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Everything posted by blattgeist
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pack Dreadflopps Modular patches
blattgeist replied to dreadflopp's topic in Step Skyrim LE Packs (retired)
Go into Tes5Edit, search for the IDs that I mentioned, rightclick on Record Flags inside each of the IDs, choose "Edit" and remove the "RandomAnimationStartNeverFades" flag from them. -
pack Dreadflopps Modular patches
blattgeist replied to dreadflopp's topic in Step Skyrim LE Packs (retired)
Actually the whole problem is solvable with Tes5Edit too. I checked the file that I modified with the CK and wrote down all the edited Base IDs: 2363FC93, 2363FC94, 2363FC98, 23644BCD, 23644BCF, 23644BD3, 23644BD5, 23644BD8, 23644BD9, 23644BDC, 23644BE4, 23644BE7, 23644BE9, 23644BEA, 23644BF0, 23644BF2 Arthmoor said that the"is full lod" flag can be seen as "RandomAnimationStartNeverFades" in Tes5Edit. I prefer doing it in Tes5Edit cause I am not used to the inner workings and random glitches of CK when saving a file yet and don't want any weird errors to be saved (yes there are some). And I get a big bunch of errors when starting the CK .. so yeah, better safe then sorry. For me Tes5Edit is safer. -
pack Dreadflopps Modular patches
blattgeist replied to dreadflopp's topic in Step Skyrim LE Packs (retired)
Was the rest of what I was describing in my PM to you alright? -
pack Dreadflopps Modular patches
blattgeist replied to dreadflopp's topic in Step Skyrim LE Packs (retired)
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pack Dreadflopps Modular patches
blattgeist replied to dreadflopp's topic in Step Skyrim LE Packs (retired)
Thank you, will do that. Although my CK doesn't work that well (localization errors).. I try it with tes5edit. Nope that doesn't work... and my CK crashes. -
pack Dreadflopps Modular patches
blattgeist replied to dreadflopp's topic in Step Skyrim LE Packs (retired)
Has anyone found out how big the dmg bonus in "Skyrim Immersive Creatures" is when activating the MCM option for "Extra Damage"? My tests on a Riekling warrior did not produce any valuable results.. I mostly received the same damage, regardless of the setting. And I am not getting an answer in the comments section of SIC regarding that question. I also noticed another inconsistency. It says that the option's default status is "Enabled" but clearly on a new game start it is not enabled, as can be seen in the mcm menu. Some input would be cool regarding these 2 things. By the way, "Run for your Lives" currently has problems with SIC. It will be solved in a future update of SIC. See the Nexus comments on the SIC page for reference. -
Character outline when bear near water.
blattgeist replied to blattgeist's question in General Skyrim LE Support
Hm.. I'm honestly out of ideas what else to do regarding the bright character underwater edges/outlines however it is called. I'll try out your bloom suggestion. The best thing would be if I could somehow disable underwater blur for characters altogether... but this is not gonna happen I suppose. Well it's generally not that noticeable but that new housemod has such an immense lighting that it sticked out right into my face. It looked so bad that I had to investigate if it was a general problem, which it is as I mentioned.. even with vanilla skyrim. And yes, texture shimmering.. is partly solved, very slight "crawling textures/edges" remain but they are way less noticeable with sparse grid supersampling now. So that goes off the list. Little success yay. -
Character outline when bear near water.
