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Everything posted by MadWizard25
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What graphics card drivers are you using? If its AMD there are some issues with 12.2 to 12.3 pre-release drivers. Would be my 1st guess
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ACCEPTED Skyrim Realistic Overhaul (by Starac)
MadWizard25 replied to z929669's topic in Skyrim LE Mods
:facepalm: Damn, ill tell my photography crew in skyrim to do better next time, once they stop getting mauled by bears. In any case, yeah, i think no SRO or TCs version are way better looking, although i really cant see any diff between the two. Was running full SRO before finding this thread and now im not :D- 425 replies
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- SKYRIMLE
- 04-foundation
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Yeah using UFO as well atm. However, UFO and Better Followers allegedly conflict with Warzones - Civil Unrest, WiS, Deadly Dragons, and Better Horses. Just a heads up. If anybody else is using a mix of these mods and has no issues, pls post here :)
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Ok thanks! Everything seems to be set correctly, and all my questions have been answered. Moderator can lock this thread if needed.
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Thanks for the quick reply frihyland. I will keep everything on automatic. Just to clarify, when you wrote "running in skyrim mode" do you mean using the Bashed Patch, Skyrim.esp over the oblivion one? Both come with WB SVN 260, and im using the skyrim one as per z929669's WB guide instructions.
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I use a bashed patch for skyrim. I noticed that certain plugins would have green text, but when building the bashed patch, these mods would not be included in the merged patches list. Is there any way to force these mods to be merged, or is there a good reason why they should not be? This is working under the assumption that all plugins that have green text are ok for merging. Similar to this is that BOSS reports that certain plugins have Delev and Relev bash tags. WB applies some of these tags automatically, but on other mods the tags are not added even though BOSS says they should be, so i end up manually adding these tags. However, even with these tags, some of these plugins are not automatically added to the leveled lists when rebuilding the bashed patch. Should i manually add these plugins to the leveled lists when rebuilding the bashed patch, or only include those that are automatically added? I understand that bashed patches and skyrim are still new territory, so maybe WB has issues with skyrim plugins and so maybe i really shouldn't be using a bashed patch yet. However, i remember from oblivion that bashed patches made life much simpler for me by reducing compatibility issues, so would be nice to start building it already :) Thanks for the help!
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With both Warzones and Wars in Skyrim I get frequent freezes and CTDs, mostly when looting bodies, on STEP setup, tried latest versions.
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ACCEPTED Skyrim Realistic Overhaul (by Starac)
MadWizard25 replied to z929669's topic in Skyrim LE Mods
Tested SRO v1.2 2048x. Screenshots of Riverwood for comparison to TC's. Running RCRN v21 HDR and all STEP mods (2048x versions and higher when possible) + a few other non texture mods. 1. Full SRO (all 3 parts + update). All higher overrides disabled. https://img196.imageshack.us/img196/885/fullsronoover.png 2. TCs advice with only loose landscape .dds files from part 2 of SRO + update landscape loose .dds. No higher overrides. https://img94.imageshack.us/img94/7894/tcasro.png 3. No SRO. https://img684.imageshack.us/img684/5315/no0sro.png On an unrelated note, any idea why .png screenies are darker than .bmp? Taking a screenshot in skyrim produces both, and for some reason with the .bmp versions it looks like i turned off RCRN.- 425 replies
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- SKYRIMLE
- 04-foundation
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Wondering how relevant this guide for BAIN package installation order in Oblivion is in regrads to Skyrim and STEP
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Noticed a potential error regarding the "Install & Configure Wrye Bash" section of your guide. When looking at the second bullet point, it is recommended to extract contents of the Game Definitions archive to skyrim/Mopy/bash. However, the file structure of the Game Definitions I downloaded from Skyrim Nexus is Mopy/bash/game, which mirrors the file structure of the Mopy folder. I extracted skyrim.py and oblivion.py to the game subfolder. Are we supposed to extract from game to bash directory, or from game to game directory? WB: Standalone version 295.5 Game Definitions: Version 1-22-2012-rev2
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Skyrim Unplugged (by stoppingby4now)
MadWizard25 replied to stoppingby4now's question in Other Utilities Support
