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generalmx

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Everything posted by generalmx

  1. This is probably because you're using the latest version of CaliberX. You can either use an older version or just wait until Mono updates it. To tsc0815: "ListAddForm" is NVSE while "LeveledListAddToForm" is Lutana NVSE, so you'll just need to make sure you have NVSE and that plugin if you are using that script. And speaking of which: a NVSE version of both Millenia's Weapons and CaliberX would be nice, one which uses the NVSE functions as that wouldn't involve save bloat, but that would involve a fair amount of re-coding. I was thinking of trying.
  2. Ah OK, gotcha. Also Weapons.of.the.New.Millenia.Store.LITE.esp included in your download for "Weapons of the New Millenia Rebalanced" requires Millenia's Additional Weapons.esp, not sure if this was intended as this means your merged plugin and the additional weapons are required for your changes to Weapons.of.the.New.Millenia.Store.LITE.esp for the main Weapons of the new Millenia package and not just with the additional weapons. If it wasn't an oversight I suggest noting this on the wiki page. I also noticed one of the downloads says it requires Weapon Animation Replacers, which one would have if following Fear & Loathing in New Vegas, though it should probably be noted. Also it appears there is a missing reference in Millenia's Additional Weapons.esp when used with Caliber 5.x. The original plugins don't have this missing reference. Looking at the scripts it appears your merged version adds a call to "startquest CaliberActivateQuest762R" but that doesn't exist in Caliber 5.x. Note I see you haven't released an update yet for Caliber 5.x so I apologize if you're already aware of this. Again I seriously appreciate the time and effort it took to do this rebalancing. I love rebalancing. I will be releasing a patch shortly on the TTW forum post that you can safely merge into the original.
  3. Thanks for the rebalance! I noticed the weapons really needed it. Unfortunately it seems your edits cause this TTW patch to hang the game on startup because of missing references: https://taleoftwowastelands.com/content/weapons-new-millenia-unified-distrbution I'm going to make my own patch to fix this but I think this is why xEdit does a "delete and disable" instead of just removing the record entirely, so the reference is still there and can just be ignored.
  4. Considering that: - Skyrim: Special Edition is coming out not only for PC but also Xbox One and PS4 - Fallout 4 came out for the same consoles - Both use the Creation Engine and Kit I'm guessing this is mainly Skyrim ported to FO4's updated engine. I wonder why Bethesda doesn't just say that, though? It isn't exactly explained what's so "special" about this edition at all on their official site for it, though Xbox One and PS4 users will of course think it's mighty special and given how beautiful Skyrim CAN look on a more modern console that's reason enough to release this. Just seems like the PC version may or may not be very useful...however, if Skyrim Special Edition shares similar enough of an engine with FO4 then that may make modding between them easier in the few cases that makes sense.
  5. I have narrowed down my intermittent crashes at Camp Searchlight--with some saves always crashing--to Robert's Male Body FNV. I don't have a superb video card atm (Geforce GTX 560 Ti) so I have a rather light setup without any texture overhauls except Robert's and Type 3. You can see my rather mild list here: # This file was automatically generated by Mod Organizer. FalloutNV.esm DeadMoney.esm HonestHearts.esm OldWorldBlues.esm LonesomeRoad.esm GunRunnersArsenal.esm ClassicPack.esm MercenaryPack.esm TribalPack.esm CaravanPack.esm YUP - Base Game + All DLC.esm NVEC BugFixes + NVCE.esm Interior Lighting Overhaul - Core.esm