blattgeist replied to blattgeist's question in General Skyrim LE Support
I disabled ENB's graphic modifications in enblocal.ini. Edit: Hm I even played around with the water settings in skyrim configurator.. to no avail. The 2nd issue I've posted is... not that annoying but the water one definitely is. As you can see on the screenshots, the other underwater objects are blurred correctly. Just the player character is getting these weird bright outlines that are basically the outlines of the character model without the blur but they are displayed together with the blur. More Edits: The effect also happens outside. It is only visible when looking from above the water at underwater body parts. I tested out if removing all enboost files would fix the problem, but it changed nothing... so it's not ENB related. Deactivating WATER and ELFX also did not solve it. It seems to be related to light though, it does not happen when there is no light out. Tried it out with zero mods but the USKP active: The effect was still there, just not as visible as before, maybe water or texture mods enhance it. Oh and I just noticed.. I also get very slight noise/textures-shimmering on snow textures which are on rocks/mountains when moving closer to them (that's not z fighting I think since it also happens when being close to them). What texture for snow on mountains is used does not seem to matter, I tested several ones. It seems more related to problem #2 that I posted, a general very very slight noise on textures when they are being illuminated/lighted. The noise is really minor, but it sticks out in comparison to the other objects where the noise/grain does not seem to happen. Here is a video of texture shimmering, It's kinda like that for me. Edit3: I deleted my skyrim.ini and skyrimprefs.ini. Nothing changed. snow grainy textures and underwater character outlines remain. Now I tested it all with default skyrim inis and default skyrim (no mods).. it seems to be related to GPU driver settings... No it isn't. Test results: Setting antialiasing transparency supersampling from 2x supersampling to 4x sparse grid supersampling solved the water+snow shimmer problem, it's almost not noticeable now. Remaining problems to solve: -character outlines while looking from above water at underwater parts, as can be seen in the initial post's screens. -
Opps.. my bad the topic title got messed up, please someone edit the "bear" out of it lol Hello everyone. I've googled my problem before coming here but found only a part-time solution. So here goes: See the screenshots please. https://steamcommunit...s/?id=266275264 https://steamcommunit...s/?id=266275206 https://steamcommunit...s/?id=266275163 Do you see the white outlines around the character of the underwater body parts? Or the dark outlines (hard to see) of the body parts that are above the water? I kind of want to get rid of that... The 2nd picture was made while moving forward btw. I found a ix for 1st person, that works: fNear1stPersonDistance=0.0000 in skyrim.ini But that does not work for 3rd person... So does anyone know of a solution to fix these outlines for 3rd person too? And another slight issue I have is that when an object moves slowly towards the player (for example in loading screens) and light shines on it, the textures look a little corny.. just slighty corny though. It can also be experienced while slowly moving the camera from one side to the other while watching an object that is illuminated. It's really hard to explain. I guess that problem could be solved via GPU settings in nvidia control panel or nvidia inspector. Come to think of it. Here are my specs: Nvidia GTX 770 4GB -Using the recommended STEP settings for nvidia cards. -Using ENBoost without ENB enabled (graphic modifications disabled in enblocal.ini). -Anti Aliasing is enabled in nvidia driver, not in Enblocal.ini. MSAA is at 4x in skyrim settings and FXAA is activated. -Water MSAA is set to 0 in skyrim. -Using SSME and SKSE 1.7. -Using ELFX (without the extender module) and COT warm interiors. I don't know how to make a spoiler tag, otherwise I would copy the contents of my skyrim.ini + skyrimprefs.ini in here. I'm using the WATER mod and the interior that you can see on the screens is from the house mod "White River Cottage". So in the hope that someone has advice, cheers, blattgeist.
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pack Dreadflopps Modular patches
blattgeist replied to dreadflopp's topic in Step Skyrim LE Packs (retired)
Ok a CFR patch has been added to NPCs Protected Redux. And I saw some interesting mod that fixes a very nasty flora respawn bug: https://www.nexusmods.com/skyrim/mods/31268/? Documentation regarding the bug is here: https://www.uesp.net/wiki/Skyrim_talk:Respawning#Plants_respawn_glitch ? It looks like the bug is omnipresent. Do you guys think we need this mod'? I only have a very slight problem with it. I use skybirds and the vmad scripts that are attached to some flora in skybirds will get overriden by the mod. -
