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Everything posted by Solist
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As others have stated, and it cannot be emphasized enough... If you are following the Skyrim Revisited guide, no matter how great your PC is, you absolutely must optimize your textures and half your normals for all major landscape mods. There is simply too much in the guide that your computer/game are going to be doing to not improve your base install by skipping this critical step. In addition to optimizing your landscape textures and large texture packs, you should halve your normals, use 2k textures where available (stay clear of 4k texture packs when installing Skyrim Revisited the first time) and optimize your Automatic Variants textures and halve the normals for all non-large beast races (don't do giants, mammoths, etc.). With the increased popularity and traffic Skyrim Revisited is getting, more and more new users are trying it every day so it's important that you don't go pushing things beyond the Skyrim Revisited guide before you know if your machine works properly with the base guide installed. This makes it easier for us as well to assist you in working through issues if we know you have a similar setup of mods in place. Once you have a full Skyrim Revisited install in place, using just the guide, with properly optimized textures ensure your game works properly; play for a few hours and get into outdoor and interior areas to get a feel for the guide and how it works on your machine. Once you have a baseline of how things are going you can then work to either address issues your having with the community here, or tweak the install by adding or modifying things and testing further. Welcome to the community and don't give up, you have a huge resource of helpful people here to assist!
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Moonlight Tales +1 - great mod. Sent from my iPhone using Tapatalk
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Skyrim Revisited Pre-Release Feedback
Solist replied to Neovalen's topic in Skyrim Revisited (retired)
The more I look at the images section of CNHF and the armors done, the more I am digging it. Some really nice stuff in there and they've done a great job of redoing armors for female models. Will keep an eye on this. The face textures are an interesting upgrade over vanilla...will have to dupe my SR installl and try this whole set out to see how it looks. -
Skryim Revisited, where the dedicated few simply mod their game more than we play it (and love it)!!! :)
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Happy birthday, lawn ornament! Sent from my iPhone using Tapatalk
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Skyrim Revisited Pre-Release Feedback
Solist replied to Neovalen's topic in Skyrim Revisited (retired)
Hmm...does this mean we can also remove the Tsun mods since he's added it to Book of Silence? I'm specifically referring to, Valor Armor - Playable Tsun, CBBE Tsun Female Armor and UNP-UNPB Conversion of CBBE Tsun Female Armor? Or do we still need those because of the UNP body? I am thinking that's the case. We can however remove aMidianBorn Tsun when updating to 1.85, correct? -
I had this happen when I installed the lastest XP32 skeleton. I ended up redoing XP32, DSR, and Immersive Animations. That fixed it, but I am not sure which one since I redid all and then checked the result.Oh, so I reinstalled said mods and manually ensured the XP32 stuff was moved over. While the shield is now properly being stored on my back, my 1H sword (while on my back), the sheathe/unsheathe animations are happening from the left hip. Suggested fix/procedure? Thanks in advance.
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Skyrim Revisited Pre-Release Feedback
Solist replied to Neovalen's topic in Skyrim Revisited (retired)
thanks stat! -
Skyrim Revisited Pre-Release Feedback
Solist replied to Neovalen's topic in Skyrim Revisited (retired)
First time really using Wrye Bash and I had a question about the new bashed patch. I followed the steps and had no issues, just a couple of questions: 1. As mentioned, a few mods were asked to be deactivated during the process and I clicked OK. Post patch those esp's remain deactivated in my ESPs list. Is this intended? Should I delete the ESPs altogether or just leave them in the list not checked? 2. Beyond running Wyre Bash and following the steps in the guide, was there anything else at all to be done in regards to this step? Do we need to do *anything* with tags or absolutely nothing at all? I know Neo/WI have been updating the BOSS masterlist and I see WI's note a few posts up, just wanted to make sure it wasn't a seperate conversation and we indeed do not need to tag anything when using ModOrganizer. Thanks! -
Mod Suggestions for SR - Post in STEP Mods Forum
Solist replied to z929669's topic in Skyrim Revisited (retired)
Fair enough explanation, z. Thanks for the update and looking forward to moving STEP/SR forward together. -
This is from Thursday evening, I updated at home through yesterday's updates but I had to come downtown this morning for the Soldier Field 10mi run and came into the office, but it's 99% of the list. Off to the races~ https://dl.dropboxusercontent.com/u/9536481/modlist.txt
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Skyrim Revisited Pre-Release Feedback
Solist replied to Neovalen's topic in Skyrim Revisited (retired)
Neo - your latest special instruction edit to Glass Armor needs a / after the shield folder. -
Skyrim Revisited Pre-Release Feedback
Solist replied to Neovalen's topic in Skyrim Revisited (retired)
Neo - trying to fix the issue of my shield no longer appearing on my back so I'm reinstalling XP, IA and DSR. Two questions: 1. For Immersive Animations, we haven't before and it's not in the guide but do we need to install the "Sword and Shield Wield" option during the install? Doubt it but saw it and wanted to ask. 2. For DSR - you state "1.6b (Main File + On Back Meshes)". Just to confirm, the On Back Meshes you refer to is the Optional File - "Sword on Back Pack" from May 5th. Right? Thanks! -
Skyrim Revisited Pre-Release Feedback
Solist replied to Neovalen's topic in Skyrim Revisited (retired)
Ahh ok, thanks! Didn't register in the noggin this was simply a Boss Masterlist update negating a bunch of the SR custom BUM rules. Perfect, thanks for the quick reply. -
Skyrim Revisited Pre-Release Feedback
Solist replied to Neovalen's topic in Skyrim Revisited (retired)
Does anyone know what this instruction from last night's update means specifically? Are there items we need to go through our installs and remove? -
Well it depends so much on what you want to merge. For merging the patches you created for SR' date=' all you need to do is override all entries from all of them into one file and then disable the old patches and there won't be any issues. If you want to merge mods with FormIDs etc together you need to do a lot more work though, there is a guide posted here: https://forums.nexusmods.com/index.php?/topic/904953-how-to-merge-multiple-mods-with-multiple-master-files/[/quote'] Vond - in the first scenario of just merging the changes to override all entries into one file - is there a place to review the process for this? I'm still 40esp's from being in danger of this but it would be good to learn how regardless.