FreesideOpen.esm NVInteriors_Core.esm ELECTRO-CITY - CompletedWorkorders.esm NVInteriors_ComboEdition.esm AWorldOfPain(Preview).esm AWOPDeadMoney.esm NVInt_ARoomWithAView.esm Freeside Open - AWOP.esm Interior Lighting Overhaul - L38PS.esm oHUD.esm ELECTRO-CITY - Highways and Byways.esm YUP - NPC Fixes (Base Game + All DLC).esp Sprint Mod.esp DeadMoneyFemaleTuxedo.esp Armor Replacer Child NPC Fix.esp Interior Lighting Overhaul - Ultimate Edition.esp outsidebets.esp FreesideOpenPatch.esp Uncut Wasteland FSO OB.esp NVEC Reduce CTD.esp HHType3tribalhands.esp ILO - A World of Pain.esp AWOPLowLootMkIIWeaponsArmor.esp AWOPDeadMoneyVendorPatch.esp Hardcore Helper.esp The Mod Configuration Menu.esp PittGalStatsFix.esp Radar.esp AWOPFSOPatch.esp Reload Speed Game Start Fix.esp FPSWeaponWheel.esp JIP Improved Recipe Menu.esp CASM with MCM.esp Ragdolls.esp You take a sip from your trusty Vault 13 canteen.esp Improved Sound FX.esp ImmersivePickupSoundsFNV.esp Improved Sound FX - Merged Major DLCs.esp RaestlozFactionArmorEnhancement.esp athornysituation.esp PortableCampsite.esp awilderwasteland.esp Existence 2.0.esp P0N-3 Radio.esp enclaveradio.esp OldWorldRadio.esp Conelrad 640-1240.esp mapmarkers.esp tmzLODadditions-NVInterriors.esp FNVLODGen.esp tmzLODadditions.esp FNV Realistic Wasteland Lighting - Enhanced.esp Bashed Patch, 0.esp WeightlessAmmo.esp
  6. I think this may also be mod-related as I don't use any texture mods atm other than for characters and I've been using the September Nvidia drivers fine. I also just updated to 373.06 and that's working fine for me too. Note I'm using an older 500-series (GTX 560 Ti).
  7. Depending on costs of shipping in your country, latest-gen AMD Radeons are super-cheap on Ebay right now due mostly to the Bitcoin mining craze: https://www.ebay.com/sch/i.html?LH_BIN=1&_from=R40|R40|R40&_sacat=0&_nkw=amd%20r9%20280&_dcat=27386&rt=nc&_pppn=r1&_mPrRngCbx=1&_udlo=100&_udhi=200 (used AMD Radeon 280X for <$180 USD shipped!) I picked up an AMD R9 290X myself recently for $320 shipped (USD) and couldn't be happier. Of course, there is an inherent risk dealing with Ebay, but Ebay has become fairly consumer-friendly (to the detriment of the small seller), and sometimes you need to just take a little bit of a gamble. Hell, if you have, say a 4GB GTX 760 or 770, I'd say it's a great time to consider selling it for a used R9 290 or 290X (I sold my 4GB GTX 680 for $300 USD). You don't even get asset stuttering? I have Skyrim on a SSD, 16GB of 1866MHz RAM, and 4GB of VRAM, and even I still get occasional asset stuttering (especially with some of the CTD tests).
  8. - Try setting fTreeLoadDistance no higher than 40000 (on High this is 75000.0000). - For the FPS Limiter, don't use 60 FPS if you can't actually sustain 60 FPS --- 30 FPS is a better target for you. Note that you can go higher, but for maximum stutter relief you want it to be a multiple of your refresh rate. - Try making a custom resolution in Nvidia Control Panel (or Custom Resolution Utility by Toasty) that covers your average framerate limit in Skyrim --- if it's 45 FPS, have it be 45Hz. This way you can keep V-Sync enabled.
  9. From my recent research, Skyrim has what's known as the "64Hz bug" where trying to cap it to exactly 60 FPS doesn't really work. Some had have success with lowering the FPS limit below 60, and some have had success with raising it above 60 --- it depends on your monitor. If your monitor can actually do 64Hz, some have said increasing it to 64Hz fixes the microstuttering for them: https://forums.nexusmods.com/index.php?/topic/1965654-skyrim-stuttering-2014/?p=17188104 Also, note the suggestion to try setting fTreeLoadDistance no higher than 40000 (on High this is 75000.0000). If you absolutely cannot live with the microstutter, there's also "iFPSClamp=60" you can place in Skyrim.ini, but beware this can introduce other problems (also detailed in the same thread above).