pack Dreadflopps Modular patches
blattgeist replied to dreadflopp's topic in Step Skyrim LE Packs (retired)
I got permission from Arthmoor to make a support plugin for his "Cutting Room Floor" mod for my "NPCs Protected Redux" mod but I could use a helping hand when it comes to sharing information regarding the NPCs that are used in that mod. There is no documentation besides the spare information on UESP wiki. What is important: Which NPCs are going to die in quests, which are initially dead? I already sorted out which are aggressive: "Spirit of the Ancient Traveler" and "Herebane Sorenshield". Rundi and Yisra seem to be dead (covered in ice when being spawned). Though I read in the UESP wiki that there are 2 versions of Yisra. I can only find one when looking with the help command. The NPCs are: Argi Farseer, Talib, Borvir, Sulvar the Steady, Steirod, Trilf, Tasius Tragus, Mithorpa Nasyal, Grushnag, Captain Metilius, Ilas-Tei, Uglarz, Thalmor Justiciar Commander, Stormcloak Officer Dead? -> Rundi, Yisra Aggro: Spirit of the Ancient Traveler, Herebane Sorenshield. PM me please, if anyone got some info. -
pack Dreadflopps Modular patches
blattgeist replied to dreadflopp's topic in Step Skyrim LE Packs (retired)
My fingers already hurt from all this uskp patching... is there a way to switch from the left window in tes5edit to the right one? With a key combination maybe? Maybe it would be best if I ignore cell and worldspace edits :o Little sidenote: I'm always amazed about what people really want when it comes to mods.. see this new ultra realistic butt bounce mod, almost 300 endorsements in 5 days :o Ah and thank you for the warm welcome Astakos. Sorry for spelling your name wrong earlier :P -
pack Dreadflopps Modular patches
blattgeist replied to dreadflopp's topic in Step Skyrim LE Packs (retired)
Because it is easier to understand and set up for the majority of the people. Ofc you can just place the support-plugins right after their masters. Weeeh thanks! I will think about it later when I have more time. At the moment this is not planned, sorry. So feel free to make compatibility patches. I want to keep everything in line with my "Merged Support Plugins" file. That should only include support for mods that the majority of the people use (and that I use myself). And if I add more optionals that file has to include them. I generally don't like the idea of having too many patches for other mods because they clutter the load order. Although BOYD looks very nice, I fail to see the need to use both my mod and BOYD together. Because named NPCs should not really die when you use my mod, unless you kill them. That does not mean that I won't add support plugins for these mods ever, it simply means that it is not planned at the moment. Another reason is this: Take BOYD as example: This mod modifies vanilla NPCs, my main mod also modifies vanilla NPCs and comes in 4 different versions. Making a compatiblity patch would mean that I would have to make 4 different versions of the patch, 2 for the basic versions english+german, and 2 more for the uncapped follower versions german+english. The same goes for the other mods that were mentioned, like Endgame NPC (also vanilla NPCs) overhaul, 4 versions. And if these mods or my mod update I'd have to maintain all of the patches. That's simply too much, sorry guys. :) But as I said feel free to make patches, just credit and link to my mod if you do. That's the reason why I removed the increased damage out of the HLE hardcore file and only let the enemy scaling multipliers in. @Garfink: -By the way.. isn't that dodge mod kinda OP? Although I really like it cause it reminds me of Monster Hunter or Dark Souls. -I deactivated only extended damage in SIC, because it pretty much leads to being oneshot by certain types of enemies. I don't know about the other extended stats yet.. but long fights are kinda cool. -
pack Dreadflopps Modular patches
blattgeist replied to dreadflopp's topic in Step Skyrim LE Packs (retired)
Did you have some time to look into my pm dreadflopp?^^ @Garfink I found the answer to your question in some old comments, I simply searched for "Enemies": -
pack Dreadflopps Modular patches
blattgeist replied to dreadflopp's topic in Step Skyrim LE Packs (retired)
