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Arkaedius

Citizen
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Everything posted by Arkaedius

  1. So considering that REGS isn't compatible with Immersive Citizens, do we maybe want to begin focusing on city and settlement mods that don't conflict with it? Immersive Citizens is becoming an essential mod for a lot of people. According to the author, a compatibility patch isn't possible for ETAC or JK Skyrim unless either his mod or their mods are remade to work with each other, which doesn't sound likely. The author of ETAC isn't even working on it from what I've gathered. You can install ETAC with only the modules that don't conflict with Immersive Citizens, but as the development with CAIO progresses to encompass more towns and settlements, those areas will become incompatible with ETAC as well. This article lists the mods currently incompatible with Immersive Citizens, and which ones are compatible: https://www.nexusmods.com/skyrim/articles/50303/?
  2. According to the mod description for Immersive Citizens, Nernies is not compatible. I don't think it's anything game breaking though, mainly NPCs getting stuck on things, having messed up pathing etc. Edit: Apparently the conflicts might be a little bit more serious than I originally thought. Some people have found that when the pathing breaks you get large groups of NPCs huddled together and they won't move. This mainly was in regards to ETAC and JK's Skyrim but if Nernies breaks pathing in the same way you can probably expect similar results.
  3. So I'm bumping this topic, as it might help some other people too. I was pulling my hair out trying to figure out why nearly all the plugins I tried to merge came up with these errors, and this seems to be why. What I would do is: run LOOT so it would position the plugins in the correct order, and then select only the plugins I wanted to merge in TES5Edit. This made sense to me logically, since you're supposed to have the plugins in the correct load order before you merge them. The only caveat is, like MadWizard25 said, you must have the plugins loaded after all the masters they reference, and the way LOOT (or BOSS) orders things will move some of the plugins you're merging before the masters of the other plugins to be used in the merge. So basically: if you're having this problem just move all the plugins you're going to merge to the bottom of your load order and then merge them. Just make sure they're still in the correct order.
  4. Is it alright to swap out JK's Skyrim for Dawn of Skyrim mid playthrough? I ask because right now I really want to use Immersive Citizens but there are obviously many bugs between it and ETaC/JK's Skyrim. So what I was thinking was just using Dawn of Skyrim and the ETaC modules that don't conflict with Immersive Citizens until a compatibility patch comes along for JK/ETaC, and then switching back. Would this require a new game?
  5. Yep, same here. At exactly 230 ESPs with SRLE+REGS+PERMA. You do basically have to merge some stuff. I stuck with merging minor patches that didn't contain navmesh data since the process to do that is a bit above my head
  6. Thank you for posting this solution. I was having the same problem as you (infinite loading screen whenever loading or starting a new game) and this fixed it! I tried every memory combination in skse.ini I could find and nothing seemed to affect my game at all, and I guess this is why. Makes me wonder how long this has been affecting my game though, as I've always had instability issues when running lots of mods..
  7. By not compatible, do you mean certain foods added by Nernie's won't affect hunger? Or will iNeed just stop functioning correctly overall.. because I can probably live with certain food items not being compatible.
  8. Just so I'm clear on this, we chose either Riften NavFull or Riften NavLite, based on which mods we have. Do we continue to use REGS Patch - 3DNPC.esp and REGS Patch - CRF.esp in addition to the new patch?
  9. Wow. You're a lifesaver! that helped tremendously -- I can actually run around Riverwood without crashing or freezing up now. It's funny too, because I would of never suspected it was SMIM. It even stutters way less now (almost no stuttering at all). I'll try and see how it is outside Whiterun too. But I can always just fast travel directly into Whiterun so I'm not too worried about that. Thanks a bunch.
  10. Yea, this is the "lite" option https://i.imgur.com/KCG3iTE.png So that sounds like it's worth a shot.
  11. Did I check which option? The Install Everything Option? So I should try the Lite option then? Hmm.. maybe that could fix it. I installed it through Skyrim Mod Combiner so I never selected any options.. but I'll try it with the lite version and see if that fixes it.