  10. Skyrim Physics didn't work very well from the get-go, so I can see how adding something like this could easily cause issues. If I were a physics engine scripter and wanted to make a quick and dirty physics engine, I would be inclined to enhance the effect of physics on objects, since otherwise it's likely you wouldn't be able to see the effect --- as ~90% of the effects of physics in the real world are very subtle at best. I would also make it player-biased, so acts by the player have more influence than anything else. But this would also mean that such an engine could be very susceptible to fluctuations in FPS if the physics engine can't effectively act independent of the graphics engine. I wonder if limiting yourself to either 60 or 30 FPS using ENB or Nvidia Inspector AND using "iFPSClamp=60" (or 30) in Skyrim.ini (along with iPresentInterval=1) would fix this particular problem, since what iFPSClamp does is effectively slow down or speed up time if you're missing the target FPS (clamps the main render thread, AFAIK). Of course, this adds all sorts of weird problems of its own; "iFPSClamp" has never been a sure-fire fix.
  11. You need to set the Steam AppID override correctly for the Creation Kit; I totally missed this too first time. From https://wiki.step-project.com/Guide:Mod_Organizer#tab=Third_Party_Programs :
  12. Hmm, while looking for confirmation of this, I actually found ENB saying that "EnableVSync", when set to true, just honours the game's setting: https://enbseries.enbdev.com/forum/viewtopic.php?t=2834 , so I'm not sure if that's still true or why he'd say that if that's not actually the case. I was curious what "iPresentInterval" stands for and was wondering if ENB explained it; now I realize it's probably referring to "PresentationInterval" in D3DPRESENT_PARAMETERS: https://msdn.microsoft.com/en-us/library/windows/desktop/bb172588%28v=vs.85%29.aspx ...which makes me wonder if we can actually set "iPresentInterval" to different values, such as "2" for every 2nd V-BLANK (or perhaps "2" for "D3DPRESENT_LINEAR_CONTENT").
  13. Rightfully so --- I just mean mods which don't (and will probably never) have patches. At the very least, there could be unified documentation of conflicts --- even if it's just "Hey I saw v1.2 Foo conflicts with v1.3 Blah in ~5 places" --- like I've started to document myself in https://forum.step-project.com/topic/5708-forwarding-records-from-dlc-unofficial-patches-a-list/ PS: This does not mean I am not greatly appreciative of your work none-the-less :)
  14. Although it'd surely be a PITA, I'm sure the modding community would love the fixes integrated into the S.T.E.P. patches as separate patches for each mod and mod combination; it may also make updating S.T.E.P. and using different packs easier, too.
  15. Is there any harm in unpacking the vanilla BSAs and leaving them as loose files? I'm running out of space on my main SSD and was hoping I could save a bunch by cleaning Skyrim this way, also letting the official HD DLC overwrite the vanilla textures.
  16. First I want to thank user Neovalen for his comprehensive list of conflicts found here: https://wiki.step-project.com/User:Neovalen/Skyrim_Revisited , which I was linked to by LOOT for DistantDetailHF. I'd also like to thank everyone involved in the thread https://forum.step-project.com/topic/4468-tes5edit-which-record-types-dont-need-conflict-patches/ to make sure I don't keep forwarding stuff like Water Height. Here's my methodology: - Open up TES5Edit through MO. - Select all Skyrim + DLC ESMs, and all Unofficial Patch files (USKP, UKSP for Dawnguard, Dragonborn, Hearthfire). - Select the target mod's ESP. - Once fully loaded, right-click the mod's ESP and go to "Apply Filter for Cleaning". - Manually look for unforwarded references --- these will usually be gray/dark gray in appearance, though they can be orange if it just involves a DLC. It's much easier if you right-click and select "Hide unconflicted rows". - Manually make the change to the mod's ESP by dragging a copy of affected rows from the Unofficial Patches, saving a backup that goes into MO's overwrite folder; same as S.T.E.P., these files go in a new mod "TES5Edit Backups" for future posterity. Commonly conflicted records NOT to forward: - TIFC - Water Height - Max Height Data - Most script data - Most leveled lists For a full list see: https://forum.step-project.com/topic/4468-tes5edit-which-record-types-dont-need-conflict-patches/ I'm actually guessing