In regards to the a potential skyrim unplugged version for SW, would it be possible to incorporate some method of locally downloading and halting installation of the SW mods for use with a mod organizer of choice (Wrye Bash)? Currently no way of knowing what WB packages are being overwritten by SW packages installation. This may be a little out of focus for the tool though, not even sure how complex something like this would be to make. I could also make a request thread on the mod request sub forum in nexus if anybody thinks this is a decent idea. -
Steam Workshop and Wrye Bash Compatability
MadWizard25 replied to MadWizard25's question in Wrye Bash Support
Thanks frihyland. Already use skyrim unplugged and im happy to hear that a SW mod version is being considered. Having a look at the automatic downloading as well. Will present thoughts in the thread. However, what i was really wondering is if currently anybody knows someway of tricking skyrim launcher downloads to divert to another folder, and a way to block installation? I assume i could copy from the dl location and quit the launcher right before it starts to install the mods. The archives have to be downloaded to somewhere, maybe a temp folder? Tried looking but really cant find the location. -
After re-reading my post I realize that it is not very clear what I meant, sorry about that! My question was less of a critique of your guide and more of a general questions as to why I should repackage certain files into complex BAIN package. Personally im wondering if I have been doing something wrong, or have been missing out on something. In pretty much all cases where i repackage an unrecognized archive, I skip step 3b. under the Repack Unrecognized Archives into BAIN Format part of your guide. I always create a simple package, never a complex, even if conflicting options are present. I just pick from each option what i want after reading the readme and create a simple package structure. In any case, it may be because i prefer having as much simplicity as possible when having many mods that i do it this way. The wording for me personally may be too rigid in step 3b. Instead of "Otherwise, pack as complex[...]" it could be "Otherwise, you may want to pack as complex[...]". You could also add some words to the same 3b. step that indicate you could make a simple package from conflicting options by manually picking which combo of textures/ meshes you want. This is really nitpicking though, not essential to the guide. Your description is still clear and will result in BAIN friendly packages anyways :happy:
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At the moment I have stayed clear of using steam workshop to download mods. Simple reason being almost total lack of control for modding. I do however enjoy the idea of auto-updating mods. What im wondering is if it is possible to somehow divert steam workshop mod downloads to a new folder as archives? This would allow me to transfer them to WB for customization and re-packaging. I really do not want steam to auto install the mods it downloads as this could lead to serious compatibility issues. Atm i launch Skyrim through the WB SKSE function, just to bypass Skyrim's launcher mod ordering tool to make sure WB's package install order and plugin order are applied. Any ideas if this would be possible? Thanks.
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Had a read through and I would like to say this is excellent work! Have plenty of experience using WB, cant see anything wrong with your guide. One question though, what are the advantages of creating a BAIN format archive with a BCF over manually reorganizing the badly structured archive into the classic format, i.e. picking and choosing the textures you want and adding them to a data folder which can the be re-archived by WB? In your complex example with the SRO mod, I would just have placed the core textures files under a data folder, then followed The Compilers advise if given, resulting in a classic archive structure. I understand why, if you would like to easily switch between different customizations of the same mod. I see it being useful if you have a very large mod, Skyrim 2k or similar, but for most mods in STEP it would be much easier to just repack them normally in a non BAIN format. But maybe im misunderstanding the point.
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DROPPED Unofficial Skyrim Patch (by Unofficial Patch Project Team)
MadWizard25 replied to frihyland's topic in Skyrim LE Mods
I have tested this mod for roughly 2h RT in game. Exterior cells were mainly Riverwood and Whiterun and the area in between, and interior cells include Whiterun and buildings inside Whiterun. No crashes occurred. Also shuffled mod list several times and added/ deleted several mods afterwards, tested in same interior/ exterior cell areas with no crashes. So far it seems stable. Tested a specific bug fix to see if the patch had been properly applied. Tested this bug fix; Item FixesAll followers will no longer have invisible Hunting Bows that can't be removed from them that they would use even in preference to much better bows they were given; they will now be visible and can be removed from the follower normallyCan confirm that giving Lydia a better bow works, and her initial starting bow is removable (this was tested without any companion mods activated). In addition, this patch makes the Shrine of Azura LOD Fix https://skyrim.nexusmods.com/downloads/file.php?id=8243 recommended in STEP obsolete (shown by BOSS). So far so good!