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Posts
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Everything posted by Kal
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This is what I see: Obviously the entry is already fixed in my file, but you can see the node is there. The only thing I can think to suggest is that you verify you have the correct version of SkyTEST, but if that isn't it then I'm afraid I'm stumped.
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Update TES5Edit to at least 3.0.29.
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I think you ran out of steam part way through doing the patches for The Wilds :) 101Bugs patch is missing part of the instructions, should mention that that iMaxCritterCount property is on the Activator -> 000A914E node. There's also a typo in the word iMaxCritterCount, missing the first "r". Get some sleep! :)
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SFO needs the optional "2048 LODs for v179e" adding, or you will eventually get infinite load screens trying to fast travel out of or exit Markarth.
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Isn't this one something like an accidentally deleted data/interface/Translate_ENGLISH.txt from the vanilla Skyrim folder? It's easily done by mistake when "clearing out" old installations. Steam's check for missing/corrupt files should fix it for you.
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wanted Installing ASIS and SkyRe with some additional stuff
Kal replied to Iroha's topic in Skyrim Revisited (retired)
Ugh, my brain buffer overran. I downloaded the wrong build (the one that doesn't mention MO). My mistake, don't mind me, nothing to see here, these aren't the droids you're looking for, move along.... -
wanted Installing ASIS and SkyRe with some additional stuff
Kal replied to Iroha's topic in Skyrim Revisited (retired)
qotsafan's patches have been updated, and the optionals are numbered differently again. -
How difficult would it be to switch in an underslung/belt mounted quiver animation? I use archery quite a bit, and the quiver clipping with the backpacks from Frostfall is nasty.
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Mod Suggestions for SR - Post in STEP Mods Forum
Kal replied to z929669's topic in Skyrim Revisited (retired)
Brilliant recommendation. I just took at look at ESF: The Companion's Guild; it's about time someone did the Companions right. -
SKYRIMLE ULTIMATE LUSH OVERHAUL (by SkyrimENB-Hritik vaishnav)
Kal replied to Neovalen's topic in Skyrim LE Mods
RealVision works fine with Predator vision, you just have to uncomment "//#define APPLYGAMECOLORCORRECTION" in enbeffect.fx. He mentions this in his FAQ, but it's buried at the bottom of the page, so almost everyone misses it (comes up in the comments a lot.) -
Mod Suggestions for SR - Post in STEP Mods Forum
Kal replied to z929669's topic in Skyrim Revisited (retired)
I'm a bit surprised that we haven't seen Magic Duel - Reborn making it's comeback yet. Are you undecided about adding it or have you just not had time to look at the new version yet? -
Or try and keep pace with the updates and play, and deal with any resulting instability as the cost of being on the bleeding edge! ;)
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[snip] I wonder if it would violate Nexus's terms of use? No idea. In short, yes, without a lot of extra work on an ongoing basis for Neovalen. Most of the compatibility patches are created by copying records from a mod into the patch, then modifying that (usually with values from another mod.) This means the patch files you create all contain "code" belonging to the original mod's author. It's absolutely fine to do that if you just keep those files for your own use, but before you could (legally) upload them, you'd have to get permission to redistribute from the mod author. Repeat that for every mod where you need to create a patch, add to the mix the fact that people can sometimes be difficult to get hold of, and that some mod authors may simply not want any kind of 3rd party redistribution, and it quickly becomes impossible to keep up-to-date fast enough to stay in synch with the guide itself.  On top of all that, it would mean a lot of dull and stressful work for Neovalen: not modding or even playing Skyrim, nor working on his own mods, but instead hunting down mod authors, writing emails, tracking permissions, maybe getting it all together for the Nexus, etc etc. Deathly, deathly dull work. I hope Neo doesn't mind me putting words in his mouth, but the bottom line is that this is never going to happen.
