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IdiotDave

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Everything posted by IdiotDave

  1. @Vedra I can't answer all your questions, but I will do my best. First of, this pack is awesome. It is fairly well maintained. Up to date with step 2.2.9 1. I'll check my set up tomorrow night (work travel) and let you know 2, I use RRR, have no issues. Only issues is the extra food. 3. I don't use sperg, but I don't have issues with asis spawning double quest npcs. You need to use garfinks ini file for it though. 4.i would expect there would need to be some patch to keep the armor from being distributed. 5. I would try it with out the edit and see if the mod works properly. I use regs, I don't notice any unbalance it caused, but obis and obis redone do imbalance the loot Also, sorry for the slow response, this forum isn't as active as before. Don't let that stop you from trying this pack. It is really good.
  2. I checked out Skyre Compatibility Patch updated to 2.5.1 in TES5edit. No issues there. Play tested it, and didn't notice any issues either. Should be good to go to update to 2.5.1 While I was looking at the compatibility patch, noticed the SkyRe_SiC_Patch.esp. claims to address 'minor compatibility issues' in SiC. A few things seems odd to me with this. Garfink didn't recommend using this The only thing it seems to do is rename items (many draugr & dwarven type armor and weapons) Before I rebuilt the ReProccer.esp it conflicted with SiC and ReProccer (The ReProceer forwarded SiC names, overwriting the patch). After I rebuilt the reproccer it didn't conflict with anything. I expected it and the Reproccer to match, and SiC to conflict, but it didn't conflict with anything, not SiC, not Reproccer. At first I thought I had accidentally de-selected it. I checked in TES5edit 4 times. Skyre_SiC_Patch would be in the list loaded in TES5edit, then I would check for conflicts, and it would disappear. I would look at the Reproccer and SiC and try to find the records previously conflicted, but to no avail. This doesn't make any sense to me. Anyone able to tell me what the heck happened? is this common? The only change I made was to rebuild the reproccer.
  3. @Dreadflopp or anyone who can answer, I am interested in keeping the Skyre portion of this guide alive while Garfink is away. I am willing to learn what I need to in order to maintain that portion of the guide, but I honestly don't know what is required. Do I simply need to better learn TESVedit, and the conflicts / patching? Do I need to learn the creation kit? Nav Mesh editing (:GASP:)? I am not interested in getting any credit (in fact I prefer not to be recognized, just work in the background). I just want to help keep this wonderful pack up to date and accessible to everyone. If I took this on, what would be expected of me, and what tools do I need to have a command of to do it?
  4. @cstarkey42 thanks! Its like that mod author read my mind. I will definitely give this mod a go, maybe in my current test profile. Thanks again
  5. @Dreadflopp I have been running Dynamic Potions for about 2 weeks now. I have noticed an increase in CTD's. They are still uncommon, but slightly more common now than before, but I can't contribute that to Dynamic Potions at this time, as most of the CTD's happen during an autosave event. I took a look at the conflicts in TESVedit, the only ones were from Skyre, as you would expect. I honestly don't know what to make of the conflicts, or how to tell if they are something to worry about. In short, I think that Dynamic Potions is good from a compatibility / stability perspective based off two weeks of play testing. I do not know if the conflict are benign or not via TESVedit. I have become more fond of the mod as I have used it. At first, I wasn't a fan, now I plan to use it in my next setup/playthrough What would be required from me if I helped support the Skyre portion of the guide?
  6. @Dreadflopp I just put Dynamic Potions into a test profile. Just copied my current character into it, so it will be added mid game... Hopefully it doesn't get too messed up. I'll let you know how it works. I'm a bit worried as I don't know how to check for conflicts, or make patches, and I just added it on top of my Skyre based MMO/REGS build. Wish me luck. https://www.nexusmods.com/skyrim/mods/47521/?tab=1&navtag=http%3A%2F%2Fwww.nexusmods.com%2Fskyrim%2Fajax%2Fmoddescription%2F%3Fid%3D47521%26preview%3D&pUp=1
  7. @justjr no, asis ini files are not for Morrowloot, they prevent unbalanced enemies. You can compare Garfinks to the original you will see mods and perks, and characters excluded. If you read back to much earlier in this forum, you would see a lot of discussion about un-killable argonians due to perk stacking, being one-shot killed by bandits for the same reason. A lot of the ASIS ini file development occurred because of that. Also, you don't want to see a bunch of named NPCs spawning twice (saw that in Snowbound Acres actually, I might be offering an ini edit to include some REGS mods that are not included in Garfink's. Edit: Wow, this post made no sense... sorry for that, sounded like I was drunk (was just at work and very distracted). Edited to actually make some sort of sense...
