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Everything posted by hishutup
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I moved several posts from this topic to here because it was no longer on topic and deserved it own thread. Please do not get offended, if you feel your post is better suited in either topic please inform one of the moderators. Thank you.
- 48 replies
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- SKYRIMLE
- unofficial
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(and 3 more)
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Windows 10: The Elephant in my Office
hishutup replied to whitewolf87's question in General Skyrim LE Support
I haven't need to mark anything as "Run as Admin" and I have zero issues with programs. I still shut UAC off because the popup is infuriating. -
You start with SRLE then look at REGS and use some other mods and BOOM!, suddenly you're at 300. Also, patching the number of patches some mods have is only fun once. I found that load times are not only dependent on content but also plugin count, stability not so much. Because that is an idiotic and ludicrous merge. The only issues that I am aware of is ETaC interiors is messed up and there is a script in wao for COT compatibility, I just merged the forms because its idiotic to do it the other way. but I digress, each to their own.
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If people are trying to merge every mod they can then thats their fault, Im doing it because Im testing the script. When finding plugins to merge, you never touch mods like CCOR and ETaC Complete.esp/.esm because there are so many issues with doing so. One of the issues being that it is a master, that means that if you want to merge it, then you must use any mod that is dependent on it. Even Merge ETaC patches alone is plenty, why would one need to include the main esp. The only mod that I found to be unmergable is ETaC Dragon Bridge South because it uses a ton of injected records and everything just kinda breaks. SKSE plugins that contain a DLL are 99% unmergable because they break. There is a known issue with noncontiguous plugins but that may be fixable at a later date. Hmm, I was a little ranty and off topic but still, its the users fault, let them screw it up. I guess authors can submit reports saying "DO NOT MERGE" but that should be reserved to plugins that are known to be unmergable because it will break everything, including other plugins. Now that I said that Im sure a boat load of authors are going to say that, even on merges that are perfectly fine.
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This one doesnt look upscaled, just has similar large features. I kind of like this retex.
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Its funny because Kesta, Mator and I were having a discussion on Keep Game.GetFormFromFile or Game.GetModByName in scripts. Its possible to redirect the forms and name to the merged plugin and will be a feature down the line :D He is currently working on Script Fragments and is nearly done. Keith, check out mators asana, there is a bunch of newish info.
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SKYRIMLE Issues with guide instructions
hishutup replied to Luinithil's question in Creation Kit Support
F5 is your friend :D -
Smoke & Lantern glow bug - Blue colour in sky
hishutup replied to O0mix0O's question in Post-Processing Support
It may be an issue with real clouds. -
Works just fine, I've been using it for a few months. The only issue is folder permissions, I gave the entire folder everyone full control.
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I didnt coin it, blame arthmoor. :P
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USLEEP = Unofficial Skyrim Legendary Edition Patch UHFP = Unofficial Hearthfire Patch
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SKYRIMLE Insignificant Object Remover (by akkalat85)
hishutup replied to alt3rn1ty's topic in Skyrim LE Mods
Do you think sticking this mod in the patches is a good idea? Maybe people like the little rocks, I know I do. -
Absolutely no water in rivers
hishutup replied to websterhamster's topic in Skyrim Revisited (retired)
Its probably the merge that got messed up. I used to get this a lot when I was using an older version of the script. -
Couldnt you just redirect the mesh to a vanilla one that has the correct directories for the textures that are part of automatic variants? You wouldnt be including any assets other than the edited vanilla mesh and people would need to download the AV package and install it.
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Oblivion and Falllout has this tweak and it didnt do anything noticeable. From the age of the games I dont think they had SSDs in mind but hey, why not see if they actually do anything.
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SKYRIMLE LITTLE THINGS by ramccoid and hishutup
hishutup replied to crystaldragon141's topic in Skyrim LE Mods
Topic already exists here, topic locked. -
Mod merging, how and what to merge.
hishutup replied to JawZ's topic in General Skyrim LE Discussion & Support
Oh, yeah forgot about mods that have an skse .dll those will NOT work a majority of the time. -
Skyrim Revisited Pre-Release Feedback
hishutup replied to Neovalen's topic in Skyrim Revisited (retired)
I recommended it to neo but he just hasnt had the time and also wao needs to go through another rev once COT 5.0 is done -
Mod merging, how and what to merge.
hishutup replied to JawZ's topic in General Skyrim LE Discussion & Support
Ello Tea havent seen you around in awhile... Anyhow, tea is correct. There are a few common issues, if people get the $ garbage then they are missing the translation txt file or it doesnt have the same name as the plugin. The other issue is that the MCM doesnt show, this may be related to that the merge script not generating an SEQ file, unless he recently added that feature. I think mator said the SEQ gives scripts priority on launch or something but dont quote me on that. -
Mod merging, how and what to merge.
hishutup replied to JawZ's topic in General Skyrim LE Discussion & Support
Skyproc's blacklist.txt file for each patcher. -
Mod merging, how and what to merge.
hishutup replied to JawZ's topic in General Skyrim LE Discussion & Support
You can merge just about anything. The only major exception is mods that contain script fragments. There is an issue with merge with some automated patchers because they may rely on the plugin name to apply certain values or what have you, perma is one exception where it is okay to merge. If any mod that is blacklisted in an automated patcher may cause issues if the merged plugin isnt added to the blacklist. If a mod contain nav meshes that do not conflict or are harmless conflicts then the plugin has to be loaded into the CK and then resaved to regen the navi info map, remember you must make all the masters have the ESM flag otherwise everything will break. My personal habits are to not merge large and/or quest mods because they have so many moving parts that something is bound to break or it has script fragments which as I said, do not merge at all *yet*. For any experienced merger out there, take a look at the pre-alpha/ alpha mergeplugins 2.0. -
Merging Cells and Navmeshing Issues
hishutup replied to TechAngel85's question in Creation Kit Support
Toggling Jaggarsfeld to be an ESM while I work in the CK might be the answer I've been looking for as long as this change doesn't require the main mod to stay an ESM in the header...which would require a mod update to Jaggarsfeld...which probably wouldn't happen... I must try this when I get home from work tonight! If you are working on a plugin inside the CK every master must have the ESM flag, if you fail to do so then the CK will not save it as a master and break any reference to the plugin. Just like deleting a master in the CK. -
Mountain Parallax Glitch
hishutup replied to DivineWind's question in Guide Support & Bug Reports (retired)
I think he's talking about the normal sliding textures on rocks which I call texture creep. Its really easy to tell with Moss Rocks but if you dislike it then I think there is a no parallax option for mountains. I tired out a few retextures and they all did it except one but its no longer available. If you search for "skyrim realistic texture overhaul mountains" then you can look at the results. There was one mod called regional snow and ice which may be an interesting replacer.

