shaunlewis
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Everything posted by shaunlewis
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I am almost at the end of a marathon SRLE and SRLE Extended install - firstly, I have to say, excellent work. I am however, experiencing a problem right at the end while running LOOT. I have set up the LOOT meta rule to load SRLE Extended Conflict Resolution after SR Conflict Resolution. The conflict patches are in the correct order on the left hand pane. However, LOOT still insists on sorting the SRLE Extended patch directly before the SR Conflict patch. I have attempted manually sorting, locking the load order of these two patches in MO and rerunning LOOT, and also loading everything in TES5Edit and sorting the masters on these patches - but LOOT still won't sort them the correct way round. The only way Ive managed to get this sorted correctly is to use the in built LOOT by pressing the "sort" button in MO rather than starting LOOT via the MO executables list - but I realise this inbuilt version isn't updated or supported and may not order the rest of my load order correctly. I'm unsure if having these conflict resolution patches inverted will actually cause any major issues in-game, but I worry that this is a symptom of something more serious that has gone wrong with my install. Does anyone have ideas of anything I may have missed to cause LOOT to refuse to order these patches correctly, despite the Meta Rule (I've checked the spelling several times)? Everything else appears to have ordered correctly. Thanks in advance for any advice you can give.
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I'm sure its not this, but just in case, if you don't have a legit copy of skyrim running through steam, the SKSE memory patch won't work correctly no matter what your settings in SKSE.ini are. If you are running a legit copy, you can check your memory blocks log to see if everything else is correct. I had ILS problems until I checked that, realised the SKSE memory patch was not active, then realised I had the path to SKSE.ini wrong!
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Skyrim Revisited Pre-Release Feedback
shaunlewis replied to Neovalen's topic in Skyrim Revisited (retired)
If you normally install everything to default locations, see if you java is installed in "Program Files (x86)" rather than "Program Files". If in any doubt, you can head over to here and redownload, making sure you select "Windows X86" rather than "x64". Once installed, remember you will need to change the arguments of your SUM shortcut in MO to point to the 32-bit version. -
Skyrim Revisited Pre-Release Feedback
shaunlewis replied to Neovalen's topic in Skyrim Revisited (retired)
triptonite; if you gone through the readme you probably already checked this, but are you 100% sure you downloaded the 32-bit version of java when you updated, and the arguments to SUM in MO are referencing the "Program files(x86)" version of javaw.exe? (assuming you installed to default location) -
Skyrim Revisited Pre-Release Feedback
shaunlewis replied to Neovalen's topic in Skyrim Revisited (retired)
Thorgal; No I am afraid that still doesn't look right to me. To be honest, however, it probably doesn't matter if some REGS or UI mods end up mixed in since they don't touch the stuff covered by Perma, but to be safe, I think we ought follow the instructions of the mod authors precisely. Once you have ordered the important esps manually according to this thread, make sure you you have highlighted the mods from GDO to PerkusMaximus_warrior.esp (or the apocalypse magic, if you have this installed) together and right click > lock mod order. Do the same for your bottom mods from Alternate start onwards. The perkus esps should be near the top of your load order. When you run loot, some mods did still interwine with my locked mods, so unlock them, move the mods that ended up inside and move them below or above the last previously locked mod, preserving the order. Then lock them again. You should end up with two contiguous blocks of locked mods; one just under your ESMs, and one at the very bottom. Also, make sure that you untick 'run loot' when you run SUM, or it will mess it up again, despite the MO lock. LOOT should only be ordering the 'Any other ESPs' (which in our case is quite a lot!). If, of course, you have now finished your set up and is working, I would leave as is. If you need any more help with this, I think we ought go back to posting in the other thread, since I gather this one is for SRLE installs without additional mods and it would be useful to gather up all the PERMA install related issues together. -
T3nd0's Perkus Maximus with SR:LE
shaunlewis replied to Exurim's topic in Skyrim Revisited (retired)