  8. @Justjr Did you get your issue sorted? In short you may need more than one post Reproccer patch. I have three:Post ReProccer Fixes IA7 IW aMidianSS Content AddonPatch.espPost Reproccer Fixes CCOR IA7 IW aMidianSS Content Addon Patch.espEA Skyre Perk Merge Post Reproccer Patch.esp and a single Pre patch:Pre ReProccer WAFR IA7 IW aMidianSS Content Addon Patch.esp The only qotsafans patch I have is:qotsafan Miscellaneious ReProccer + Destruction Tweak 50 Patch.esp I have been playing for about 50 levels, at a slower leveling pace (probably about 100 hours). Very occasional issues (CTD, freeze, etc). This build is rock solid from stability. I am also running most of REGS and a little of STEP:extended. I am on the STEP2.2.8 build though. If you follow Garfinks instructions, you will be good. I thought it was all clear (but a bit complicated). If you have some specific feedback for the pack to make the instruction more clear, just let Dreadflopp know. He is really awesome about updating the pack. Let me know if you have any further questions on the install.
  9. @generalmx Thanks for the comparison of the ASIS files. @dreadflopp sorry I went missing there. Life is kinda in the way at the moment. Is there anything I can help with to maintain this pack? Preferably nothing that needs a 1 day turn around.
  10. I never did figure out why those changes I made didn't work, I planned to do some research, but didn't get around to it. I'll try to do some research and see if I can't be of some help
  11. @dreadflopp Okay, so my moniker seems to be aptly chosen... I tried adding just the boss to the [NPCExclusions] of the IncreasedSpawns.ini I entered the FormIDs (pulled from TES5EDIT "Non-Player Character (Actor)) to the bottom of the [NPCExclusions] list as follows: ;moon and star bossMASLvlDwarvenCenturionTITANMASEncDwarvenCenturionTitan01MASEncDwarvenCenturionTitan02MASEncDwarvenCenturionTitan03 It didn't work. I then tried adding both Kagrenar cells, as I suspect there is a puzzle portion of the quest that is broken. The following was add to the bottom of [CellExclusions];Moon and Star Exclusions00465F=MoonAndStar_MAS.esp00C663=MoonAndStar_MAS.esp It also didn't work. (I double checked this to make sure I entered the formID and mod name correctly. EDIT: Just tried adding the entire mod to the bottom of [ModExclusions] as follows:MoonAndStar_MAS.esp That too didn't work. I know I'm missing something simple here. any help?
  12. Yea, I'll check. It was a bit of time ago, so i might also try to recreate it
  13. Found a small bug and work around with GSRP & Moon and Star. The final boss is invulnerable at first, and ASIS spawned a second one, also invulnerable, however the second isn't affected by the quest mechanics and stays invulnerable. This prevents you from getting a quest reward, though if you leave you can still finish the quest. Work around was to reload before, disable any additional spawn via mcm ASIS menu then do the final fight, reenabling spawns afterwards.
  14. I just checked for errors in my merged patches per DoubleYou's answer in redirshlord's forum post. No errors found in my merged patches, but I did notice errors in Skyre_Main.esp, Morrowloot.esp, and EnchantingAwakended.esp. I checked these out of my own laziness (shift+click) as they were in between the merges I wanted to check, so pretty random I found them. My question is this, should there be errors in these files? If so can someone explain why? If not, why would I be getting them, I have not touched them other than the download from Nexus (Skyre_main.esp came from Garfink's nexus page). Did I mess something up here? I can list the errors upon request, but EnchantingAwakened.esp had A LOT.
  15. @dreadflopp thanks. I think my computer is pretty buff (not as buff as Garfinks though) and should be able to handle a lot. Do you know when Garfink will be back?
  16. Gave the script latency test a go. It was mostly good, menus scared me the first time (4,000 ms). I noticed when skinning kills, it would give well above 100 after leaving the menu, as I was getting messages about the profession bonus I was getting. Other than that, noted no issues in a short 30 min session. I'll keep that test going until I have one of those pop ups, and see what it is doing around that time. That SoT stability page is pure gold. I'll read through it a bit more. I have not updated from 1.2.6 due to 'sever not available'. I will hold off until I hear good things about it.
  17. Thanks @cstarkey42. I'll give this a go and see what comes of it. I have noticed two other issues, that I think are due to a pretty ridiculous amount of scrips running, but I'm not really sure. From time to time a pop up box will inform me that either Gold Adjustment, or Encumbering Loot Armour and Weapon's "main mod was not found. Either it is not yet active or you don't have installed. The main mod becomes active when the Main Quest reaches Stage 5 - which is when you finally exit the caves under Helgen or when you exit the room of Arthmoor's Alternate Start" Anyone see either of those before? Any confirmation that it is due to script overload? Any suggestions on other script heavy mods I can remove (I'm a noob to all this).
