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Kuldebar

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Everything posted by Kuldebar

  1. OMG! Is it true that Ogmunds Tomb isn't in REGS? :O_o: Why!? No seriously, did I overlook it, Ogmunds Tomb by Predrag Pesic isn't listed in the REGs wiki. It is close to Riverwood, but I saw no conflict with ETAC. I recently added this to my game, I have to say it was a very engaging dungeon run, it felt like it belonged in the game.
  2. TBH, the pictures posted by the author did nothing for me. :/ I'm pretty happy with Better males - Beautiful nudes and faces - New hairstyles by Chris57 and FavoredSoul for aesthetic, custom-ability other g-rated reasons.
  3. What phryxolydian said, pretty low overhead. The only problems would be the older overhaul packages, some of those introduced some problems like CTD's, etc. AOS 2+ is really well done, upgrades a huge amount audio with quality replacements and other tweaks, it can be supplemented with ISW if you like the sounds it provides.
  4. Yeah, I had cut done on a lot of mods in the past, some of the older audio packages if I recollect rightly had big compatibility issues and even scripts. So, I ended up with Immersive Magic and a Combat sound mod for a long while, everything else was vanilla or simple "sound file" replacers for annoying things. But, AOS has been newly updated with Keith's assist it appears, and the ISC does a really nice job on footsteps and inventory and archery/magic, lot of choices as well in the installer.
  5. Yeah, the masters were sorted incorrectly...in a curious manner: :O_o: This has been corrected in the AOS Patch 1.01 I installed before this was caught and Wrye Bash reported out of order masters for a couple of the files which I fixed before I ran across the conversation snippet from above.
  6. I've always used lazyskeevers magic sounds in all my play-throughs, so when I saw he had finally done a new compendium of his additional work, I didn't need much to convince me to give it a go. Additionally, the last time I used AOS was 6-7 months ago, I basically decided to go with AOS after reading lazyskeezer comments on it. There's some overlap, but AOS is a nice global sound overhaul, and lazyskeever is somewhat more focused on certain areas. My new character is level 10, so far haven't ran across anything jarring or ill-fitting. MO only shows two wav files that conflict, but since both mods use esp's that's not definitive in any way regarding how much overlap. Since I generally have always used lazyskeevers audio mods in my games, the AOS thing is just a nice/big extra for me. I do like the reverb and the ambient/nature effects AOS provides. I was using vanilla before as I stopped using COT sometime ago.
  7. Well, first it all comes down to preference of what you like, specifically here's what the modder says: And there is indeed a AOS patch that was made, available in the ISC installer.
  8. Immersive Sounds - Compendium by lazygecko I decided I wanted to go luxury mode with a sound overhaul for Skyrim. So, along with Audio Overhaul for Skyrim 2 by David Jegutidse, which is amazing since its rework, I added the newly released Immersive Sounds - Compendium. The audio package goes very well with AOS because it covers areas untouched by AOS. https://www.youtube.com/watch?v=UoExOsdfKFM
  9. I feel left out, LOOT reports my cleaned Dawnguard as clean. :/
  10. It's not at all random, it might look so, but it is not. I had a similar reaction at first, but LOOT has never steered me wrong. The only times I have ever had to intervene with user rules are when there are specific mods that need to override another for a specific result. LOOT has no way of reading the mind or divining user intentions...yet.
  11. My guess, if you have Steam verify file integrity...it reverts your cleaning by replacing the file with the "proper" official one. Or you cleaned the file and didn't save the edits in the first place or wrong location, etc
  12. I was a little confused by MO initially, I recall getting quite angry at it because it didn't conform to my preset notion. After a missing piece of information clicked into place, it made perfect sense to me: In the left hand side of MO are all your folders, each one holding a specific mod you have installed via MO. The order these mods appear does matter because priority is accounted for, generally speaking the order is best kept close to the same as your right hand load order, but after a while you can just get used to checking the conflicts tab for each mod to see what you need/want to do. These files are not physically in your Skyrim Data folder, nor will they ever be. MO works virtually. On the right side of MO, are the ESM and ESP of all the enabled mods you have installed, they all have corresponding folders on the left side (with the exception of official files). All mod related utilities (Wrye Bash, LOOT, BOSS, TES5Edit, etc.) need to be ran from MO's shortcut menu so those utilities will use MO's filing system. This is important.
  13. The cart ride issues are erratic as well as being directly proportional to the number of scripted mod initializations you have going on in the INTRO scene. Since I used the word erratic, what I mean is this: Same mod build, 10 game starts, 6 Krazy Kart Inflicted Scenes. Same mod build, 10 game starts, 3 Krazy Kart Inflicted Scenes. Same mod build, 10 game starts, 9 Krazy Kart Inflicted Scenes. ...... There's a random quality to the occurrence heavily influenced by mod load and the type of mods. The game I am playing atm had a crashing cart the first time I ran it up. I closed the game, restarted my PC and had no further issue; no mods were changed. So, the problem is a PITA to isolate or predict. Some things to consider: -heavy mod load/scripting -VSYNC disabled -Mod Conflicts at game start, ie Helgen Reborn, etc. - memory related issues, reboot PC to clear
  14. As DocClox said: you get the same load order regardless of whether the esps are checked or not. I discovered this by accident when I forgot to enable a new mod before sorting.