Make sure you have the 32-bit version of java, not then 64-bit, and edit the MO launcher to ensure the path to javaw.exe is the one in Program Files (x86) rather than Program files, if you installed to default locations. Then, if you are running it through SUM, set the memory to 1024 in the SUM options (don't be tempted to put it higher, even if you have plenty of RAM) Else, edit the Patchus Maximus shortcut in MO to start in the 32-bit java, as above, and change the arguments -Xmx1024m -jar "C:\Games\Skyrim\Mod Organizer\mods\Perkus Maximus - Maximum Perk Overhaul\SkyProc Patchers\T3nd0_PatchusMaximus\PatchusMaximus.jar" "-NOSTREAM", changing the path to wherever MO is installed, of course. -
Skyrim Revisited Pre-Release Feedback
shaunlewis replied to Neovalen's topic in Skyrim Revisited (retired)
Thorgal, your load order doesn't appear to meet the suggestions of the author of PCaPP. I posted in the PERMA thread my suggested load order (I am also running SRLE + REGS + PERMA + a few others which end up being ordered by LOOT anyway) before I saw this post, so you, and any others struggling might refer to that. The main point to take away is don't expect LOOT, as it currently stands, to do a proper job with PerMa without some manual help. -
T3nd0's Perkus Maximus with SR:LE
shaunlewis replied to Exurim's topic in Skyrim Revisited (retired)
After my ESMs, in my case the last one is ETaC - Resources.esm, but its basically those bolded by MO, I have in this order; GDO, WAFR, CCF, IA, aMidianBorn_ContentAddon, CCOR, then the Perkus ESPs ( I also run apocalypse, which comes next). I lock that order in MO, as well as locking the bottom few mods from Alternate Start downwards, which includes ELE, the conflict resolution patches, the PCaPP patches and the dynamic patches once generated. I then run LOOT and let it order all other mods in the middle of those two locked regions, which LOOT currently would otherwise order in a strange way that is obviously wrong. I also wouldn't bother making the TES5edit merged patch for the reasons in my last post. This seems to work well, although I have limited ingame play. EDIT: I notice the OPs load order (which you can see using the modwatch link) has rather a few additional SRLE mods in between, which I am not sure I agree with. Since none of them appear to touch the stuff covered by PerkMa, if probably doesn't matter. -
T3nd0's Perkus Maximus with SR:LE
shaunlewis replied to Exurim's topic in Skyrim Revisited (retired)
I have a feeling Raulfin did not expect most installers of Perma to have a manual created compatibility patch which deals with all the minor compatibility problems in the SRLE setup. I concur with Pretendevor. I shall explain in slightly more detail; the unofficial patches makes a few changes to the materials of armor and weapons, to fix some obvious bugs. WAF and CCF come along and change those materials in order to do what it needs to do. When you run the merge patch process, you end up with a patch at the end of the process that has both the original material, and the WAF or CCF one. This means trouble for CCOR, which uses the material to do some of its work and I suspect expects the vanilla materials to be replaced (hence the reason the CCOR Nexus mod page strongly recommends WAF to be installed). While I did find a few records that fixed minor conflicts irrc they were all for mods I had installed on top of SRLE, not base SRLE mods, which are all covered by the SR conflict resolution guide. There is nothing special about the Patchus Maximus process that requires it to be aware of both materials, and as such the tes5mergepatch is certainly not required. If you know what you are doing, and have installed mods on top of SRLE, then creating the merged patch will assist in finding minor conflicts but you will need to manually delete a lot of records, in addition to the level lists, in order to make it work as intended. TL;DR: If you blindly follow the instructions as given, you will certainly lose at least some functionality of CCOR, and possibly other mods, for zero benefit. -
pack A Real Explorer's Guide to Skyrim
shaunlewis replied to CJ2311's topic in Step Skyrim LE Packs (retired)
Heads up for those following the SR:LE compatibility guide. The RS Children patch for ETaChas not been updated for ETaC 13 and will not merge, and Skyrim will not load with the old patch in your load order. Instructions for manually editing the patch for compatibility with ETaC 13 can be found on the RS Children Patches Nexus Forum, page 20: https://forums.nexusmods.com/index.php?/topic/1881200-rs-children-patches/page-20 -
Skyrim Revisited Pre-Release Feedback
shaunlewis replied to Neovalen's topic in Skyrim Revisited (retired)
