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RoboticWater

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Everything posted by RoboticWater

  1. In this case, I think it's just referring to SSEEdit, because there's only one version of xEdit that works for SSE, namely SSEEdit.
  2. Yeah, looking at the vanilla higher difficulty EZs esp, it seems to be more what I'm looking for, thanks.
  3. Is there a way to flatten out the de-leveled enemies a bit more? I like the static levels, but encounters/dungeons seem to have an overly-wide range of enemy levels in them. For example: outside Bleak Falls Barrow, I fought a group of bandits that were all manageable for a level 7, except for a bandit sabrecat that IIRC was around 40. It just seems weird to have just one enemy that's a massive damage sponge/dealer amid an otherwise reasonable challenge. Inside the Barrow (which is labelled as being for levels 30+), the bandits and spiders are easy, but the draugr are all over the place. I assume this is by design to some extent, but again, it seems strange to be fighting a couple level 1 draugr (which crumple like wet tissue paper), some level 13 wights (which seem to have a reasonable health bar), a lot of scourges (which take a lot more hits to kill than I would like), and topping it off with a level 60+ skeleton lord with absurd health. I could turn up damage across the board, so things aren't nearly so spongey, but I feel like just tightening the levels (if that's possible) would be better. It's also annoying how many dungeons near Whiterun are levelled at 40-50+. I like doing dungeons to break up the main quest, but I feel like I have to get through a decent bit it just to have enough levels to explore. And a suggestion, have you considered an elemental arrows mod? You fight undead a lot in the game (and the occasional Dwemer construct), but with KYE, there's not really a ranged non-magic solution for handling them effectively (that I can think of, at least). Frankly, part of the levelling issue is that archery is nerfed for these common enemies. Thanks, I'm otherwise having a blast with this guide! (Seriously, applause for making such a robust and easy to follow guide) Yes, the 'x' in "xEdit" refers to the fact that there are many different versions of the Edit software out there, i.e. TES5Edit, FO4Edit, SSEEdit, etc.. The 'x' is just a catch-all.
  4. I don't usually care for mods like this, but the concept of a "dynamic health limiter" is intriguing. I don't think I'd ever use it, but I wonder if it's cleaner compatibility-wise to apply these kinds of effects at runtime than editing records.
  5. Not to impose, but would it be possible to host the userlist.yaml for the LOOT load order updates? Adding all the rules doesn't take too long, but it is tedious.
  6. Yeah, separate mergable conflict resolution .esps would be sweet, or a step-by-step manual CR guide. Though, I understand making those wouldn't be easy. In the absence of that, usually I'll just make a copy of some .esp (usually the auto-generated bashed patch.esp) and then rename it to whichever master file(s) I'm missing, load the conflict resolution into SSEEdit, check the CR for errors (which it will definitely have because your fake master file doesn't have the entries of the real file), and then delete/fix the entries with errors. It's not ideal because you'll miss any resolutions that don't rely on content on the master file, but it's worked for me before.
  7. Nevermind, it was Preparations. Wish the description actually told you that it affected health regen before I had to start uninstalling things. :/
  8. I've been playing on Story and Sword difficulty and for whatever reason, meditation isn't restoring my health like it used to. I've looked through the descriptions of the most likely offenders, but I couldn't find the mod that's doing this. Does anyone know how to turn meditation regen back on? I don't want to deal with the busywork of buying food and waiting for it to slowly regenerate my health.
  9. To be fair, those with a PS4 would be getting the short end of the stick, as USLEEP won't be coming out on that system IIRC. Not that that's a problem for us, mind you, nor is it particularly new for Bethesda considering how their Playstation releases are often markedly worse than the others, but still lame. It would be cool if Bethesda could integrate a stable version of USLEEP into one of their own updates so everyone could benefit, but something tells me there would be bureaucratic issues with that.
  10. I would assume so. IIRC, the extent of what immersive armors effects is limited to items, keyword names, and some guard dialog references (when they talk about the armor you're wearing). Removing it shouldn't introduce any cascading errors. However, if you want to remove Immersive Armors from the CR, you might not have to rebuild from the ground up. Since the references to IA in the CR are only item references (I think) and not anything crazy, there's a cheap and dirty method that'll take less time. This is at your own risk, but what I normally do in this scenario is get a blank .esp file and rename it Immersive Armors.esp, then open up TES5Edit. Any record in teh CR that is related to IA should now have an error in it, so all you have to do is right click > check for errors, and then for each record it returns you either delete it (if the only difference between the CR and the runner up are the errors, i.e. everything has a green background except for the errors) or delete/replace with the default records the individual errors (if there are other changes in the CR, i.e. non-error records with yellow backgrounds). For safety purposes though, I'd just go from the ground up.
  11. As a quick fix you could always just use the "coc" console command (e.g. "coc Whiterun") to get back to a location in Skyrim, though that might cause some issues with Falskaar's scripts or quest progresssion. MUS, like MLU, might restrict Dwarven crafting until you get the reward from this quest. That all depends on what exactly MUS takes from MLU, but MUS's description indicates that it emulates MLU's crafting, so it's a fair bet that the Dwarven crafting restrictions are one of them. However, if you can make any Dwarven item besides armor and just the greatsword (i.e. you can make the Dwarven dagger or mace), then that's definitely a funky bug.
