Jump to content

rootsrat

Mod Author
  • Posts

    2,619
  • Joined

  • Last visited

  • Days Won

    4

Everything posted by rootsrat

  1. Just one more thing - if you use any SkyProc patchers, I would recommend installing them via MO, but then manually creating SkyProc patchers folder in MO overwrites and copying all the patchers there, and aging executables to MO from the overwrites folder. A few people were having problems with the patchers if they were done from MO mods folder. I actually did the same for FNIS just to be on the safe side. Sent from my Nexus 7 using Tapatalk HD
  2. Could've just done it yourself, it only takes 2 clicks...
  3. Sorry, wrong thread - there are 3 sticked threads in MS forums, I posted this here as well by mistake ;)
  4. But does such a mod exist? Sent from my GT-I9100 using Tapatalk 2
  5. Is this a sticky thread for a reason?
  6. Is this a sticky thread for a reason?
  7. Is this a sticky thread for a reason?
  8. :facepalm:... ... Of course. How could I forgot that?! Thanks a lot for this, Phazer! I feel like a proper noob now... Solved :)
  9. Hi guys. I need some help setting my RAM up in BIOS. I never really understood how to do it properly, and I just realised that I've never done it since I updated mu BIOS some time ago. But, start from the beginning. Here's my spec: CPU: AMD Phenom II X6 1100T Mobo: ASUS M4A79XTD EVO RAM: Geil Black Dragon 4GB 1333 MHz CL7 (7-7-7-24) [GB34GB1333C7DC] My RAM is supposed to run at 1333 speed, but I cannot get it to. Here's a my full system report. And here's the RAM section from that report, as that's most important I guess: As you can see it's running at around 666 MHz, despite my BIOS settings:     I set it accordingly to the information on the manufacturer's website, and I left the stuff I wasn't sure about on AUTO. I also noticed that the report file (it's also in Spoiler section above) states this: Max Bandwidth PC3-10700F (667 MHz) - and yet the mobo specs clearly state that it can handle up 1666 MHz RAM. I lack the technical knowledge to solve this puzzle unfortunately, so I was hoping for someone with more experience to help me, as my RAM is seemingly running at only half of it's speed! Thanks in advance guys!
  10. I believe No Limit Skill unlock the skill limit for NPCs, not the player character.
  11. See responses above in blue :)
  12. You are probably right. I never thought of that, but then again my MO uses the standard structure. Nothing wrong with that at all. If you are having problems, you can just manually copy everything into Overwrites folder and rerun your patchers.
  13. I disagree. I have both Mod Downloads and Mod Installs folders outside of main MO folder and I never had any problems like that. As stated, all you need to do is to install patchers, and then (manually) copy ALL THE CONTENTS into MO Overwrites folder.
  14. Hm, that makes sense... I may run Merged Patch and then just copy the relevant stuff into my own patch, just to keep number of ESPs as low as possible. Regarding Elven Overhaul, see my post here :)
  15. Marked as solved, nice and easy :)
  16. If you will follow STEP to the letter you will be fine downloading and installing patches prior to the relevant patched mods. If you want to skip some STEP mods, the only thing is you may forgot that you installed a patch for the mod you don't want in your install. BOSS will sort everything for you. Just bear in mind that if you want to test your build middle installation, it may crash if you have patches for mods that are not yet installed.
  17. No, sorry. I don't use this kind of mods really... Best bet would be to run BOSS, then load all your mods in TES5EDIT, then expand the ESPs in question and go through each node to see if there are any conflicts. If the background is in RED, that means it's a conflict. The text in ORANGE means that particular mod won the conflict and only this mod's changes will be loaded up into the game. The text in RED means that this mod lost the conflict and it's changes won't be loaded up. If you click on the given node in LEFT hand side panel, you can see all the ESPs that affect that node in RIGHT hand side panel. That's where you check for conflicts. So orange text - conflict winner. Red bg, red txt - conflict looser. If everything is in red bg and red txt, then it's a critical conflict and your game will most likely CTD. It's a harsh decision, but sometimes you just need to let some mods go... ;)
  18. Where is your SkyProc Patchers folder located? I find it working best if it's in MO Overwrites folder. So I install all the patchers in MO, then create Sky Proc Patchers folder in MO Overwrites and I copy all the patchers there, effectively rendering them obsolete in the MO's virtual Data folder. I then add executables from the MO Overwrites folder to MO list and run it from there. SUM does not work for me for some reason anyway, it always freezes when processing Dual Sheath Redux and I can't figure out why. I'm suspecting lack of RAM (I'm only on 4GB and I run nearly 400 mods, reaching the limit of 255 ESPs...). I run ReProccer, DSR and AV separately though and it works perfectly fine that way.
  19. That may not be a bad idea, however with nearly 250 ESPs (I did some further merging yest and got it down to just below 250) there is a lot of manual checks of correctness of T5E's merged patch. Eh, modding should be EASIER! :D
  20. There is a whole thread in SR forums dedicated to XPMS, you way want to scan through it for any other suggestions.
  21. Forgive if I am wrong, but does not Duel Sheath Redux put your blade(s) on your back?It supports the weapons on the back, but doesn't actually "put" them there. XPMS provides the skeleton. My problem is, that all the skeletons I install through MO are the same: Sheathes on back! It seems as if MO would always pick the wrong skeleton when installing the mod. I'll copy and paste the skeleton files directly into overwrite, so as to see whether that fixes things. Might be only a MO/installer problem. That's what I was going to suggest. Quite a few people had problems with the latest version of XPMS, manual installation seemed to resolve the problem. For some folks disabling/enabling (either, I can't remember which one unfortunately... try both?) "Use integrated FOMOD installer" option in MO helped as well.
  22. Moved to more relevant forum.
  23. I would really love to see this mod included in STEP. I played with it for a while now and I'm loving it! I haven't seen any issues with it so far, but then again I haven't travel all of the Skyrim yet. Bear in mind this is not proper testing, as I'm just using this mod in my current playthrough. The mod is highly customisable via MCM menu: I have "Notify when near a border" option disabled, because it displays way too many messages, and it becomes annoying. I also play with "Immersive" type of messages, as they use landmarks and terrain properties etc. to identify the holds, it's neatly really well done. I also disabled sound effects, it breaks immersion. The author is actively responding to comments and fixing any erroneous locations. Some of them are Bethesda's fault, so the mod is partially a bug fix as well. Your thoughts, guys?
  24. Apologies, if you still have the downloaded files then yeah, just use those. Never thought you could still have them :) (I tend to delete mine, apart from the biggest downloads...) I'd recommend Mod Organizer over WB - it's easier to use if you're new to modding. Sent from my GT-I9100 using Tapatalk 2
×
×
  • Create New...

Important Information

By using this site, you agree to our Guidelines, Privacy Policy, and Terms of Use.