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Azum

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Everything posted by Azum

  1. https://forum.step-project.com/showthread.php?tid=3699
  2. I thought I'd read somewhere that it's a bad idea to play Skyrim at > 60 FPS because of engine limitations and timescale/physics. Can anyone here confirm or deny this?
  3. I also found that copying the hook.dll from version 0.12.6 of MO and replacing it in version 1.0.11 of MO fixes the CTD when it tries to hook into oblivion.exe which allows you to use all the current features of 1.0.11 MO and Oblivion.
  4. As far as I know, you'd want to load Weapons & Armor Fixes Remade.esp, imp_help_dbm.esp, and your conflict resolution.esp in TES5Edit. Then in Weapons & Armor Fixes Remade.esp find the 0701CD89 DLC2ArmorChitinLightHelmet record. Select, right click and copy as override into the conflict resolution.esp. Then move Armature and BOD2 - Biped Body Template records from imp_help_dbm.esp into your conflict resolution.esp. It's just a less wordy explanation than what was in the original SR guide.
  5. While this is true it also disables the Steam community and you have to manually install mods to the vanilla game data directory. The solution I presented in post 8 had to address two requests from the opening post. These were to get OBSE to function properly and to have the Steam in game overlay and community be available while the game was running. The only way I could find to do that was to use the Steam shortcut with the "-applaunch 22330" argument. If you have a different way to do that then can you share it with us. This solution also has the added benefit allowing profile switching and keeping the vanilla game directory clean, which is why we use MO. Again, thanks for the information. More information is better than no information at all. Maybe something has changed then, because it's not disabling it for me. Using the method I described, I'm using MO with a clean Oblivion Data folder (minus the OBSE plugins I did manually copy) and my steam community overlay is working, as are the mods that rely on OBSE. I'm using obse v.0021. If I had to manually install mods there wouldn't be much point in using MO. Even using your method, if I don't manually copy the OBSE plugins to the real Data folder, they don't load. I'm not sure if switching profiles would work though. Maybe that is a good reason to use your shortcut. I'll have to test that out.
  6. Creating the additional MO shortcut with the steam appID is unnecessary. The only thing you need to do is the workaround to load MO via script extender (this places a hook.dll and mo_path.txt in your Data\OBSE\plugins folder once you close MO after selecting it). The way OBSE works with steam is not the same as SKSE. You don't load the game with obse_loader.exe. As long as the obse_steam_loader.dll is present in the oblivion folder, just launching Oblivion is sufficient and will automatically load OBSE (source is the OBSE readme, which I finally read after much frustration). It is true though, that MO will not use OBSE plugins unless they're copied into the actual Data\OBSE\plugins folder versus trying to install them with MO. I also found that version 1.0.11 of MO will not hook into the oblivion.exe and CTDs on startup no matter what. I reverted to version 0.12.6 and that seemed to resolve the issue.
  7. Kinda trivial but there are multiple references to: 0000003C Tamriel Conflicting Module(s): Too many to count Conflict Resolution: Use record from Dragonborn.esm. Problem Resolved: Unknown, record is referred to as Map Height Data. Which I am assuming should read "Max Height Data"?
  8. The next thing i need to try to do is find the will to remove one of my graphics cards and thus stop using SLI .. but, it pains me to even think about it. .. then again, if its likely going to improve my gaming experience (for skyrim), well.. hmm.. i dunno.. meh EDIT: i just read your sig and youre running two evga 670s in sli .. so shouldnt be any reason for me not to run two evga 680s in sli No need to remove anything. You can disable SLI in the Nvidia CP. However, I run SLI and haven't noticed where it causes any instability.
  9. No it means you're probably using an older version of Wrye Bash. 302 and older can't see the strings in Dawnguard.esm. If you manually extract them to the Skyrim\data\strings folder with DDSOpt or BSAOpt, it should be fine. EDIT: although, if that's the case you should be seeing the same thing with Dragonborn.esm and Hearthfires.esm. If you mouse hover over the Dawnguard.esm it should tell you why it has a red line through it in the status bar.
  10. Now I can't get SUM to export the Dual Sheath patch. I added the Dual Sheath .jar and SUM .jar as executables in MO. Alone, Dual Sheath patches fine through MO, but when I try to patch it through SUM launched from MO I get this: Looking at the error log I only see: [16] [Run Changes] Running jar: ..\Dual Sheath Redux Patch\Dual Sheath Redux Patch.jar [17] [EXCEPTION] java.io.IOException: Cannot run program "java" (in directory "..\Dual Sheath Redux Patch"): CreateProcess error=267, The directory name is invalid Which I'm not sure how to fix, since the directory name IS valid.