most of the common fixes (like Location Name and Weather) are either already in the S.T.E.P. Patch, or possibly just should be made into a General Patch that's loaded late. My results so far, in no particular order, from my own mod list: S.T.E.P. v2.29 Mods (already in S.T.E.P. Patches) * DistantDetailHF.esp (Distant Detail Fix v1.0) - See https://wiki.step-project.com/User:Neovalen/Skyrim_Revisited#Distant_Detail_Hearthfire_Edition * SkyrimCoinReplacerRedux.esp (Skyrim Coin Replacer Redux v1.2) - Location Name and Weather, one item's rotation data, and another's item's animation data (See https://wiki.step-project.com/User:Neovalen/Skyrim_Revisited#Skyrim_Coin_Replacer) Non-S.T.E.P. mods in my load order: * Alternate Start - Live Another Live.esp (v2.4.1) - Location Name and Weather, a few other minor records * AV1DragonLords.esp (The Dragon Lords v3 Script Fix) - One record about Shout Powers * Civil War Overhaul.esp (Civil War Overhaul v3.01) - Location Name and Weather (not sure about the "Full Name" records so I left them alone), one barrel's rotation data * Civil War Repairs.esp (Civil War Repairs v1.2) - Location Name and Weather * Clanking Armor.esp (Clanking Armor v1.2) - Some race-specific info and texture info; see https://wiki.step-project.com/User:Neovalen/Skyrim_Revisited#Clanking_Armor * High Level Enemies.esp (High Level Enemies v1.6) - Location Name and Weather, one NPC's AI info (Thief something) * High Level Enemies - SIC.esp (High Level Enemies v1.6 SIC Edition) - Location Name and Weather, one NPC's AI info (Thief something) * JBS_banking_redux.esp (Bank of Skyrim v2.05) - Location Name, rotation data * Morning Fogs.esp (Morning Fogs v1.0) - Location Name and Weather * Populated Lands Roads Paths.esp (ESRO) - Location Name and Weather * Populated Skyrim Prisons Cells (ESRO) - Location Name * Resplendent - The Races Package.esp (Resplendent - Races of Skyrim v1.04) - Lots of texture info for player races (mainly having to do with Vampires) * Sleeping Innkeepers.esp (Sleeping Innkeepers v1.1) - Location Name * Rooster At Dawn v1.0.esp (Rooster at Dawn v1.0) - Location Name * Sneak Tools.esp (Sneak Tools v2.10 Patch) - ? Feel free to post your own, and/or point out if I've made a mistake.
  17. I'd also like to make the suggestion that the guide get clearer instructions on at least Leveled Skyrim vs Deleveled Skyrim, since the introduction of Morrowloot means that if you still want to have Leveled Skyrim, you need to make sure Morrowloot is after all mods with affected leveled lists to make sure they don't re-introduce stuff that Morrowloot takes out; I'm actually not sure how the Bashed Patch wanting to be after Morrowloot affects this.
  18. MO has an older version of LOOT built-in, so as S.T.E.P. has us using the latest LOOT externally, I think we're suppose to just ignore that error (as I've been doing).
  19. Sorry, didn't mean to sound patronizing --- I often give more information than I think is required in case someone else is reading and needs the information.
  20. I was looking at ways I could save space on my 120GB SSD (which is also my system drive) as Skyrim currently takes up a combined ~30GB, such as unpacking and cleaning the official HD DLC, and realized it'd be so much easier if we didn't have to worry about storing every single file from an installed mod --- the separate "Installed" or "VFS" directory would contain only files that will actually be used with the VFS, thus allowing you to either compress the actual "mods" directory (which you may not want to do normally as it adds latency and takes up resources) and/or store it on a different volume, the trade-off being it would increase (even considerably increase) time to do certain actions. This could even go as far as to do BSA extraction, if the user enables it (mainly for the vanilla textures). The directory would only be for the current profile and game, meaning that switching could take a considerable amount of time if you're storing lots of other files on a different HDD. The main problem I see is when dealing with the new "mods" directory having only files unpacked but NOT installed in the current profile --- we could use symlinks, but then changes to filenames wouldn't propagate over.; but perhaps the VFS could be adapted to show the "mods" directory like it is now. I bet there's a simpler way to support all this, so I'm going to try actually implementing something using batch files and stuff like symlinks and see how it goes.
