge plus as it should eliminate duplicate meltdown recipes (from what I can tell so far). Edit: On closer inspection, it does not appear to disable recipes. At least it was not disabling the meltdown recipes in my crafting patch. This means a post PaMa patch is needed to add the missing conditions from mods like CCOR, IA7, PRUFEI, etc.. that add their functionality to the game -- mcm toggles, favorite protection as examples. With the patchusmaximus.esp being a dynamic file - changing with each rebuild - I am not too certain at this point that a Post PaMa patch will function correctly ~ especially if users have other mods added to their SRLE build. I am getting closer to a patch and test run. Should know more soon.
  3. Well PerMa is finally here. Yay!!!! I've had a quick glance at how things look with the new patcher and it doesn't look bad. In fact, with PCaPP things are looking pretty dang good from what I can tell. Raulfin and crew are getting things squashed quickly with their compatibility patches. On the crafting front, my old crafting patch will not play nicely with PerMa...at least the meltdown recipes and PRUFEI has been updated. The good news is, its a simple fix to get it working with PRUFEI again for SRLE standalone. A PerMa patch will take some work to do but at least I know what I'm looking for now and have some tools to make that process easier. Now if I can pull myself away from iRacing long enough to work on it for a bit...lol.
  4. I've been using PerMa for a few days now with SRLE. I haven't run across anything significant yet. However, I can say that the crafting patch I made for my install won't play nicely with PerMa.
  5. Edit: Have you tried moving MO outside of the Steam folders? Not sure it will work if it is nested. I haven't check if SPM has updated...I'm currently using 3.54. Great tool when I want to monitor real time. For the Launcher file path: It will need to be where you have MO installed. For example: F:Mod OrganizerModOrganizer.exe Then for the Skyrim INI file path: F:Mod Organizerprofiles"insert profile name"skyrimprefs.ini Skyrim Main Program file path: F:SteamSteamAppscommonSkyrimTESV.exe Once MO starts, just launch your skyrim as you normally would. Hope that helps.
  6. An annoucement coming on 1 OCT (according to the Perkus Maximus FB page). No, I didn't get in to the beta so I haven't been able to look at it yet. Neo says he wasn't able to get the patcher past SiC. I've been selfishly playing instead of tinkering...but have gotten a wonderful 400+ hours in with two different characters and a few extra mods to SRLE. Really hope 1 OCT brings PerMa out to the general public.
  7. Just wanted to follow up regarding the Solitude Guard raid with Legate Adventus in Broken Oar Grotto: I'm 345 hours into a playthrough and havent had another such instance/occurance. For some reason Legate Adventus is still there in BOG but is invisible...standing right at the cave entrance inside BOG. Other than that I've only had to adjust some settings with Frostfall (by enabling fast travel) to exit Forgotten Vale and to enable sleeping in conjured shelters. Disabling waiting outdoors makes it impossible to sleep in a conjured shelter but works fine with leather/fur tents. I haven't updated in several weeks and I think Frostfall 2.6 is out. I can't wait for perma to get out of beta and give it a shot on top of SRLE. A simple thanks for bringing life back into Skyrim for me! Actually finished Dawngaurd and working on Dragonborn now. Edit: Gah..."disabling waiting outdoors" is confusing...what I meant is: If waiting outdoors is disabled, I cannot sleep in conjured shelters
  8. Thanks EssArrBee, I will give that tag a try.
  9. Quick question: I made a patch of my own that changes a few item stats (weight) to be specific for bags, bandoliers, pouches.... Each time I remake my bash patch, it reverts these changes. I tried using the NoMerge tag but that doesn't seem to work. When I have Wrye Bash open, can I just uncheck my patch file to exclude it from the bash before building it?
  10. Just wanted to provide some feedback to an issue I was experiencing earlier with "lag" when drinking water (with iNeed). I hate default keybinds, so I pretty much change most of them out of habit. I had assigned the drinking hotkey to F4. Not knowing F4 is also assigned as the "free vram" hotkey in ENB. So, the "lag" I was experiencing was really my graphics clearing its vram. I would get screen lag for 2-3 seconds after drinking, but on a whim I tried drinking from the UI / Inventory and had no issues....Frustrating but with a bit of help from Gimpyone and a little luck, was able to to find a remedy.