  12. Yes, I am. Already using the CTD fix (it's last in my load order). I know the problem is related to my texture packs, because if I disable them the freezing and crashes stop. It's just the fact that it's only around Riverwood and Whiterun that keeps me from doing that permanently. Here's my load order: https://pastebin.com/maTf3SgG Is there any way I can find out which textures apply to the buildings in Riverwood and outside Whiterun and just disable those? Or are they the same textures that apply to buildings elsewhere..
  13. Yea I'm using the Sheson Memory Patch + ENBoost. Only 2k textures I'm using are for mountains, everything else is 1k or less. I have a 2GB video card, 8GB of ram.. kind of weird I'm getting so many crashes, but it's only around Whiterun and Riverwood, at least.
  14. Anyone experiencing memory issues near Riverwood and outside Whiterun? I'm running Skyrin Mod Combiner, ( https://www.nexusmods.com/skyrim/mods/51467/? ) which combines various texture packs, so my VRAM usage is pretty high. I am using the 1k texture variants wherever possible, and I've optimized the textures using DDSOpt, but I still crash often near those two areas. Everywhere else in the game is fine. Is there any way I can bypass the changes to Riverwood and Whiterun Outskirts while still preserving the rest of the mods in the guide? Or somehow reduce the memory footprint around these areas? I was hitting the 3.1GB limit nearly everytime I approached Whiterun, so I installed ENBoost (which helped). But still I get CTDs.. And just to be clear, I'm not implying this is a problem with the guide or the mods within it. Just a combination of the amount of texture packs I'm using + the expanded villages is pushing my game a bit over its limits..
  15. Ah, ok. I missed that. Thanks.
  16. I just installed the newest version and it says I'm missing REGS - Resources.esm and REGS - Cities.esp Not sure what I'm missing.. I installed both REGS - Patches and REGS - ETaC Replacer I don't see those two files in either of the archives either.. are they not needed anymore?
  17. Ah, ok. Thanks. Hopefully the BOSS team gets to updating the masterlists again.
  18. BOSS says: TheFrontier.esp ActiveContains dirty edits: 8 ITM, 1 UDR records. Needs TES5Edit cleaning. A cleaning guide is available here.Should I clean it? Or is it not necessary with the REGS patches? Edit: Ok, I see now that the ESP is replaced, so obviously the cleaning isn't necessary. Bonus Question: Are the deleted NavMesh's a problem for the new South Dragon Bridge mod? DragonmournInn.esp ActiveWarning: This file contains 4 deleted NavMesh record(s) that TES5Edit cannot repair automatically and it may cause problems with your game. NavMesh deletions should be reported to the mod author. A guide to repairing NavMesh deletions with TES5Edit is located here.
  19. Yea I was able to figure it out for the most part, if you read my last edit you'll see what I mean... the problem didn't really have anything to do with REGS so if a mod wants to delete my last post feel free. Don't want to cause any confusion
  20. Just thought I'd give you guys (CJ2311 and Nearox) props for this. I had just got done adding a ton of mods to Skyrim, and after playing for a while I realized none of my mods added much to the game world itself. Then I just happened to stumble on this guide while looking for mods and I couldn't be happier. One quick question though. After adding all the userlist rules and running BOSS, I'm getting the warning, "Note: The order of plugins set by BOSS differs from their order in its masterlist, as one or more of the installed plugins is false-flagged." I noticed this from the changelog, Hotfix for the ETaC - Complete.esp replacer which was falsely flagged as a master.But I still get the same message from BOSS after installing the new version. Edit: err, not even sure if this has anything to do with the BOSS message, just thought I'd mention it. Edit 2: After looking at my load order a little more, it looks like this message was caused by Wyrmstooth.esp, which is false-flagged as an ESM (which is intentional, I'm guessing). This was causing some my Skyproc patches to have their masters sorted incorrectly, but I was able to fix it by sorting the masters using TES5Edit. Edit 3: Ok, so apparently the masters weren't getting sorted incorrectly. Wrye Bash apparently has a visual bug where ESPs will show up as orange when one of their masters is false-flagged. I uploaded this picture to illustrate what I mean: https://i.imgur.com/i6Y9H7x.jpg As you can see, the icon for Reproccer.esp is orange, and the box on the right side of the screen doesn't reflect my actual load order. Right clicking on Reproccer.esp and selecting "List Masters" displays the correct order (which is the box in the middle). Err yea... so it's just a visual bug. Nothing to see here
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