  21. You can configure all the directories in MO, so I'd just do the copy, reconfigure it to the new directory on the SSD, restart MO. Note that the time MO needs to setup the virtual filesystem does add time whether you're on a SSD or HDD, and really the only way you'll be able to get a fully S.T.E.P. Extended setup of the ~200 mods and ~100 plugins starting about as quick as vanilla Skyrim is to start and then quit Skyrim, letting the files then be cached in memory; really though we're only talking about several extra seconds with a modern SSD.
  22. For a guide like this, do you think HiAlgoBOOST is stable enough to recommend: https://www.nexusmods.com/skyrim/mods/15123/? It can be chained with ENB, etc., and is up to version 2.3c now. I'm very interested in the technology myself, for games that don't scale very well with all features (like Skyrim).
  23. So this utility is now on version 2.3c, and as I didn't even know about it until recently, I wanted to bump this thread from 2012 for people's enjoyment (and my immense curiosity on how well it actually works). You may download the utility off of Nexus here: https://www.nexusmods.com/skyrim/mods/15123/? Note that if people's responses in this thread turn you off, they mostly have to do with Optimus users, and Optimus users are rather problematic with Skyrim anyway.
  24. I think you're confusing SATA-III with SATA 3Gb/s --- almost all modern SSDs are SATA-III, which is 6Gb/s; there is no "SATA6" interface. It goes: SATA Revision 1.0 - 1.5Gb/s SATA Revision 2.0 (aka SATA-II) - 3Gb/s SATA Revision 3.0 (aka SATA-III) - 6Gb/s Note: Each revision is fully backwards compatible, so a SATA-II port will work with a SATA-III drive and visa-versa, but not get the full speed of course.
  25. As I'm using Modular Morrowloot Overhaul myself now, I did a quick diff for you guys. Here's Garfink's additions to Automatic Perks.ini from the ASIS Improved INIs: [PERKEXCLUSIONSCONTAINS]......; Start Garfink's recommendations (Modular Morrowloot Overhaul)xxxSNEArcaneAssassinxxxSNETouchOfCalamityxxxMagicSneakxxxLIWKendoxxxMARCoupDeGracexxxMARPowerDrawxxxMARFocus2xxxMARFocus3xxxMARFocus4DualFlurry30DualFlurry50xxxLIWMyrmidonxxxLIWStonefistDisciplexxxLIWWindfistDisciple; End Garfink's recommendations (Modular Morrowloot Overhaul) ...... [PerkModExclusions]......; Start Garfink's recommendations (Modular Morrowloot Overhaul)Requiem.espRequiem - Resources.espReProccer.espSkyRe_Main.espSkyRe_Main_Fix.espSkyRe_Combat.espSkyRe_EncounterZones.espSkyRe_EnemyAI.espSkyRe_EnemyScaling.espSkyRe_EnemyScaling_Fix.espSkyRe_Races.espSkyRe_Races_Fix.espSkyRe_Fixs_Merged.esp; End Garfink's recommendations (Modular Morrowloot Overhaul)And here's the additions to IncreasedSpawns.ini: [NPCExclusions]......;--Begin Garfink's recommendations (Modular Morrowloot Overhaul)dlc2duntempleofmiraakcultist01;--End Garfink's recommendations (Modular Morrowloot Overhaul) ...... [ModExclusions]......;--Begin Garfink's recommendations (Modular Morrowloot Overhaul)Deadly Dragons.esp;--End Garfink's recommendations (Modular Morrowloot Overhaul)All other entries are in the latest version of ASIS Improved INIs. Note: The "..." means "there's other text here".
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