This may sound ignorant but there are no conflicts. It all depends on load order. You have to sort the mod pretty early, right after the last esm and the last uskp so that all other mods can make their changes. Other mods very rarely change a NPC and making a patch just for 1-2 changed NPCs is a waste of esp space and only clutters the download section. The better solution would be to forward the protection changes to the other mod (which I will do soon for my own collection). Here's an example load order for maximum compatibility: I set the BOSS user rule to load the mod right before WAF, that's my first non USKP mod. I set another user rule to load the merged support plugin (that includes interesting npcs+inconsequential npcs) to load after my bashed patch. All fine. I just updated the mod to include the new USKP changes. Sure go ahead, you can include the mod in your guide. Btw. I don't use any automation tools, all is done manually. You know that same question came to my mind not a while ago... and I disregarded it because enchantments don't play a major role on enemies as far as I know. But it may be worth asking that the author. I'm still waiting for other answers from him though, I don't want to stress it. And yes, until Egocarib implements his fix into the main mod it is still required (it's just a script anyway). Does anyone here have some more experience with tes5edit? I need some help regarding functionality. For example is it possible to open all trees of a category at once without having to click on every single cross? How do automatic forwards work? I know that several things get automatically forwarded without having to be included in the consecutive mod (like dialog topic conditions, source: comments on the "Follower Commentary Overhaul" page -> quote: "TESVEdit will flag dialog topics as being overrode even though the two mods are just adding child dialog infos to the same parent topic. Unless the children are conflicting, there shouldn't be an issue."). Does the same work for conditions of other categories like magic effect, object effect, spell as long as the associated entry is empty in the consecutive mod? See this screeny for illustration.I guess script entries don't get automatically forwarded? Or maybe I can read that up somewhere... -
pack Dreadflopps Modular patches
blattgeist replied to dreadflopp's topic in Step Skyrim LE Packs (retired)
Hm.. yeah I didn't even use the beta key I got from a friend.. mmos are all the same. Btw. nice shirt Garfink ^^ Little hint regarding "Reduced Gold Rewards" mod. You need to exclude that from the bashed patch or it will use the default gold values. I noticed that when changing the values to my own preference and testing out how bashed patch handles certain parameters. Generally I don't really like the super low settings of that mod. I instead set the quest rewards to default/3 and the favor quest rewards to default/3/2. Btw. you have a new pm dreadflopp. And I found a new picture for my mod ^^ I'm in the process of comparing mods to the new USKP, found some stuff that needs to be fixed. If anyone uses ELFX. That mod does not forward the USKP version 1.0 fix that prevents minor savegame bloating due to sconce torch activators duplicating them torches. Be warned, there are a ton... -
pack Dreadflopps Modular patches
blattgeist replied to dreadflopp's topic in Step Skyrim LE Packs (retired)
Wow man, I'm really not eager to check all my mods for bugfixes again XD. What's up with that huge changelog? :o Btw pm has been sent. Edit: Pardon my lack of knowledge, but what is BYOD? I found it.. Bring out your death. -
pack Dreadflopps Modular patches
blattgeist replied to dreadflopp's topic in Step Skyrim LE Packs (retired)
I guess that takes a little bit until the Director's Cut (German version of USKP) will be updated :/ I'll send you a pm with my tes5edit forwards. Do you want the changes that I made to Enais other mods too? like Apocalypse. -
pack Dreadflopps Modular patches
blattgeist replied to dreadflopp's topic in Step Skyrim LE Packs (retired)
Yeah doomstone package is really innovative. When using other race or standing stone mods all the mod authors do is buff everything up or switch some numbers. Enai made them exciting instead. But be warned.. some USKP fixes need to be forwarded to Thunderchild and Resplendent Races (if you use these). Currently I'm wondering why he added that ITM DLC2Init Quest though. See my comments on his page. And one more.. the USKP patch notes say "The Elemental Fury shout was not working correctly with bows or with dual wielded weapons, and was not applying the speed multiplier correctly for any weapons. (Bug #9249, Bug #9250) [uSKP 2.0.2]" Yeah that's right it's crossed out. But it's still inside the patch when you look at it in tes5edit.. I guess I need to contact arthmoor about that. I documented all my forwards in case anyone needs them. -
pack Dreadflopps Modular patches
blattgeist replied to dreadflopp's topic in Step Skyrim LE Packs (retired)