  18. All, I have been playing this GSRP+REGS+STEPextended (minus birds, footprints, BFS, W&C, Diverse Preists, Ars Met. Coin Replacement Redux) for a little while. Was ~ level 9 when I started getting Java errors that would freeze my game. I would be forced to shut down my computer, as I couldn't click anywhere, the java error box was not the active window, and couldn't alt tab around. Very annoying. Now this very well could be my own fault, as when I started the game I thought I had disabled footprints, but hadn't, and ended up disabling it mid-game. However, I haven't heard of anyone have this issue before. Has anyone else ran into this problem? Another thing I have noticed, I uninstalled W&C but even on new character builds, I still see water dripping off my character when I am wet. I have double and triple checked my MO profile, W&C isn't installed (still in the left pane, but not ticked). I've never installed W&C into my data folder, yet it seems to still affect my game. Weird thing is, this build seems to be pretty stable. Just started a new character in hopes it wouldn't have any java issues. (Still have the water drops if I get wet). Ran a stability test I stole from CJ's REGS page (though I can't find it on there now to give proper credit to the person he learned it from) where I run around all of Skyrim at 500% speed twice. I was able to w/ no crashes. It CTD'd on the beginning of the third trip in Riverwood (Started at Whiterun). Was going to try another test where I TCL and fly at 1000x speed for 15 min, but decided to look for help here first. I had done both these tests earlier before I started the char with the Java error. Java is up to date. Any help or advice would be appreciated before I get a marathon session of 3 days w/ no wife. Edit: Here is my load order
  19. Thanks blattgeist, i dropped enhanced dragons for the time, but got distracted and never tested the dd +dco combo to see if it is better balanced. I have to say, i was really enjoying the dragon meshes and liked the dragon abilities from emd. I might try it on its own sometime.
  20. lol, opps. Here is the link for real https://drive.google.com/folderview?id=0B_v0A0OY7tUNZTNPaUZDM1hKUzA&usp=sharing
  21. Here is the link for the esps I merged, and the in-game settings compiled into a single list. I have not gone through the guide and updated this since the last major guide update. May not be able to anytime soon either, as the wife just announced a life changing event :)
  22. Will do, I'll post the doc link tomorrow morning
  23. I have spent the better part of my free time for the last 2 weeks updating my REGS profile to include MMO, and specifically Garfinks Skyrim Rebalanced Project. So far I really like it. However, I was getting a bit frustrated last night against the first dragon, Mirmulnir. I installed Deadly Dragons, Dragon Combat Overhaul, and Enhanced Mighty Dragons (Mighty version). I died a large number of times, even after using resist fire potions I made, and equipping a Resist Fire Shield given to my by Balgruuf. I have my DD set to Vanilla, and equipped a staff of frostbite, Ancient Nordic Sword of cold, and sparks, in addition to a bow. After about 20 min, he was only down to about 3/4 life. I finally just gave up and shut down. But all this makes me think I messed up some settings, installed the pack incorrectly, or simply suck a lot more than Garfink does at this game. Anyone have any feedback on this? My guess is I should have chosen either DD or EMD. @Dreadflopp: They guide is coming together very nicely, it is understandable, well organized and clear. Here are a couple suggestions I think could make it even better:1. It would be nice if you had all the In-game settings in a single place at the bottom of the guide. I have typed them all the GSRP related ones into a google doc that I could send you to save you a min if you like that suggestion (I had missed the Novice game-play setting at first and it wasn't pretty, this could help prevent that type of miss)2. Since this pack is based on STEP (and REGS Compatible) it would be nice if you had some suggestions on mods to merge. I documented the ones I merged and could also share if you would like.
  24. Read the MMO pack, at the bottom, Patches section. That should answer your questions. https://wiki.step-project.com/Pack:Modular_Morrowloot_Overhaul If it doesn't you may want to post your question there. But with their explanation, the patches are pretty straightforward and easily merged. MMO recommends ASIS so, I don't see why it wouldn't work for you on top of REGS. However, they don't recommend OBIS. Not sure why, haven't dug into that forum deep enough, but the answer should be there.
  25. Thank you Nearox, I'll apply that methodology unless CJ overrules you. I appreciate the education, the more I mod, the more I want to learn. But it seems learning only comes from modding experience, and forums like this. (no book or single source to learn about how and why). If there is a good resource outside of STEP wiki, please let me know.
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