  12. Maybe my standards for immersion are a bit too strict, but I'm not a big fan of the Armor Progression Overhauls. In theory, I like how it adds some much needed diversity to Skyrim's sets of armor, but the new armors it adds just aren't very coherent with Skyrim's aesthetic. Zzjay's and jmenaru's stuff are pretty good, but rest is a really mixed bag IMO. Unfortunately, I don't know of an alternative to APO, but recently, I've been trying to assemble a number of unique-looking armors and weapons that better fit Skyrim. It dips a bit too far into the skimpy side (and it's only for females as far as I can gather, but that's not different from APO), but The Book of UUNP Iron and Steel Vol 1 Bodyslide actually has a few really well-designed lore-friendly armors. Ideally, I could find more mods like this and Immersive Armors that lean more towards Skyrim's original aesthetic. It's more clothing than armor, but Common Clothes adds a number of new clothing sets (which can often look pretty cool) that get distributed through the leveled lists. I'm combining a bunch of other individual sets as well (I'll also hopefully figure out how to integrate them into the leveled lists for the ones aren't already), but that's not exactly something you can easily add to your modlist. I really wish there were more mods like Immersive Armors. As for weapons though, I'd highly recommend Unique Uniques (and everything else Insanity does). I don't know why it's not standard in every mod list. It's a great looking, lore-friendly replacer mod for many of Skyrim's copy-pasted "unique" weapons. I have many others recommendations, but I don't want to impose too much. Regardless, thanks for all your hard work on your previous guide, and I wish you all the luck for making this new one.
  13. Certainly, TES5Edit can be intimidating at first, especially with that "ARE YOU SURE YOU WANT TO DO THAT???" message. 85% of the battle is just knowing which records you want to modify and what you want to do with them. One thing I forgot to mention though: after you remove all the references to MatureSkin, you'll want to remove it as a master of Conflict Resolution. To do that, all you need to do is load up Conflict Resolution, right click on it in the left pane, and select "clean masters." Then you should be all good to go. I've always avoided Mature Skin myself. The texture is good, but I'm not a huge fan of all the extra complexions it adds. There definitely isn't a lack of alternatives; however, if you like mature skin, I think you can just use the textures without the esp.
  14. If you've already found the records that need to be tweaked, you're basically half way there yourself. Just click on each record in the left pane, (optional: right click on the right pane and click "Hide no conflict rows"; that'll make scrolling through easier), then right click on the root entry of the texture set list (it should be the blank yellow slot just above the list of textures) and click "remove." In fact, correct me if I'm wrong, but I don't think any other mod in SRLE touches those two RACE records, so you can just delete the records from the Conflict Resolution (right click the entry in the left pane and select "remove") and USLEEP will be the winning record.
  15. Doesn't Crash Fixes deal with DefaultHeapInitialAllocMB? I still have DefaultHeapInitialAllocMB set to 768, but I thought UseOSAllocators=1 dealt with that problem. I thought of verifying each profile individually, but the crashing only starts getting bad after a lot of play time. Since no single crash guarantees amod conflict, I wold have to play until I got frequent crashing, so verifying even just two separate profiles is a pretty big time commitment. Not only that, but Skyrim isn't really worth playing for me if it doesn't have a number of mods to spruce it up, so I'd essentially be playing a game I didn't want to play for hours on end to maybe figure out what's going on. My pride has me determined to get my modlist to run, so I'll give it one more go before Skyrim Remaster, but after this, I'll probably just move on. Thanks for the advice though.
  16. I guess it was it was too much to hope for a simple resolution. I deliberately try to keep my textures on the mid end (usually 2k w/ 1k normals) for that reason. However, if that's the issue, maybe the 64bit remaster will give me enough leeway. I'll check out the troubleshooting guide, but I don't know if binary searching will be enough. The binary search method works well when you have a consistent CTD (especially if it's at startup), but my problem is random. If I'm able to play for an hour or so, I don't know if that's because I removed half of my mods or because the stars decided to align in my favor. I also can't test my game from a clean save because the crashing only gets bad after hours of playtime, so I'd have to work off of an existing save. I don't think my game would even load after removing so many mods (especially scrip-intensive ones). I have been making my own patch for all the conflicts that aren't covered by each author's premade patch, though I can never be too sure that I'm patching everything correctly. Merging leveled lists, forwarding USLEEP changes, etc. is straightforward, but if I come across conflicts in AI behavior or navmeshes or complex conflicts that require merging multiple files and end up with no clear winner. I've been conflict resolving for a while now, so I think my intuition is fairly good. However, I have no way of knowing for sure.
