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shaunlewis

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shaunlewis last won the day on February 23 2016

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  1. An error, most likely, since we don't install the mod that goes with that patch, found at https://www.nexusmods.com/skyrim/mods/16864/? The other patches in the FNIS app all require some other mod to be installed, the nexus link to which is given next to the patch name. We don't install any of these in either STEP or SRLE. The exception is the Skeleton Arm Fix, which requires, detects automatically and patches either the CHSBHC, XMPS or TBBP skeletons, whichever happens to be installed. We do install XMPS as part of both STEP Extended, and SRLE, so we run that patch.
  2. Just out of interest, does the path in the last line of that log "animations/female" exist in a non-modded install, or is created by FNIS? I dont have access to an install to check. If it doesnt exist in a vanilla install, it might just be a case of needing to create that folder.
  3. I see you are attempting to use the "GENDER Specific Animations" patch, and the error appears to relate to not having an "Animations/male" and "Animations/female" folder in your virtual MO file-system. What mod are using to provide the gender specific animations?
  4. Well, it is possible, but the first thing you should know is that you will find it more difficult to get support from the community, since it is more difficult to diagnose issues with a somewhat unknown configuration compared to a "by the book" install. As far as the actual mechanics of omitting mods from the guide; don't install the relevant mods, don't install patches that require the mods you are omitting as masters, and don't install anything listing the relevant mods as dependencies in the guide. The conflict resolution will be a little trickier - you can either build your own using the guide, but not forwarding changes that reference the omitted mods; or else install the provided conflict resolution patch, install the mods temporary, load your order in Tes5Edit and apply the "Report Masters" script to the CR patch, pointing to each of the esps you wish to remove in turn; and then remove or edit the reported form IDs before using "Clean masters" on the CR patch and saving. Obviously the first option is much simpler, since Neovalen has gone to trouble of documenting each change and its rationale, but I include the second option as this procedure may be necessary when dealing with other patches down the line, if you decide to continue deviating from the guides.
  5. Dusty, To answer the implicit question, when I am installing optional and patches downloaded with a main mod, I almost always chose "merge" when MO asks, rather than install as a separate mod, to avoid my left Mo pane from becoming too unwieldy. There are a few exceptions - the Embers HD addons come to mind (Lava craters, fireplaces etc), mainly because the addons are often updated independently to the main mod and are effectively treated as a mod in its own right. If you have configured Merge Plugins correctly according to the guide, the assets of the merged mod are copied into the new merged plugin. The operative statement in the guide is the bold bit: If there are other plugin files in those mods not included the merge they must be manually copied to the new merged mod. So, for example, with Even Better Quest Objectives, the "BetterQuestObjectives.esp" is not included in the files to merge, so I copy that manually to to the "----- Even Better Quest Objectives Merged" mod, and deactive the source EBQO mod. I can't think of any in the base SRLE off the top of my head, but if there are mods with optional or patch esps that are not including in a merge, you would do the same. I simply right click both mods -> "open in explorer" and copy the ESPs/ESM across. Blick; an alternative to disabling the merged plugins on the right hand pane, if you are set against disabling the the source mods, is to move the ESPs included in the merge from "Available ESPs" to "Optional ESPs" on the "optional esps" tab of the mod information window in MO. This will achieve the same thing without cluttering up your right pane with mods that shouldn't be activated.
  6. Sorry to jump in, but does this imply that one should create a mod from the output of the texgen script and activate it before running the world generator? I know you stated you followed the STEP instructions, but for those of us that follow the SRLE instructions, the guide as written implies that the mods should be created after both textgen and worldsgen have been run. Since the texgen output is saved to a directory outside of the mod organizer overwrite directory, that means the xEdit script wont know where to find those textures on the first occasion it is run, right? Will this cause a problem, or am I misunderstanding something? I admit the whole dynDOLOD process is a bit like voodoo to me (although worth my firstborn - she was never my favorite anyway).
  7. Is there a reason for Civil War Overhaul appearing twice in the integration guide? I suspect this is simply an oversight in the guide, but I thought I better check.
  8. All, I recently upgraded ENB version to 0.305 on my STEP profile, using 'ENBoost' ie; just an enblocal.ini with "UsePatchSpeedhackWithoutGraphics=true". I use "ENB Manager and Changer" to manage my multiple ENB configurations for my different MO Profiles. Since doing so, the built in FPS counter in ENB is giving me 'stupid' values. I have vsync turned on, and ENB is reporting FPS counts of 7000-8000. I have used FRAPS to confirm the correct FPS, which is 55-60FPS, as expected, so I suspect this is a case of the FPS being incorrectly reported. I think this may be a bug introduced in the update, since the FPS is correctly reported if I revert to 0.292; but since I am using ENB Manager and Changer, it is also possible I may have borked my configuration somehow. So, before I go ahead and report this as a bug (Incidentally, I couldn't find anything on the ENB forums) I wondered if anyone knew of any incorrect configuration that might cause these symptoms?