  11. I'm bad about making assumptions too quickly so I inferred the Broken Oar Grotto invasion with something I saw much earlier in my game play thru...where I had watched an invasion of Fort Greymore by 3 groups of 5-6 Imperial Guards that I'd see patrolling the road between Whiterun and Rorikstead. (this led me to think immersive patrols might be the culprit..but sounds like SiC may trigger those events..) At the time it was really awesome to see! I actually like seeing the guards being proactive rather than props. So when I saw the Solitude Guard and Legate Adventius in BOG, i thought it was a result of immersive patrols somehow put a "bounty" on the Bandit leader there... I got credit for the bounty quest when they killed the Bandit leader but they didn't seem to care too much about the other bandits or Jaree-Ra (at least the ones far enough away from the scene who did not aggro). In fact I think I want to throw TES Arena in the mix and see if it brings the skyrim war to life.
  12. I hope I'm not sidetracking the thread. I just want to see SRLE be all it can be (as its my favorite so far)! If its of any use (Neo/Kryptopyr/Vidalia), you can have these ARMO & WEAP spreadsheets for SiC. You can have the other mod sheets too if you want them. I made them in early June, so I'm not sure it was from the maintenance update or not. Exporting only the "flags" information doesn't always catch everything as there's another location (MODT or something like that) that items sometimes get marked as non-playable/not-droppable...so I think I went through manually to try and catch those that didn't appear in flags. SiC ARMO (around 400 non-playable / 160 or so playable) SiC WEAP (60 ish non-playable / 40 playable)
  13. Regarding the SIC items, I don't know why they are in there. They look like normal items to me. The majority are not playable. It would probably be easier to just flag them all as non-playable and let the npcs drop whatever loot is in their loot table.
  14. I sent a pm to Lifestorock awhile ago. He replied but because of the number/amount of items in there it basically was on me to compile my own lists. I think he's working on some other mods as well. However, it has been a few months. I honestly don't know how to fix the ICH part. The recipes are easy and actually in a patch I made for my own game. Edit: I should have prefaced that with the fact I was talking to him about Skyre and the reproccer. At the time I didn't know how the reproccer handled recipes and things, so my focus was more on stats and whatnot crafting. I didn't ask specifically about ICH. Edit2: Kryptopyr is aware of the crafting issues and following things with SRLE. I can't speak for him but he's continuing to work on CCO and WAF. I'm not implying there will be an ICH fix only that CCO/WAF will continue to improve. In fact, there's a automation tool available on the CCOR nexus forums that can handle the recipe issues.
  15. I did some testing a few months ago when messing around with SkyRe's reproccer. I only tested 3 races and the info is a bit dated now (from March). I tried compiling a list of the ones I could find that didn't display properly. <thread link> Its not just ICH though, those SIC armors don't have breakdown recipes either. When SIC v7 is released, alot in there could change.
  16. Awesome, thanks Neo for looking into it so quickly! Edit: Its working fine now for me as well with the workaround. The guards are still in there but they are causing no problem.
  17. That did the trick! Thanks Nearox. I tried the other tweaks (1024 shadows, and enableparticlelight/softparticle) but they didn't seem to affect it. However, switching the Vividian ENB to a normal install fixed it right up. It was really annoying, almost like a superfast strobe light effect minus the blinding light. Now its gone.