  17. So, I've been redoing my mod profile every few months because for whatever reason Skyrim will always end up going unstable. They symptoms are random crashing that increase in frequency as I progress through the game. It starts out crashing once per 1-3hrs, but progresses to once every 5-15min (or up to an hour or so, if I'm very lucky). This leaves me in the unfortunate position where I can't really test my load order. Frequent crashing only starts happening after about 10 hours of play time and I can't just start removing mods from my game in the middle of it and expect that to fix my crashing (quite honestly, I suspect that removing mods in the middle of a playthrough will only make my game less stable). My last few mod lists have consisted of SRLE + SRLE:Extended + Bits of: SRLE:Explorer's, Dovakiin Reborn + some mods I've personally chosen. Admittedly, that's a pretty beefy load order, so there's more than a chance this thing is caused my mod conflicts, but given how random the crashing is (and how far into the game I have to get to cause the constant crashing), I don't know how to diagnose the bad apple(s). However, I've deliberately avoided using too many script mods (I've even taken out a few like Holidays and BFS Effects), so I can't imagine that it's an abundance of scripts jamming things up. I use Tetra ENB, but I've followed the necessary steps in the SRLE guide to ensure that the enblocal is consistent with Neo's. With my beefy computer I don't think it's a VRAM issue, but maybe Windows 10 might be a problem here. I've also tried Crash Fixes v10, and that didn't work for me. I'm currently doing one more reset of my mod list, so I won't be able to provide a load order. Really, all I need to know is if there's any extra limitations imposed by Windows 10 that could be causing this, or is there some other not-too-obvious issue breaking my game? I know about "memory issues," but could merging tons of armor mods, resolving the wrong conflict, filling a chest with too many items, etc. cause random crashing? If there's no advice you guys can provide, then I'll either come back with more info if (probably when) the new profile breaks or I'll just wait until the Skyrim Remaster and see if 64bit does anything for me. tl;dr: Skyrim crashing randomly. Could someone either: a) Confirm that Win10 is an issue b) Provide me a way of diagnosing random crashes, so I can figure this out if it happens again c) Provide a list of potential causes for random crashes.
  18. I hope so. Losing Wyrmstooth was pretty lame. Although, if it turns out the mod is just getting updated, I'd still be pretty annoyed that the author decided to go with "reasons of my own," as the description.
  19. Not sure if this should go here (though I don't know if it deserves its own thread either), but it seems that Dynamic Follower Dialogue - DFD has been hidden by the author for "reasons [of their] own." If anyone knows of any alternatives, I'd appreciate the suggestions.
  20. If you load up all your mods in TES5Edit and load up the merge plugins script (like you did following the SR:LEe guide, just with all mods selected this time), then the script should highlight all the mergable mods in green. Of course, don't go crazy and merge every green mod together (that would more than likely cause a bunch of overwrite problems and such). As I have gleaned from research I conducted myself, it's best to merge mods that are close together in the load order and to avoid modifying mods that are script intensive. Typically, all your weapon mods, armor mods, hair/face mods, etc. will get sorted close together in the load order, so it's pretty easy to merge those to their respective groups. As a rule of thumb, I try to merge the smaller mods first (weapons/armors, small mesh tweaks, etc.) and only merge the bigger stuff if I have to (combat mods, overhauls, city mods, etc.). Other than that, I would read up on how to safely merge files because there's a chance that merging can cause errors and other annoying problems.
  21. I took a look through it but without proper context it ends up looking like a lot of gibberish. I could likely work my way through it with enough time; however, I'd rather work from the ground up than work backwards from someone else's code if I can. Thanks for the advice though.
  22. Hi, I'm working on making my own mod manager similar to Mod Organizer as part of a computer science independent study. I've figured out how all the GUI bits, but I'm having trouble figuring out how to code Mod Organizer's signature virtual file system. At first I thought of creating symlinks with my code, but this guide put me onto the trail of "hooking," and specifically recommended trying EasyHook. While I think can understand the underlying concept of hooking (essentially intercepting signals from the OS and redirecting them for whatever purpose), I don't really know how to make the hook actually redirect files. After a few hours of digging all I've learned is that documentation and examples of this hooking system are scant. My question is: how might I create this on the fly file system or make Windows "pretend" a directory full of mod files is somewhere else. If anyone knows a good resource for this kind of hooking or has better approach to my problem, I'd appreciate the help.
  23. Looks like Perkus Maximus is finally out. Conveniently after Skyrim started to bug out on me. Time to start again I suppose.
  24. Some suggestions: Omegared99 - Gallery of Armor Unique Bows ImsumDave's Stuff theRoadstrokers Rogue Sorceress for Anska (or any other mage adventurer) If you want to use Blood Witch, you could give it to Serana (seems apropos given the name) and give the Raven Witch clothing to [spoiler=Dawnguard Spoiler]her mother . You might also consider giving the Raven Witch to Illia, who would likely be sporting something feathery. Just my thoughts though, feel free to ignore them.
  25. I remember experiencing CDTs after I used the merge script on Realistic Water Two. Even though the patch seemed to work alright (and none of the RWT esps contained any errors), my game would crash after going outside for 5 minutes. I'm not sure if it was because Realistic Water Two didn't want to be merged or that the merge script just doesn't work well with mods that big. Either way, I just stopped using merged patches entirely and my problems stopped (until I added too many mods and broke my game). I'd try running the game without the merge patches and see if that helps at all.
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