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You've got an orphaned mention of Brevi_MoonlightTales.esp in the USKP patch instructions for Werewolf Mastery. :)
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Mod Suggestions for SR - Post in STEP Mods Forum
Kal replied to z929669's topic in Skyrim Revisited (retired)
How about MadCat221's Dragonborn Ascendant? It's a shout overhaul, seems interesting on paper and MadCat is a well-known modder. -
Mod Suggestions for SR - Post in STEP Mods Forum
Kal replied to z929669's topic in Skyrim Revisited (retired)
I really like Unread Books Glow which places a configurable glow on unread books. It makes it simple to spot any books you haven't yet read whenever you come across them in the world, trivial to pick out any quest or skill books, and once you've read them the glow disappears, so any displays you have aren't affected.  It's turned me into some sort of bizarre scholar-thief, breaking into people's houses just to read their books. -
Mod Suggestions for SR - Post in STEP Mods Forum
Kal replied to z929669's topic in Skyrim Revisited (retired)
Filled Pots (script adds cooked food items to the openable pots at cooking fires) and Dynamic Things (makes more objects in the world containers with appropriate contents, for example wood piles become openable to collect firewood/deadwood) are both very nice for survival/immersion-type gameplay. -
Just wanted to give you a heads up, PCG4m3r, your mod (current version 1.0 from the Nexus, filesize 20,048 bytes, modified date ‎20 ‎March ‎2013, â€â€Ž04:22:20) shows as having 25 ITM dirty edits in TESVEdit. I downloaded the 2048 version and haven't checked the others, but I assume it's the same .esp in each. Â
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I've been giving RealVisionENB by SkyrimTuner a go. It's based on 0157 and is designed to be used with CoT 3.1 and RLO. It's all very subjective of course, but it's the nicest one I've tried so far. I found Phinix a bit washed out, especially interiors which seemed really bright to me.
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I did try the save/quit-to-menu/reload, that's been a useful trick in every Gamebryo game I can remember, but it didn't help me this time sadly. Â Disabling Alt Start seems to have done the trick though! I don't know what to make of that. I haven't done any further DDSOpting beyond the baseline in SR, so just Vanilla + the DLC. Are people generally processing the big texture addons as well, then? Or are you literally processing all your textures?
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On the off-chance someone has come across this themselves (and to save me having to disable everything from SR and troubleshoot it one mod at a time, urgh) - I'm getting a consistent crash if I select the standard Helgen start. It happens without fail at the point where you meet Hadvar, after Alduin attacks - immediately after Hadvar's dialogue, "That a boy" and just before "So you're still alive prisoner?" it CTDs. I'm using strict SR as it stands this morning (after the recent updates to the unofficial patches, adding the new aMidian and Apachii hair.) Any chance this rings a bell with anyone?
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Another (very minor!) typo for you. (I'm working through the guide, so I'm noticing these as I go along - hope you don't mind!) In Roosters At Dawn, in the "changes from DLCs" edit, should read: for consistency with the rest of the guide. EDIT: One more small one, a single-character typo. In Realistic Needs & Diseases, the very last edit before you move on to the BOSS Userlist edit, should read:
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Typo in instructions for Higher Poly Skyrim: Meshes/clutter/winebottle/winebottle01a.nif should be: Meshes/clutter/wine/winebottle01a.nif ...or just the entire Meshes/clutter/wine folder as there's nothing else in there. Thanks again for a brilliant guide Neovalen, like I said before I just couldn't afford the time to have a fully modded Skyrim if not for your guide. I really appreciate the time and effort you've put into both the guide itself and your curation of the list of mods. Cheers!
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Well, the problem would be with Bring Out Your Dead, not Realistic Rooms, as the script in question is BOYD's.  I've just checked and I'm using BOYD v1.1.4, downloaded yesterday and edited as per Neo's instructions to bring over UOP changes, and Realistic Room Rental Enhanced + the Dragonborn patch, v1.5 and downloaded about an hour ago. For the sake of thoroughness I have just done it over, starting with redownloading both mods, re-editing BOYD for the UOP changes, and then opening both BOYD and RR in TES5Edit to do this last bit, and unfortunately I am seeing exactly the same result. The files I am downloading are Bring Out Your Dead-14178-1-1-4.7z (288,457 bytes) and RealisticRoomRental-Enhanced-25029-1-5.7z (3,106,016 bytes). After the initial editing from it's own entry, my Bring Out Your Dead.esp is 193,696 bytes long. EUREKA! I did have the wrong version of something - TES5Edit itself! I was still on 3.0.26; you need 3.0.28 or you can't see these script entries at all. I didn't even know it had been updated. Sheesh. Thanks for your time justjr, you forced me to start checking the versions of every damn thing I was using, and that was how I found it.