  18. Thanks for the help guys, will try these ideas.
  19. Hey guys, I came across an odd issue at Broken Oar Grotto. I had the radiant quest to kill the Bandit leader there as well as killing Jaree-Ra at the end of "Lights Out". I had ctd's entering Broken Oar Grotto. I made a metadata edit (in LOOT) to load RealistWaterTwo.esp AFTER RealisticBobbingBoats.esp and was at least able to enter sometimes. But the issue remains (see below). When I did get inside, I found a group of Solitude Guards and Legate Adventius Caesennius inside fighting the Bandit leader..in fact they killed him before I could get there. The quest still updated however. After killing Jaree-Ra I went to exit and found Legate Adventius and the surviving Solitude guard standing at the entrance. They were stuck there as if they couldn't exit. I tried using Prid ID and moveto player on both NPC's - from outside the cave. Moving Legate Adventius worked and he cleared the entrance. Moving the Solitude Guard did not work and he remains stuck at the cave exit (inside BOG). Then I tried disabling the Solitude Guard but he would not disable. My thinking is they are not supposed to be in there but either fell through the world somehow or perhaps the Solitude guards somehow ended up with a quest to hunt down the bandit leader. Just seemed strange. I had disable a few mods (Immersive Patrols, Vividian ENB, Elfx, Realistic Bobbing Boats) to trouble shoot but none seemed to be the offenders of the CTD. I'm not used to immersive patrols so I'm not sure how/if it would affect city guards to hunt down bandits or not. I am hoping a cell reset may fix the issue but wondering how they would end up inside Broken Oar Grotto.
  20. I've got the standard SRLE setup for Vividian ENB 6.013 (high quality - vivid) and 2048 for shadow resolution. Will try 1024 to see if that helps. Its barely noticeable now but annoying enough to get me tinkering with stuff. I honestly don't see much difference at all using SMIM lite, and not sure I even like the ultra hd candle flames vs. vanilla. The SMIM light adds a few more FPS and in general smooth things out. The fire effects mod is nice though. Will give this a shot later today after trouble shooting a CTD upon entering Broken Oar Grotto.
  21. Gents, What can I do to improve/reduce "chop" when near a light source? For example, if I am near a cluster of candles or a torch inside a dungeon....whether facing the candles/torch or looking the other way...I get chop/stutter when turning left-right. I've installed SMIM lite and the low res version of Ultimate HD fire effects / candle flames. This does seem to improve/reduce the chop however it is not eliminated entirely. I am using a 4gb GTX770 with an i7-3930k cpu. Vividian ENB, with SRLE.
  22. Thanks for the link! I forgot where that video link is but it was very helpful too. Wish there was something as simple/basic about Wrye Bash...the online document is like opening Webster's dictionary. WB looks to have alot of features I don't know how to use yet....and I don't always like what I see in the bashed patch. Would love to see Interesting NPC's make it in but there's something it conflicts with but I'll be dmnd if I can remember what it is. Inns & Taverns get pretty crowded by themselves when I use Inconsequential npcs. (Inconsequential NPC's enhancement module is easily fixable for SRLE by changing the master list in Wrye Bash for the craft only version of 1nivWICCloaks.)
  23. Version 09d is available. It requires a metadata edit in LOOT.
  24. I made a simple mistake regarding Frostfall's virtual workstation and have talked to QC about it and PRUFEI. I had created new recipes (many of which duplicated breakdown recipes that already existed in Frostfall) and applied PRUFEI to the newly created recipes as opposed to overwriting the Frostfall recipes. In other words, there were two breakdown recipes for the same items (only from Frostfall). My recipe with the PRUFEI conditions was working properly, but what I was seeing was the still active recipe included in Frostfall that I had not deactivated (rendering inert) or changing (overwriting it). TBH, after several days of playing with the PRUFEI conditions added and everything back on the default Tanning rack...I see no reason to move breakdown of all leather/cloth items to Frostfall's workstation. I do however, need to add the PRUFEI conditions to the breakdown recipes in Frostfall or disable them. The only reason I moved them in the first place was to decluter the tanning rack to avoid deconstructing something I wanted to keep. With PRUFEI conditions added, its as simple as marking the item as a favorite.
  25. The SRLE crafting patch is working very nicely for me. There are a few remaining issues (inflated prices on backpacks, smeltable player-enchanted items) that I've not figured out yet. I also haven't touched misc/clutter items. Now that I have a better understanding of whats going on inside SRLE, I may revisit this project again with SkyRe in the future. I'm hoping that Xathra's (Raulfin's) next version 2.4 will be out before too long. Unless Perkus Maximus makes its debut before then, I may attempt to get this working one more time but I have a hunch that most of the reproccer recipes will have to be wiped out of the reproccer.esp and a manual replacement created for it to integrate/make compatible with SkyRe perks. Lots of keywords will likely have to be checked/double-checked to make it work properly with CCOR.
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