Well I use the compatiblity patches that the author offers. No conflicts, checked everything with tes5edit. I also use "Empowered Magic", "Stealth Skills Rebalanced" and "Apocalypse Spell Package" he made these 3 somehow compatible with his mod. Either through patches or through integrated versions (in the fomod installer) of the main file. I don't remember atm. Edit: Ah yeah I got a patch for frostfall, SSRB and apocalypse. Guess he integrated the empowered magic changes into the main file since he probably uses that mod himself. I'm counting 161 esps now.. 4 excluded because they are integrated into the bashed patch (just a sidenote to myself). Space is valuable :o What I like about the mod? I could not start my playthrough yet, since I am always finetuning my collection. I used ACE Enchanting before and "Smart Souls" which all became irrelevant with this new mod. I think any changes for the boring vanilla system are welcome. He offers several paths which require the player to make a decision and that plays well into the roleplaying aspect of the game. Hm.. what else.. ah yeah. As with several other modders I consider Egocarib to be a very talented one. He always tries to keep his mods very clean and compatible with other mods and forwards uskp fixes. The mods that I use from him are "Enchantment Reload Fix", "Dynamic Potions", "Enchanting Awakened". Well I have a very long list of mods that I either don't touch or will consider for later. Wrote down the reasons for each one. I named it "Maybe later (or never) mods" :P -
pack Dreadflopps Modular patches
blattgeist replied to dreadflopp's topic in Step Skyrim LE Packs (retired)
Yeah sorry, I was about to edit my original comment and say that I probably won't use Dynamic Loot, but you were faster lol. There are several reasons that I wrote down to remind myself of that for later "maybe"'s but here goes: 1: It requires 2 esps +1 esm by itself + several compatiblity patches for other mods like immersive armors and weapons. 2: It uses sound descriptors that are not really needed, easily removed with tes5edit though. 3: If I were to use it I had to reduce the drop chance to 1% with all options, because I want valuable loot to be distributed rarely, like super mega rarely! But then I might as well not use the mod at all. I can get rare loot in dungeons after all. 4: I currently use "Enchanting Awakened" which gives the system a new touch. But with dynamic loot enabled I would never ever use enchanting again. I also considered using that "Upgraded Weapons and Armors" mod. But that has some outstanding script bug and is not supported anymore. Mh yeah. No. ^^ So now.. yeah that's that. Btw. Your comment about the perfect Skyrim is so true Garfink. I am trying to create the perfect world and for that to happen every mod needs to be known well by the user in order to see what works with eachother. One thing that never made it into Skyrim is Morrowind's armor system. Sure we have some very special cases where armors are divided into 6-7 parts but that's about it. I really liked Morrowind's system where you had I don't know.. about 11-12 different slots for armor? -
pack Dreadflopps Modular patches
blattgeist replied to dreadflopp's topic in Step Skyrim LE Packs (retired)
Same here.. an enemy not attacking anything, instead it takes the punches. I use kill+resurrec command. Suddenly it works (1600 damage elder spriggan lol). Then the other bug or whatever, I am close to Falkreath walk a bit down the road and bam CTD. I reload the save, walk all the way again close to the town, an mcm menu registers because I took longer than before, meanwhile an autosave has been made by my autosave mod. And suddenly I could advance beyond the invisible CTD border. So.. yeah that's Skyrim. Btw. I don't know if this is the right place to ask. But does anyone know of a mod that removes the sharp outlines of blurry underwater objects or makes them less obvious? See the triangular rock in the background https://steamcommunity.com/sharedfiles/filedetails/?id=260316954 These sharp outlines even appear on underwater creatures, I sadly could not take a screeny of that Therium blurness that looked like a blob of MS-Paint. One more regarding our little collection of mods and possible additions. I tested out dynamic loot today. You can even tell it to skip high level loot until you are lvl 40. That's a pretty nice feature. And it takes track of the amount of loot that it has generated (just a simple number). I just don't know if the distribution settings for potions, spellbooks etc are for regular non-dynamic loot too. I hope not. I'll ask that in the comments section of that mod. -
pack Dreadflopps Modular patches
blattgeist replied to dreadflopp's topic in Step Skyrim LE Packs (retired)
By the way I added some support and alternative files to my NPCs' Protected Redux mod since its original release. Maybe you want to check them out Garfink. For example a version that removes follower level caps completely. I have my own hardcore version of skyrim mods running, without the rarer loot and gold, unleveled loot. I use erso unleveled encounter zones, sic+hle (adept+master/legendary skyrim difficulty), deadly dragons (normal version, insane difficulty ), duel, revenge of the enemies, erso better enemy ai, YASH unleveled enemies, dfb random encounters, monster mod (lore). I use a modified HLE hardcore.esp (removed the damage changes, since I always play in master or legendary difficulty and being oneshot is easy enough with duel, upped the level scaling changes to 1.1, 1.2 ,1.3 , 1.5; added ersos increased training costs 3x to the esp). The Erso unleveled loot mod