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Everything posted by IdiotDave
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SKYRIMLE Radioactive Skyrim by Rose Rosenberg
IdiotDave replied to phazer11's topic in Skyrim LE Mods
@Gandaganza There is now a video tutorial on how to make ELFX (and other lighting mods) compatible on the Nexus description page. 9 min vid, and very easy to follow. -
pack Weather and Lighting (by Smile44)
IdiotDave replied to Smile44's topic in Step Skyrim LE Packs (retired)
Thanks for working on the WAO part of this pack. I am starting to explore it for my next play through, and will definitely use this guide to help out. -
pack A Real Explorer's Guide to Skyrim
IdiotDave replied to CJ2311's topic in Step Skyrim LE Packs (retired)
Okay, thanks for looking into it! Must be some remnant from the past, or a mistake I made. I probably did mis-click. As I have found out for me clicking on the right thing is really flippin hard... Running 3 monitors, using the Flawless Widescreen Hack to make it work with Skyrim. Beautiful to run, but messes up stuff like clicking in the console. First world problems, ya know? ALso, I see JK has released Riverwood now. Looks pretty darn nice. I there a reason JK Riften didn't make the cut? Is Dawn of better? SOrry if it is in the past on the forum Just tell me to shut up if so :) Can't search for some reason (flow control, must wait 11 seconds, but I've waited 11 minutes and still won't work...) -
https://www.nexusmods.com/skyrim/mods/60271/ Nexus Category: Models and Textures Seems like a good fit to STEP. I've been using it for awhile. Feels really natural to the game, but enriches the environment.
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pack A Real Explorer's Guide to Skyrim
IdiotDave replied to CJ2311's topic in Step Skyrim LE Packs (retired)
I did miss something in my install. I missed updating LAL. I was running v2.3.7. Version 2.4.0 relocated and renamed the farm (From Karnsdale to Shoal's Rest). This cleared up the conflict. It is confirmed that it was between LAL & CRF. Just figured I would report back here incase someone else has this issue. Also found a new issue. Wondering if anyone else has seen it. Seems to be a giant stone... thing? wheel? table? ... in Karthwastern. Specifcly it about halfway imbedded in the door of Karthwastern Hall. I did a clean install of the latest ETaC (Per the sticky post on ETaC Nexus page). The stone is from ETaC (ID 000e345a). I plan to just remove it from the .esp, but wanted to see if anyone else has this, or if it is just a weird remnant in my game. -
Vurt's stress test and STEP:Extended
IdiotDave replied to Spock's question in General Skyrim LE Support
I think this is relevant to this thread from the MMO Forum: I have not used Vurt's or similar methods on a consistent path, nor have I tested for repeat-ability of the test. I have used it on set ups that crashed often during normal gameplay (once every 2 to 3 hours) and on very stable games (8 to 12 hour sessions, no crashes). The length of time I run in a Vurt's style stability test seemed to correlate to the stability of the game. So I didn't think about it much beyond that. However I think Hishutup brings up a good point. Is it repeatable? Look, I'm an engineer leading a diverse team who works on large complex systems. We do a lot of stress testing, and Highly Accelerated Life Testing (HALT). When we design and validate these tests we look at many aspects. The 2 most relevant (IMO) to this discussion are (1) do we get repeatable results? and (2) Does it reproduce issues (or wear) seen by our customers using the product? I completely agree. This is the value of stress testing. The point isn't to put the product under a 'realistic load' but under a load that will accelerate real (sometimes rare) failures. If it takes us 30 to 40 hours of regular game play to identify a major stability issue in the game, it isn't practical to try to fix it, then play 40 hours only to find out you didn't. Searcher 7, what do you mean by repeatable errors? Is this an error you get after a consistent amount of time running Vurt's Stress Test, or an error you get when you consistently load the same cells in a specific order quickly? Or a location the consistently crashes but seemingly at random (doesn't seem to rely on amount of time spent testing, or order of cells loaded, etc. only the general area the CTD happens)? Has Vurt's or any other stress test method helped anyone find or diagnose a problem in their regular gameplay? -