  9. Forgive me if you have covered this before - I couldn't find anything with the search function. Your instructions for installing CACO instruct users to Deactivate the Dangerous diseases plugin from iNeed, if you use that The next mod "Extra CACO Compatibility Patches" contains a patch for iNeed - with or without Moonlight Tales. According to the download patch, both require iNeed to be installed with Dangerous Diseases. Has this been taken care of with your patches, and it is safe not to install dangerous diseases? What is the reasoning behind the instruction not to install it alongside CACO? Thanks for anything you can share on the matter - I'm trying to make an informed decision on whether to include the dangerous diseases ESP with CACO.
  10. Not sure if this is the correct place to report this, but there is a spelling mistake in the STEP Compilation Files.txt. Ruins Cluttler Improved -> Ruins Clutter Improved
  11. This may be a silly question, but how long have you tested it? I had a similar issue with my set-up on hardware I considered semi-decent - everything ran smooth until I turned around quickly, whereupon I would get some stuttering. I also played with my enblocal.ini values before giving up since going up or down didn't provide much of an improvement. I also tried running in border-less window, which I read would help, without improved. I gave up trying to fix it, intending to come back to it once I had done some other tests. Then I realized it had disappeared. After playing with several mod packs, which meant lots of new starts with the alternate start mod, I came to realise I am affected by this stuttering each time I start a new game, the first time I am in an outdoor environment, and it goes away after about 5 minutes. Since I was playing around for a minute or two, then thinking "hmm, that's annoying. Wonder if changing my configuration will help" and quiting to change things, I didn't notice it was only a temporary problem. I suspect one (or several) of my mods is running some sort of one-time initialization script when outdoors (perhaps DynDoLOD?). It is funny it only manifests itself when 'spinning', but I guess that due to the fact the game needs to load in textures in quick succession under load. Forgive me if you experience this stutter constantly, but I thought I should mention it since I fell in to the trap of reading the wiki warnings about 'stutter' and thought I was affected, when what I experienced was normally, I have come to understand.
  12. I tried that - you have to use Boss. It asks you to select the executable, and gives an error and closes without patching if you say No. The error messages says something like "If you wish to run this patcher without using BOSS, please download and use SUM" -- or words to that effect.
  13. I have been able to replicate the issue with a minimal install order. With Arcane Cleanser, USLEEP, SUM and NPCs Protected Redux installed (and nothing else), SUM fails with the same error. It appears to work if you put Arcane Cleanser before NPC Protected Redux in your load order, however. Since the generated patch doesnt appear to touch the NPC records however, I don't see any problem leaving NPCs Protected Redux disabled while you build it rather than playing with your load order - I get the same 6KB patch either way.
  14. I seem to remember having a similar issue when I forgot to uncheck "Run Loot" in the SUM options pane - I remember thinking at the time that the error should more accurately state "X.esp requires master Y to be loaded before it" like xEdit, rather than complain the master is 'missing'. That may have been updated since. This probably isn't your issue, but it is something easily checked, so I though I would mention it. For what its worth, I am running USLEEP + NPCs Protected Redux on my SoT-based profile I am building, plus running ASIS through SUM for the enchant fix (No DSR on this one tho), and don't have an issue.
  15. All, I am trying to improve my skills in making conflict resolution patches ready for when I decide to add my own choice of mod on top of SRLE that isn't covered by a guide or patch. I attempted, therefore, to complete the SR Conflict Resolution patch myself, without referring to the guide. I am now comparing my own work to that of guide, with idea that if it matches, I can be reasonably confident I now know what I am doing. With that in mind, I have a question about an edit I made that was not included in the SR Conflict Resolution guide. I am sure that given my relative inexperience there is a reason for not including it, but I would be grateful if someone could explain the reasoning. It appears to me that the merged Vividian ENB.esp overwrites the new WeatherTypes CoTCloudy _20_VT through to CoTCloud_24_VT in SkyrimClimate and DefaultClimate, so only the vanilla SkyrimCloudy remains. I understand that the ENB is probably optimised for the default Sun and Sun Glare Textures, so the fact that Vividian ENB.esp reverts back to these from the CoT provided textures, but why does it remove the new weather types? Also, why are the chances of weather types of the region records in CoT master set to 100 each? Is this a percentage, in which case how does it work? Or does it indicate the relative chances in which each type will appear, and the author of Vividian chose to make those with chance "2" twice as likely as those with chance "1"?
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