Hi, First of all, I have to thank Neovalen for the all the hard work - I had been following the guide and using it to help inform a few changes to my performance STEP:CORE install, but my hardware was never able to cope with a full SR:LE install. I upgraded my hardware this week, and I finally get to see the difference - and what a difference it is! I come with a question, and a warning. First the warning, for those going through the guide for the first time; pay close attention to the order of the mods when doing the merge. I did the merging of RWT at 3am, and I didn't notice I had inverted the order of the two Falksaar and WT patches in MO. It resulted in river wood being flooded with icebergs, and took me an hour or so to track down! Next the question: The guide instructs the installation of the Hearthfire support optional for Live Another Life, but the download page states that "Hearthfire Multiple Adoptions" is required for this, but its not included in the guide. I went ahead and installed the multiple adoption mod anyway, just under Alternate Start, and I don't seem to have any problems (not really tested it yet, however!). I was just wondering if that was the right thing to do, or if the guide omits this mod for a reason? Thanks again, Shaun -
pack A Real Explorer's Guide to Skyrim
shaunlewis replied to CJ2311's topic in Step Skyrim LE Packs (retired)
Am I right in assuming with the new REGS version we should no longer install the "Inns and Taverns" patch for ETaC as instructed in the SR:LE Compatibility Guide? EDIT: Also, the ETaC Dragon Bridge South should be safe to install now, too, right? -
pack Dreadflopps Modular patches
shaunlewis replied to dreadflopp's topic in Step Skyrim LE Packs (retired)
My Mod Organizer tells me Skyre_main is provided by "Skyre Main - Morrowloot support", which I assume is one of garfinks replacement .esp patches. If you don't have this, that might be the cause of your Reproccer woes. i also ran reproccer after ASIS and NPC Enchantment Fix, but loot correctly sorted qotsafans patch to the last position in my load order, which with my mean and lean set up I believe is the correct location for it. I admit I haven't been as diligent as you and haven't opened the esp's in TesVEdit to check what is going on, so I might be wrong. Something else to note is that Wyre Bash offers to merge some of the patches used by the reproccer, but if you do so, since Bashed Patch, 0.esp is in the blocklist you won't see the benefit. Since I am not in danger of hitting the esp limit at the moment (I am running a stripped down REGs on top of a minimal SR:LE install, although I have what I consider to be a full 'canonical' SkyRE MMO, expect I am testing SkyRe combat in place of Duel) I chose not to merge any mods. With regards to IA and IW, I have a feeling they are pretty much compulsory (or at least, I think IA is, is there IA UU Amidian option?). Is there a reason you would prefer not to use it? -
pack Dreadflopps Modular patches
shaunlewis replied to dreadflopp's topic in Step Skyrim LE Packs (retired)
Since It's easy to miss, I thought I should point out if you have Thunderchild, you should not install the EA dawnguard patch. ^^ Edit: He beat me to it.. -
pack Dreadflopps Modular patches
shaunlewis replied to dreadflopp's topic in Step Skyrim LE Packs (retired)
Garfink will have to confirm if you want the full 'canonical' version, but I have from your list all the ones you marked, plus Aurora and Enchanting Awakened. I went for the no-scripts version of Apocalypse, because until my upgrade, my poor rig needs all the help it can get. I've run into no problems. Hope that helps. -
pack Dreadflopps Modular patches
shaunlewis replied to dreadflopp's topic in Step Skyrim LE Packs (retired)
Since I'm procrastinating, I had a quick download and look at SPERG for you. If you have a look at perktrees.html inside the SPERG > Readme directory, you find find a list of the automatically awarded perks and the levels they are given. If you want to get yourself close to what you might be if you had played from the start, try going trough the list and adding these perks according to level you are at (you should have the first perk in every tree), and then give yourself 28 (or even 29, since I'm not sure how the engine will handle the ~4/5ths of perk point you have in the background at level 45, you probably lost it) of your choice on top. For example, rather than giving you an extra 4 perk points to spent on what you like with one handed at 103, you would have been awarded: Armsman (Novice), Training (Apprentice) Parry (Adept), Mobility (Expert) Riposte (Master) before you factor in your own choice of perks. If you use somewhere near 74 perks total, you know you have done it right. -
I'm unsure how to install the mods when they are optimized.