pack Dreadflopps Modular patches
IdiotDave replied to dreadflopp's topic in Step Skyrim LE Packs (retired)
@Hishutup Thanks for the feedback. I see what you mean, repeat-ability & reproduce-ability are key. I have noticed a lot of variation with the STEP recommended performance test. I get anywhere from 5 to 10 average fps variation with consecutive run-through s (Same set up). I actually plan to do some statistical analysis on it, but it will take some time. Maybe during this long weekend or my winter break I'll get to it.... anyway I digress. I'll look for a testing method topic today. If I can't find one, i'll create a new one. Seems like a good discussion to have, and that a good answer (or even lack of an answer) would be valuable to the community. -
@TechAngel85 Thanks for your work on this. I have been using it for a few days now and I really like the changes. It is LOADS better than Vanilla, and I don't have to worry about all the armor clothing compatibility of going to UNP or CBBE. Are you still in the Alpha stage on it? Do you have any un-resolved issues you plan to address? Is this going to make it into Step 2.3.0? I realize you probably haven't been working on it recently. Just wondering if you plan on working on it more in the future.
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pack A Real Explorer's Guide to Skyrim
IdiotDave replied to CJ2311's topic in Step Skyrim LE Packs (retired)
Yea, I realized. Just was hoping that there was a known conflict already patched. It was for naught. Got it and checked it out. Looks to be Alternate Start - Live Another Life.esp & Cutting Room Floor.esp. Hard to tell exactly since they are on top of each other, but all the objects in that area belong to those two mods. I think the ID's for the door that conflicts are ED03E80D (But type is Tree? wtf) & 1902391A Really curious to know if anyone else has this issue. I suppose one way or the other, i'm going to have to learn how to patch. Is the creation kit wiki the best place to learn these things? -
pack A Real Explorer's Guide to Skyrim
IdiotDave replied to CJ2311's topic in Step Skyrim LE Packs (retired)
I am using Interesting NPC's. I tried the new patch, but the issue was still present. Even started a new character just to be sure. :/ -
pack A Real Explorer's Guide to Skyrim
IdiotDave replied to CJ2311's topic in Step Skyrim LE Packs (retired)
Just updated to the latest REGS version. Did a random start (Alt Start) and ended up in Karnsdale Farm. However, seems like Frost River Meadery is right on top of it. I can go back and forth on the door to be given the option to enter one or the other. This seems to extend into the farm yard as well. As I look a potatoes or cabbage, I can alternately take or steal them. I believe this is a conflict between Cutting Room Floor and Alternate Start. Not really sure though. Did I miss something in my install? Is this a known issue? Or am I alone in having it? Also noticed a signpost halfway in a building just south of dragon bridge. This might be my fault, as I added Fight Against the Thalmor IV (South Dragon Bridge). If so, I'll play through that content, then remove it from the game... -
pack Dreadflopps Modular patches
IdiotDave replied to dreadflopp's topic in Step Skyrim LE Packs (retired)
@hishutup Really? I was about to start stress testing using both Vurt's and another where you run around in god mode at a fast speed (but not as fast as flying around). big loops, trying to load most areas of the game until it either crashes or my wife tells me that I have to choose, her or skyrim.... Anyway, can you (1) give us the low down on why it doesn't test anyting? and (2) recommend a good test(s) for stability? Thanks in advance. -
pack Dreadflopps Modular patches
IdiotDave replied to dreadflopp's topic in Step Skyrim LE Packs (retired)
Yea, it was my mistake. You are exactly correct. I had the more noise version w/out the deadliness. Thank you. -
pack Dreadflopps Modular patches
IdiotDave replied to dreadflopp's topic in Step Skyrim LE Packs (retired)