  11. You're referring to the Dimonized UNP Body directly afterward, which you remove the textures from:
  12. Turned out to be the General Patch. Not sure why that is. Edit: Just rebuilt the General Patch in the event I screwed it up the first time. Only DLC I own is Dawnguard, so I simply Expand "Worldspace">"0000003C" and select the "00000D74" node under Dawnguard.esm and copy override into -> General Patch. After doing it again and re-enabling the patch, World Map is again just a huge square of (x) solid color.
  13. Hi, I've followed this for the most part and everything is working fine except the world map... for some reason the map is invisible, all I can see is one solid color depending on the area. Disabled the world map mods, same thing. Any idea what's causing that?
  14. On an unrelated note, I thought it was kind of ironic/bizarre that most of Arthmoor's mods don't forward unofficial patch changes, since he has a direct hand in pretty much every unofficial patch. I'm sure there must be a good reason as to why.
  15. Expand "Dialog Topic">"0A00C497" and select the "000D5EC0" node. Drag the "NAM1 - Response Text" from Unofficial Skyrim Patch.esp to Guard Dialogue Overhaul.esp. Click the [X] in the upper right hand corner, uncheck "Backup plugins", and click [OK]. This was "0600C497" for me. Just an FYI. I noticed it was "0B00C497" for someone else.
  16. Okay, problem solved (maybe?)... Instead of dragging DraugrFaction from USKP to DeadlyDragons, I dragged the GroupCombatReaction portion under the XNAMRelation field for DraugrFaction in the same section and it turned green, thereby prompting me to save the new DeadlyDragons.esp. Is this good? lol
  17. When I drag the DraugrFaction from USKP to DeadlyDragons, it doesn't turn green like it did with the Radiant and Unique Potions Poisons and Booze step. I'm thinking that's why nothing gets saved.
  18. I just did this part: Open TES5Edit. Select all Bethesda ESMs, Unofficial Patch ESPs, and Radiant and Unique Potions and Poisons.esp then click [OK]. Expand "Ingestible" under Radiant and Unique Potions Poisons and Booze.esp and select the "000CD883" node. Drag the "FULL - Name" record from Unofficial Skyrim Patch.esp to Radiant and Unique Potions Poisons and Booze.esp. Select the "000E6DF5" node. Drag the "Sound - Consume" record from Unofficial Skyrim Patch.esp to Radiant and Unique Potions Poisons and Booze.esp. Click the [X] in the upper right hand corner, uncheck "Backup plugins", and click [OK]. and it worked as expected. Gonna do some further investigating on this Deadly Dragons problem.
  19. Nope, just checked the permissions of the .esp to verify - and I'm launching TES5Edit through MO, obviously.Â
  20. I'm trying to follow your guide, specifically this part: Open TES5Edit. Select all Bethesda ESMs, Unofficial Patch ESPs, and DeadlyDragons.esp then click [OK]. Expand "Faction" under DeadlyDragons.esp and select the "00032D9C" Node. Drag the "XNAM - Relation" for "DraugrFaction" from Unofficial Skyrim Patch.esp to DeadlyDragons.esp. Click the [X] in the upper right hand corner, uncheck "Backup plugins", and click [OK]. When I drag the DraugrFaction as specified, I get a warning, and click yes. However, after doing that, and closing TES5Edit, it doesn't prompt me to overwrite or backup anything.
  21. I have a question, from a texture optimization noob perspective. What is the difference in me running SMCO on my entire Mod Organizer folder (*.dds) and then following it up with basically the same parameters with Optimizer Textures versus using DDSOpt to do the same thing? Is there a discernible advantage to using DDSOpt over those? SMCO and OT complete in about 15 minutes, whereas DDSOpt can take hours on the same files... and I have a pretty nice computer.
  22. I just wanted to say thanks for all the hard work, and for basically introducing me to Mod Organizer and ENB Manager. Both extremely useful tools. ENB Manager is great especially because you can use it to manage not only ENB but any mod/tool that needs to live in the Skyrim root folder (not Data), like SKSE, Script Dragon, RCRN, etc.
  23. Alright, thanks for the clarification. What do you guys think of K ENB? ( https://skyrim.nexusmods.com/mods/30158 ) Looks great, but it's too overly vibrant and saturated for my tastes. Some people like that and some people don't. I happen to be the latter and prefer a more realistic coloring scheme.Yeah I like a lot of it, but there's just something about it that's keeping me undecided on that ENB. I'm currently trying to figure out what to use and having a difficult time making a decision. Do you know if TC plans to update RCRN Plus?
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