shaunlewis replied to Halde's question in DDSopt Support
What I do to create a mod for installation in Mod Organizer is to add the files to a .7z file, which is a simple case of right clicking the directory, 7-zip -> Add to "x.7z", and then right-click the left pane in MO -> install mod. And yes, provided you have included all the other files like the esp in the directory before you zipped it, you can replace the previous, un-optimized one. If you have ticked the optimized textures in the left pane in MO, your work is done. Just be sure you have added the optimized textures to a subfolder of the 'mods' directory (I call mine "Vanilla Optimized Textures", "DG Optimized Textures", etc) so as not to completely clutter your MO list ;) The un-optimized vanilla textures are stored in .bsa files in the Data directory, and loose files from activated MO mods automatically 'win'. Just make sure they are kept at the top of left-hand pane, so they don't overwrite the conflicting graphics textures you want to replace some of these vanilla textures later on. -
pack Dreadflopps Modular patches
shaunlewis replied to dreadflopp's topic in Step Skyrim LE Packs (retired)
I don't use SPERG, rather SkyRe, so I can't help you with balance settings, but you can adjust the number of perk points you have to spend with SkyTweak, under 'Misc' IIRC. With PerksAtLevelUp is set to 2=2, 3=0.625, you should have (level-2)*0.625+2 perk points, so perhaps use SkyTweak to set it to 28 and go from there? IIRC tho, I think SPERG gives you certain bonus perks to skill trees at 25, 50, 75 and 100 in each skill, and perhaps the additional perks points you are seeing are due to these being reset as well? I'm guessing SPERG, like most perk mods, is designed to be played with a new character in mind. You will probably need to play with the number of perks (and the selected perks themselves) over the next few hours to get a feel as how they play compared to your old perk system and balance accordingly. I'm pretty sure the reason the PerksAtLevelUp is set to award less perks than vanilla is because either the SPERG perks are more powerful, or to compensate for the automatic perks if I'm right about that, or both, so bear than it mind. -
pack Dreadflopps Modular patches
shaunlewis replied to dreadflopp's topic in Step Skyrim LE Packs (retired)
@Garfink, May I ask if you are still using the ASIS AI? The guide says only to have Spawns, Perks, Spells and Potions, but I am sure I remember you saying in an earlier post that you the ASIS AI. It was sometime ago, so I wanted to check if that advice was still valid, and the ASIS settings in the guide are for one of the other versions of MMO, or if you were now balancing GSRP with the ASIS AI off? -
pack Dreadflopps Modular patches
shaunlewis replied to dreadflopp's topic in Step Skyrim LE Packs (retired)
I notice with the new layout the Loot rules for Morrowloot read "LOOT Rules: You Hunger.esp (DELEV)" Is this a mistake? -
pack Dreadflopps Modular patches
shaunlewis replied to dreadflopp's topic in Step Skyrim LE Packs (retired)
Wipeout: Can you confirm you have followed the special instructions under "AMidianBorn Book of Silence"? You should have an aMidianBorn_ContentAddon.esp - if you are using the delevelled instruction, this should be a merged esp of the orginal and the patch, renamed to aMidianBorn_ContentAddon.esp once built. If you are building a levelled world, then I'm not 100% sure (perhaps someone more knowledgeable than me can confirm) but I guess you should ignore the entirety of the instructions here, including the instruction to delete the aMidianBorn_ContentAddon.esp and use it intact. -
pack Dreadflopps Modular patches
shaunlewis replied to dreadflopp's topic in Step Skyrim LE Packs (retired)
I can confirm that, for some reason, ASIS does add Wyrmstooth as a master with your ini, even if it is not in your load order (or even installed!). You are correct, however, that it is easy to fix. phryxolydian: if you comment out all references to anything with the prefix 'WT' in increasedspawns.ini (with a preceding semi-colon, iirc) that fixed the issue for me, and also prevents the warning you posted.