Hey Dread, Just wanted to give you some props again. Just went through the install of MMO from scratch. You have made a lot of improvements, it is quite clear. The install has (mostly) gone w/out a hitch. Now time to start merging then testing. 1 question I have, I see the Traps are Dangerous patches in both the MMO patches, as well as AOS. I had thought that was for Traps Make Noise, until I saw my missing masters warnings. Traps are dangerous are not part of step 2.2.9, or MMO install list. Am I just confused here, or does the guide need to be updated to add it in or take out the notes to patch for it? -
pack A Real Explorer's Guide to Skyrim
IdiotDave replied to CJ2311's topic in Step Skyrim LE Packs (retired)
@fuzzrocket9 the Garfink section of Modular Morrowloot Overhaul has a nice way for handling random encounters, using ASIS, and SIC. I recommend you check it out, I like the balance it achieves. -
pack Dreadflopps Modular patches
IdiotDave replied to dreadflopp's topic in Step Skyrim LE Packs (retired)
Wishing a happy third birthday to Skyrim! Planning to celebrate by ignoring my other responisibilities. -
pack Dreadflopps Modular patches
IdiotDave replied to dreadflopp's topic in Step Skyrim LE Packs (retired)
I just installed Living takes Time and it worked out of the box. No issues. Maybe try re-installing it? I have version 2.4.1 Really sux if it isn't going to be supported any more. Man, I really like it. Glad to hear you are finally starting to play again Dread. Enjoy it! You did an awesome job on this pack, and deserve to reap the rewards. Here are my MCM setting for Living Takes Time (Some may be default, just reporting them all, easier than remembering what I changed) -
pack Dreadflopps Modular patches
IdiotDave replied to dreadflopp's topic in Step Skyrim LE Packs (retired)
Sure, should be able to tonight -
pack Dreadflopps Modular patches
IdiotDave replied to dreadflopp's topic in Step Skyrim LE Packs (retired)
Okay, been using Living Takes Time for a week now. I highly recommend this mod. Pros: No major conflicts in TES5edit with my MMO-GSRP, STEPcore, and REGS buildCustomization in game (via MCM); You can adjust how long things take to suit your own desires and sensibilitiesMore stable (for me) than professions - Always works, and feels very natural; Professions sometimes worked and sometimes not. Also, I don't get 10 min of messages when harvesting ingredients (but even that in professions was inconsistent. Sometimes harvesting took no time, others it depleted my food & water stores in 10 real life minutes)Can limit what menus you can use in combat for increased immersion (also can disable in game) - for example, can't loot an enemy when their buddies are right there with an arrow notched. Can't read a book leisurely while dude is frozen in time with his sword strike paused in decentFeels less balky and more natural to the game. Things simply take time to do.Can turn on or off messages.No buffs from having a profession - I personally didn't like this.Cons: Customization will take a lot of time if you want to change many or all features, but this is only needed once. On a tangent, it would be REALLY nice to have a mod that allowed you to quickly set up your MCM config (inside or outside of the game) then allow you to load all your 'presets' in. Starting a new game would be much easier in this case....Pausing the game takes time. Hitting Esc. counts as the journal menu, and therefore takes time. My workaround when the wife calls is the tilda key (enter into the console). But for me that feels like cheating... just a stupid physiological thingThis may be a weird consequence in my game only, but when an enemy becomes aggro (red dots in my compass) it happens to enemies that are WAY off the in distance, far to far away to be realistic. Because of this, I had to disable the 'no looting in combat' option.The no loot in combat or can't read in combat feature allows for the menu to appear, then immediately disappear. This takes me out of the immersive experience. However, I quickly changed my in-game habits, only getting the occasional un-immersive quick menu pop up, followed by a message saying you can't do that in combat.Pros FAR out weigh the cons. I really like it, and recommend it is added to MMO. -
This program doesn't like me (overwritten files?)