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I'm going to imagine this has something to do with DSR and the various animation mods we have gong but I just noticed something for the first time after going back to my sword and shield character. It's setup to the guide as instructed, however my Nord's shield when sheathed disappears completely and the sword is on his hip. The fun bit is I started running and noticed I was standing on something and sure enough once I got on flat ground I found the shield...it's my Nord's new skateboard! Any idea what needs to be tweaked or redone to get the shield properly on his back again? I will note the sword is on his hip and he is properly drawing from the hip (though there is no sheathe, not sure if thats intended or not when it's on his hip).
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Skyrim Revisited Pre-Release Feedback
Solist replied to Neovalen's topic in Skyrim Revisited (retired)
@Neo - from yesterday's addition of Unique Region Names, a small wiki edit: Should be, Select the "000090A4" node. -
And just a general comment, as you're new to Skyrim Revisited. Due to the nature of the updates that are made, near daily, plan on spending a lot of time making edits and installing/uninstalling mods. If you were using STEP prior, this is a huge depature from the installation and maintenance of how the STEP team has set things up. It's just good to know what you're getting yourself into when taking on Neovalen's great work with SR, it's a much more demanding and time-intensive process to keep the game up to date and make the necessary edits. Ultimately, imho it creates the best Skyrim experience there is - and should have been what the devs strived for. Regardless, you will learn a lot about editing and such as you stick with it and get used to going through Neo's varied updates. Hang in there and you can always ask questions, there's a great community here who is always willing to lend a helping hand!
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@Neo/Aiyen/Iroha - for the RealVision ENB, the author states to add this particular entry to your skyrimprefs.ini if you have a quad-core or newer: [Havok] iNumThreads=3 Is this something that should be done for i5/i7 chip users?
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@Hailey - you got it, all set.
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You do when you haven't had a lot of sleep :P thanks :) I don't understand the instruction "drag the two conditions from the hearthfire.esm to the alternate start.esp" because if I do that it stays red and there's only two conditions that I can drag it to ? Unless of course you mean drag the first "condition" to the first slot and the second "condition" to the second slot at the bottom with nothing to the left of it ? Sorry if I'm not making sense... Here is a picture of what I mean just in case you don't understand me https://i42.tinypic.com/sq5khx.png Exactly like your image shows... Click Add twice on the Conditions line, if you scroll down you'll now see (4) conditions listed, the two that were there and two new ones that are populated with a copy of each other, they'll both be marked as "GetWantBlocking" as Neo stated. In any case, you take the (2) entries from Hearthfires.esp (in the 1st and 2nd slots)Â on the left and move them into the 3rd and 4th slots of the other esp.
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Skyrim Revisited Pre-Release Feedback
Solist replied to Neovalen's topic in Skyrim Revisited (retired)
Regardless of if Neo has the time, desire or plans to look at things like you mention stat - I know a few folks here who are SR mainstays have expressed similar in other threads. A lot of what goes in to SR is solely based upon Neo's time and direction which is limited with work, wife, kid, etc. I think this community is rather mature and we all realize there is only so much time in the day. That being said, I'd be happy to take on a category of mods or testing a select few against SR to help - the main roadblock being I need to learn the steps and tools further in analyzing the mod components (scripts, etc) against SR to find conflicts and patch requirements or whatever. If even for my own exploration of mods I find interesting and not a part of SR/STEP. The challenge is finding a guide to tackle in learning to properly use TESVEdit and others in investigation of conflicts. Does a resource like this exist out there? Sent from my iPhone using Tapatalk -
Heck, yeah I think this would be awesome. However, I've always refrained from modding FO3 in the past due to its cludgy nature. Things for TESV seem much easier/cleaner. That being said, now that I know CaBaL has texture packs for FO3 and FONV hot damn do I want to go do new playthroughs!
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@statmonster go one folder up and when you have the textures folder in your explorer window then click "use folder". It'll start there instead of one deeper at "av packages". Sent from my iPhone using Tapatalk