  15. First thoughts, still having coffee: I'd suggest using LOOT, (the new, much better BOSS basically) I suspect that you load order isn't LOOT ordered by how it's arranged. I highly suggest you use Mod Organizer if you aren't already, it takes a lot of the issues of mod file conflicts, accidental file mix ups, etc. off the table because everything is reversible and virtualized thus no files are actually physically overwritten and your DATA folder for Skyrim remains pristine. You really need to follow the applicable Pack/Guides provided in STEP precisely if you are prone to problems, otherwise it makes it entirely problematic when it comes to helping you. Examples of possible problem mods: SkyRe/ASIS prone to being somewhat difficult to get "right"...instructions and patching have to be carefully applied. RaceMenuPlugin.esp has a history of issues in some builds SMPC.esp Is a mixed bag with some real issues/conflicts in recent releases The variables involved in your mod build could cause any number of problems due not practicing what I have been mentioned above. Need to establish a solid foundation before stacking up the mods.
  16. I think if the mod was just a tad less ambitious and concentrated on having a solid base set of features it could really have mass appeal. At the present there's way too much "glitch" involved throughout. I've said the same for Touring Carriages...great, genius projects but not polished in its execution. Let's be honest, putting lipstick on a pig doesn't make it "not a pig". Modding Skyrim has the same limitations. Only very rarely do we see those limitations shattered and surpassed: Sheson, ENBoost, SKSE, etc.
  17. Yeah, LOOT does have a way of reordering things differently. A person with mods A, B, C, and D might have a different relative load order than a person with A, B, D and F. Mod F may cause LOOT to sort A and B differently etc. It's that whole "black box" of mystery (at least to the human outside the box) kind of thing which makes it hard to expressly list proper load orders. Yes, if we all have the EXACT same mods and no variance, LOOT will be consistent, but start adding the extras and the optional and the exceptions and BAM! ...LOOT will reshuffle the deck based on the many new variables and priorities.
  18. LOL, I won't quibble, but the furniture manifested in the interior cell, it was undesired, unwanted and was causing clipping issues.
  19. Yeah, it's not a problem unless you have a mod that changes/overhauls Inns/Taverns. Immersive Patrol's Travelers.esp had interior cell edits in Morthal and Falkreath. Here's what MJB posted when I was trying to figure out the nature of the conflict:
  20. I looked into RRR and chose to use the LITE version. Because it realistically changed the room rental prices which was much needed; but I felt the other changes were far too widespread/blanket effect/mission creep. I use ETaC's Inns and get the benefits of realistic room rental rates. I like having my cake and eating it. :) I prefer specialized (at least I generally attempt to seek out and use them) mods with narrower scopes, they make it easier for me to keep things where they belong. It took me a long time to even try out ETaC, but now with the exception of CJ's REGs (which I'd argue isn't really an outside project), ETaC is my defacto Town/City mod. As soon as I discovered that Immersive Patrols Module (Travelers.esp) was adding furniture to Inns, I stopped using the module in my active build. An NPC mod should not be adding furniture, that's outside the expected scope, at least for me. Besides, as CJ has pointed out several times, NPC mods don't require furniture, they can just simply use existing markers. My point is just emphasizing my mod philosophy, lol. I like to keep it simple, it's like herding cats, but the regimentation helps me keep things square in my game.
  21. Yes, but the bottom floor is essentially untouched, meaning no furniture added/removed or rearranged. Also, doesn't Realistic Room Rental Enhanced change a bunch of stuff in Inns/Taverns all over the game world? My point is when such changes are done properly they don't have to cause huge compatibility nightmares, as you well know, lol. Curiously, in my 170ish mod setup, the only mod I have that's even somewhat related to vanilla Inns/Taverns is ETaC and RRR Lite. All my NPC's mods (with the exception of the Immersive Patrols module which I have recently stopped using because of Morthal & Falkreath Inn conflicts) play nicely together and don't modify the cell for the purpose of adding NPC activity.
  22. You just had to say that!
  23. I'll chalk it up to you having faster overall transfer rates from your CPU/GPU and more RAM, probably much faster as well. :) Yes, at the end of the day, mechanical drives haven't seen any huge performance gain in an eternity by relative computing standards.
  24. Aiyen, you may have a faster standard HDD then I do, and faster data transfer/CPU etc. overall. Intel i3570k, Radeon HD6850 1 GB VRAM, 8 GB System RAM, Windows 7/64 bit, SanDisk 120 GB SSD, 1 TB Standard HDD I don't have the specs handy on my 1TB drive, but at the time I bought it, I was after space and affordability not speed. My SSD is only 120 GB so I was reluctant to put a page file on it but that resolved my dilemma with slow load times...none of which were infinite loading screens...just annoyingly long cell transitions.
  25. Hey CJ, have you taken a gander (that's a goose, ain't it?) at Bannered Mare Inn Rooms by Nord Kitten for possible REGs inclusion? It wouldn't be compatible with "Perseids Inns and Taverns - Realistic Room Rental Enhanced" out of the box, it works with the lite version just fine. But the MOD adds a new and realistic layout to the Bannered Mare without making the Inn a Tardis. Here's an awesome review from a Nexus User:
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