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rootsrat

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Everything posted by rootsrat

  1. That is the case, Z. I am not aware of any vanilla mechanics that equips items automatically (or takes them off and the re-equips).
  2. Ok, thanks for the info!
  3. Thanks for the tip, I'm on it now. ::EDIT:: No joy :( I've also created a female char and arrows are also in vanilla position, bolts are perfectly fine. The arrows seems a little too big though, or have they always been like that? ::EDIT2:: Figured it out! I've had Immersive Animations for Dual Sheath Redux mod moved in my list below XP skeleton, hence the latter was overwritten. Not sure how and when this happened :O
  4. "A Gentleman's Guide To Whiterun" Â -Â Â -Â Ok, done. To me BCS is a clear improvement. Not much more to say.
  5. See also my previous post on page 1 of this thread. BCS vs HR-DLC "Childrens' Annual" Â -Â Â -Â "2920 - First Seed" Â -Â Â -Â Last batch to come soon.
  6. Well, it's not a bug in a real sense. It's just that Skyrim enginge is unable to automatically re-equip enchanted items, when the script is triggered - this is my understanding. It's not really breaking the game in any way.
  7. I will provide some screens today. Sent from my GT-I9100 using Tapatalk 2 ::EDIT:: Ok, here goes BCS vs HR-DLC comparison. No other mods enabled, no ENB. "Aedra and Daedra"  -  - Alchemist's Journal  -  - More to come soon. Bulk upload for imageshack is not working for me so I have to do one by oneÂ
  8. There are no conflicts for this mod, apart from ID 0000003C, but this is easily fixable by Neo's general patch from SR.
  9. Vond, have a look at the edits I made above.
  10. The only issue I see with this is new prices that may conflict with other mods. To be yet tested. ::EDIT:: Other mods that also change the scripts included in this mod are: - Ars Metallica - SkyRe - USKP Do you guys think it will be safe to use this mod?
  11. I found this mod recently and it seems like a great STEP addition. Author's reasoning for this mod is perfectly logical. It striked me only after I read it. This really should be vanilla feature... Seems like a winner to me! I am including this in my playthrough and will test it. ::EDIT:: Conflicts: - Book Covers Skyrim (quite obviously) - does not carry over some changes from USKP - Couple of SkyRe entries ::EDIT2:: Although, reading comments on the mod's page: This issue disqualifies the mod for me :/
  12. This plugin does not carry on 2 entries from Skyrim.esm (ID 0000003C and 00009792). Apart from that it seems clean.
  13. Nice one, thanks WI.
  14. I haven't got any problems with my Patchers. Only the quivers. I will rerun FNIS then and see if that fixes it... ::EDIT:: No joy I'm afraid :( I give up for now, Will wait for next version.
  15. I've seen this issue mentioned by couple of other mods, Frostfall being one if my memory serves me right. Each time it was stated that this is vanilla bug that cannot be fixed by mod author. Not a biggie I think - I can live with that :)
  16. Yes, but to me this is reflection of PC's "location sense" if you like. The way these messages are displayed in game convinced me. It's not just "You are in Winterhold" - it's "With Windhelm behind me, I must be entering Winterhold". To me it's expression of PC's thoughts triggered by said "location sense". Hence I said it's immersive.
  17. No success. I reinstalled both BFQ and XP Skeleton, 100% positive I chose right options. Bolt position is ok, on the belt, but arrows is vanilla. I will revert to an older version of the skeleton and see what happens. ::EDIT:: I don't understand... I went through every single version - restrospectively up to 1.6d. Each time the same result - animations are ok (I use BFQ - Animations Only), bolts are ok, but quivers are in vanilla position. Just to confirm - I don't need to run FNIC each time, do I? As I uderstand this is for animations only, yes? I should probably add that I have male character.
  18. Well, even if it is VRAM - I still don't understand how I am reaching the limit with 1K textures for pretty much everything with 2GB VRAM :o_O: Guess I have some further testing to do. I really don't want to further reduce visual quality of my game! :yucky:
  19. All manual I'm afraid :)
  20. Yeah, definitely agree and that's what i thought in the first place. Would the error threshold be 200-300 MB though, or maybe even more? That seems a lot... Sent from my Nexus 7 using Tapatalk HD
  21. No need to apologise. STEP guide is intended to be simple guide, that regular user that has no experience/knowledge about modding will be able to use to enhance their gaming experience. SR is a one-man project that used STEP as a base and it's for users that wish to put some more effort and also learn a bit about mods, conflicts etc. The changes that SR mentions are not crucial for the game to work properly, but here and there there would be some inconsistencies. They wool not break your game, nor will they cause any CTDs etc. Cleaning mods (I.e. removing identical to master entries and undeleting references) is something else, when you run BOSS you will notice that some of the plugins (esp files) have a note that states 'This mood contains dirty edits and should be cleaned with TES5EDIT'. And that's when you should leaf that mood into T5E, apply fleet for cleaning and then remove identical records and undelete references. 'Wild edits' in short are accidental changes that were not intended by a given mod, for example a weather mod could change weapon damage values - that's a wild edit Sent from my Nexus 7 using Tapatalk HD
  22. Thanks for your input guys. I am pretty sure it can't be VRAM, as I used nearly same build before buying this card earlier this year. I had 1.5 GB card so additional 0.5 GB is now available, that should be plenty. And as stated, I use mainly 1k textures... 2GB VRAM should really be more than enough for that, no? I was assuming it's the RAM - but I did not want to rush and buy more memory without confirming first, although I was planning for this purchase for a while now.
  23. I have a bit of a problem that has been bothering me for a while now and I can't resolve on my own, so I kindly ask for some  community support :) First of all - my specs. In addition: Win7 x64 4 GB RAM (1600) OS installed on SSD Skyrim installed on HDD GPU: ASUS GTX660 Direct CU II TOP 2 GB VRAM I use MO as my mod manager. My Skyrim build. So I have nearly 400 mods installed, but my build is stable, I get no CTDs, permanent no freezes, no infinite loading screen etc. Various monitoring tools indicate that my VRAM never goes beyond 1.7 GB (apart from maybe couple of times when it nearly touched 1.8 GB). However, I get some stuttering and temporary freezes in external locations only (internal locs are perfectly fine) - especially when turning around and during combat. Freezes are more likely to occur during combat and stutters during turning around. This indicates that there is VRAM problem, but as I said - I don't reach the limit, according to monitoring tools (I mainly use GPU Tweak tool that came with my graphics card). My GPU usage sometimes reaches 99%. My RAM usage is about 80%, 90% tops. After the game loads up I need to wait couple of minutes until everything is loaded up (I can tell by HDD working hard :) ), once that's done though I can play normally, but after some time the stuttering and freezes starts... I turn around - the HDD starts working extensively and the game stutters. Combat - It freezes for a few seconds (sometimes 15-20 seconds!). It's very annoying, as I've spent lots of time getting this build to be stable. Ah, I optimised vanilla/HR textures and I'm using Vanilla Optimised Textures mod as well. I mostly use 1024 textures, a few rare 2K ones. Can anyone think of what may be causing this? Is this RAM related issue (not enough?)? Or maybe me INI files are messed? I did not change ini files much, just added a few STEP recommended changes (not all of them either), amended the entries to get ENB to work - that's it...
  24. Marked as SOLVED.
  25. Mostly by applying common sense ;) I most often ignore the ones I am not sure about. Anything that seems like an unintentional change, carried over from Skyrim.esm and overwriting either Update.esm or unnoficial patches should be corrected.
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