IdiotDave replied to acindron's question in Mod Organizer Support
Just order the mods in the left pane as they are ordered in the STEP guide. Some of your other mods may need to be interspersed in the STEP 'portion' (I have all my STEP core mods listed first, and all together). The only way to know if one mod should be interspersed is by knowing what it does, and if it will 'overwrite' part of a STEP mod that you don't want it to. For the most part, your other mods your 'OTHER' mods should come after STEP. The left pane in MO is the same as your install order in NMM. MO allows you to change your install order without needing to unusual any mods. It also allows you to have different install orders for different profiles. One of the (many) nice parts of MO is you can also manage conflicts individually by double clicking on a mod in the left pane. To answer a previous question on how MO can keep two files with the same name, that is part of the magic. Each mod in the left pane is actually a file folder in the mods folder under MO. Therefore MO can have 2 mods with different names, but contain files with the same name. MO will choose which files to use based on the order in the left pane. The lightning icon tells you if the mod will overwrite(green +), be overwritten (red -), or is completely overwritten (grey). So what you see next to the unofficial patches is an indication that some of their files will be overwritten. This is normal, nothing to worry about. -
pack Dreadflopps Modular patches
IdiotDave replied to dreadflopp's topic in Step Skyrim LE Packs (retired)
I will try this mod out in my test profile (which is starting to act up at level 86....) Professions was added by Garfink. Living takes time seems to do a better job than professions, and I really like the menu aspect of it all. I'll check it out and report back in a week or so on my results. -
pack Dreadflopps Modular patches
IdiotDave replied to dreadflopp's topic in Step Skyrim LE Packs (retired)
Took a look at WaponsArmorFixes_ImmersiveWapons_Patch.esp in TES5edit. I didn't see any conflicts that were troublesome. Seemed like a lot of minor changes and tweaks to Immerse Weapons. A lot of my ReProccer patches (Pre & Post) override a fair number of the records, but there are a lot that are not touched. Played for an hour with it in my MMO-REGS-STEP(semi extended) profile and had no issues. edit: didn't see Dreadflopp's earlier post on WAF_IM patch (didn't refresh my session). Still leave this post here, as it helps confirm the patch works with a SkyRe build. -
pack Dreadflopps Modular patches
IdiotDave replied to dreadflopp's topic in Step Skyrim LE Packs (retired)
@vedra Looked into the WAF patch for IW just a little bit. It is new to WAF 5.0, I have WAF 4.0 installed right now, as I didn't update to STEP 2.2.9. This is mainly due to I was having WAY to much fun playing to be troubled with updating a bunch of mods. I'll do it later, maybe after another playthrough. Anyway, I digress, I have had no issue without the patch. The patch shouldn't hurt though. I'll take a look at it in TES5edit in my 2.2.8 semi extended full REGS v3.4.2 (okay, minus some of the gameplay stuff) MMO (GSRP) profile and see if it plays nice. I expect it will. Really glad you got the texture problem solved. I'm still a noob at this stuff so I was very happy to see the experienced pros help you tackle it :) There was a lot of discussion earlier in this thread about scripting heavy mods. Because of that I stripped down my STEP extended profile a lot to help with stability. I got rid of: Wet and coldfootprintsBurn Freeze Shock EffectsEnhanced Blood Textures.I was sorry to do so, but after I did the increase in stability was dramatic. I don't miss them at all anymore (well maybe the blood a bit... but I kinda want a Kill Bill style of that). Don't know about the roof thing. I vaguely remember reading a mod or pack description that discussed a much more realistic penalty for falling. I wasn't interested in it at the time though. And I don't remember the name of it. Did you perhaps installed a mod that changed it? Anyone else able to help on this one? -
pack Dreadflopps Modular patches
IdiotDave replied to dreadflopp's topic in Step Skyrim LE Packs (retired)
@walkman80 Skyre (which I use) incorporates the sneak tools mod into it. I like the rope and water arrows a lot. Very fun for a sneak based archer. I recommend it.