might give you a good surprise when exploring dungeons, but I do not use it for 1 good reason: possibly finding high level loot very early in the game. That could simply unbalance everything. Reduced Gold Rewards looks very nice. For such a simple mod to bring so much balance into a hardcore world that's just great. I will have to adjust the settings though (~to about 33% of vanilla rewards). Morrowloot is not for me, it edits too many things imo. Again, just giving my opinions on the offered options here. Have you considered adding "Dynamic Loot" (I did not read through the whole thread)? It adds well.. dynamic loot to the leveled lists which are adjustable via an mcm menu. I contacted the author about a possible conflict with "smooth draw and sheathe" and am waiting for an answer before using it (with super low settings). The other dragon mods look nice at the first glance but if you delve deeper into dragon combat overhaul for example the fleeing behaviour can get really annoying. And mighty dragons contains simply too many esps imo. All in all I find deadly dragons is enough as a dragon mod. I would consider dragon combat overhaul if the author could get rid of the fleeing behaviour or simply removes it. I never got ASIS to run... although I wish I could. The patcher always gives me an error. I am still not too sure about the compatibility and work that has to go into the rarer/unleveled loot (to balance them for all possible mod variations) and how balanced the rarer gold and less general quest reward gold mods are. This is why I shy away from using them, although they are great ideas (added some notes about specific ones above). I use kryptopyrs bounty gold (100/150/100/200 // 10/15/10/20 settings) and trade & barter mod though (15/10/0). These are pretty hardcore barter settings and I think they eleminate the need for less quest reward gold or less loot gold. I'll take a look at the quest reward gold mod to see how high the settings are and will adjust them if I feel like it's necessary. Also I think it needs Dragonborn support. I will go through your list of mods to see which can enhance my gameplay. I don't use foot prints because although it's a very nice feature to see footprints it is simply too much risk imo (high scripts). Duel and Frostfall also use a lot of scripts but they offer an equal reward in comparison. -
pack Dreadflopps Modular patches
blattgeist replied to dreadflopp's topic in Step Skyrim LE Packs (retired)
I don't see that overwrite. "rebirth monster.esp" which is "revenge of the enemies" has only 1 race edit: @Garfink, how bad are the issues with Resplendent races regarding balance (argonian regen and other things)? -
ENBoost/Skyrim INIs recommended STEP settings wrong?
blattgeist replied to blattgeist's question in Post-Processing Support
Before I comment on the rest what has been said I agree that the thread should either be renamed (I wish I could) or move it somewhere else. @ Kuldebar, thanks for the help. I will read the threads that you posted and decrease the settings to a proper value. It seems like a lot of bad information has been posted in the past and everyone used it. @ Keithinhanoi, that's what I did. I google searched and there are even higher recommended settings. I never ask questions before doing my own research. But sometimes I get a lot of conflicting statements. Like with this one: https://www.rcrncommunity.com/five-quick-skyrim-tweaks-you-may-not-know That site should not be that high up in google, since the settings seem to be very inaccurate. Hm... that means that Frostfall's Troubleshooting page might be giving wrong information too. https://sites.google.com/site/skyrimsurvivorseries/frostfall/troubleshooting Here is an interesting quote regarding the Frostfall setting: https://forums.nexusmods.com/index.php?/topic/1605598-id-like-to-know-ways-i-could-reduce-script-lag/page-2 https://www.creationkit.com/INI_Settings_%28Papyrus%29 This site is really helpful. Good link. Thanks for clarification, yeah I know the limits of skyrim. The memory cap was a big topic in the past. The reason why people suggested high amounts of iMaxAllocatedMemoryBytes must be because they thought it was for heap size, not stack size. TL/DR someone move this thread to the appropriate section or rename it please:) Edit: Thanks EssArrBee I'll list the changes that I made since my last post: iMaxAllocatedMemoryBytes=153600 That's around double the vanilla value ~153kb I'm still doing research on the fUpdateBudgetMS and fExtraTaskletBudgetMS values until I know a proper setting for my setup. I tried out doubling the default values from 1.2 to 2.4 and I got no SkyUI error. Don't know about Frostfall though. I will keep them at 2.4 for now. @ Kuldebar: I noticed that you doubled iMaxMemoryPageSize from 512 to 1024, how come? The CK wiki says "changing that to a higher value causes papyrus to allocate memory differently and could cause performance loss." Just trying to understand the reason here.