Jump to content

Muladhara86

Citizen
  • Posts

    113
  • Joined

  • Last visited

Everything posted by Muladhara86

  1. I'd wait on updating to the new CWI during a functional playthrough; I found a couple of holes in the map pretty easily and CTD'd during a climactic battle in the new dungeon.
  2. Imm. College of Winterhold v2.5 is up. Large expansion to the Midden with ruins and quest - available after completing the College Quest-Line and Dragon Rising from the main quest-line. Compatibility with ETAC and Bring Out Your Dead navmeshes. Fixed AMQ freezing bug. Transparent windows with skies and objects visible from the inside. Returned Sanctuary and Lustratorium to interior cells (you can use the MCM menu to reach the old Sanctuary if you left anything). Improved interior and exterior performance with occlusion planes. New area in Subterrarium to practice wards (configure settings in the MCM menu). Lighting improvements in most cells. Replaced all teleportation orbs. Implemented changes suggested in the comments.
  3. Should I sort the masters of all mods that show up w/ the orange background in Wrye Bash?
  4. I see, I see. I added Wyrmstooth, and the .esm was misplacing the Lanterns of Skyrim.esm and the Cutting Room Floor.esp To get those masters to order properly with any additional .esm files intalled, would I then have to order the LoS and CRF files before any additional esms? Can I even load an esp before an esm?
  5. I've been using the STEP: Core patch out-of-the-box, and I noticed that TES5Edit is showing errors in the .esp
  6. I have profiles for STEP: Core, SR:LE, and CORE+SRLE. They all work great. I had to be a selective about which mods from CORE I wanted to include. They fall into 3 different categories: No Conflicts, No ESPs ESPs, No Overwritten Files w/ SRLE No ESPs, Unintentionally Overriden by SRLE Files This list isn't complete. I didn't install a lot of SRLE cosmetic mods and stuck with XCE & XCE DG. There are a few others I didn't install. With all the interest in being able to install SRLE over a CORE setup, it might be helpful to know why these mods weren't included.
  7. Seems like this may not be the best time to reinstall REGS, with JK releasing mods to compete with ETaC at record speed. Has the ETaC overhaul been completed yet, or is missjennabee still working things out there?
  8. Ugh. . . ignore my earlier post. I'm still getting ILS' leaving Markarth, though inconsistently now, and I'm also getting CTD's/ILS' in numerous places trying to load new cells. This is using JUST the STEP/REGS mods, w/o texture enhancers, and using a completely vanilla save. I've even waited a month in an unused cell after loading the mods before testing. I'm just so exasperated with this stuff. I desperately want to play Skyrim, but these past few months of failure have really turned me off. I tried to move on to the Fallouts, but for some reason they run even worse than a modded Skyrim (no crashes, but choppy as heck). I'm just going to give up until I get a new rig. Being disabled and on a fixed income, that'll probably be a long time from now. Farewell STEP; I wish I could've been as helpful to you as you have been to me.
  9. Maybe the ENB guide for NV should be linked in the next version of the FLiNV guide. Maybe an explanation of possible arguments used in MO as well.
  10. Should I use the wrapper version of ENB?
  11. And I'm using vanilla textures everywhere, so I don't think anything is at or higher than 1k. I don't use ENB; I heard that it's not to be used in conjuction with the FNV4GB Loader.
  12. Well the rest of those problems I've resolved through other conflict resolution measures; this change only helped me get back out into the Skyrim worldspace after much travelling and loading.
  13. I recently set up a FLiNV profile, w/o any texture mods. I was getting about ~24-29fps outside, dropping to ~12 whenever I look towards the (sun? center of the map? will nail down later). I've been getting better with a heavily modded Skyrim (~40-45fps). Disabling Nevada Skies seems to have cleared up the frame rate drop and while it's not exactly stuttering, the framerate is still sluggish and makes gunplay rely heavily on bullet time/VATS.
  14. I don't want to upgrade my RAM 'till I'm ready to do the CPU/MoBo as well; otherwise I'll have to get specialty RAM that won't be compatible w/ the future build. I changed ExpandSystemMemoryX64 to true, AutodetectVideoMemorySize to false, and changed to Kuldebar's ReservedMemorySizeMb and VideoMemorySizeMb values. I was finally able to exceed the stress test parameters I'd laid out for myself. I have a vanilla save at the Guardian Stones, just after Helgen. I turn on god mode, set my speed high, and make towards Riverwood. I'd go in & out of Ogmund's (had crashes outside b4), Riverwood Trader (an ELFX patch has disabled ELFX lighting there), and The Sleeping Giant Inn (had ILS' leaving inns b4). From there I run up along Lake Ilinalta and loop around Falkreath before coming west through the town. I'd catch a ride (had ILS' travelling b4) to Markarth, enter the city and do a lap of it before leaving. Even w/ a strictly STEP/REGS profile, I would always ILS leaving Markarth. This afternoon I was able to and much more (Solitude, Whiterun/Dragonsreach, zooming 'round w/ TCL). I only had time for one test, but ENBoost seemed to make a difference for me that time.
  15. I'm confused; what should I try setting my ReservedMemorySizeMb= and VideoMemorySizeMb= values to? Kuldebar and keithinhanoi also have ATI cards w/ 1GB VRAM like me though I only have 4GB RAM. Should I mirror Kuldebar's settings then?
  16. TES5Edit shows that Ogmund's Tomb has navmesh conflicts with ETaC. I don't see any mention of this in the thread.
  17. Should it not be? I'm installing STEP Extended, and I thought that was slated to become a pack.
  18. Alright. I'll use this post of yours as a guide. Thank you.
  19. I was looking to integrate Slightly Reduced NPC Greetings, Realistic Ragdolls & Force, the AOS patches, and the EBQO patches, though I may wait on EBQO until it's updated (WilliamImm recently posted plans to update).
  20. The pre-fabricated STEP patch(es); the one(s) linked in the STEP 2.2.9 guide.
  21. Hmm. That's not something I know how to do. Can I just use the prefab patch, then "remove" all references to mods I don't use and take them out of the file header as masters? I mean, they're all documented in the changelog, so it shouldn't be hard to find them.
  22. Has anyone played around with the new ELFX yet? I'm just now downloading it.
  23. I've loaded up the what STEP Extended mods I've chosen to use, and I'm using the patch changelog to manually resolve conflicts. In the Extended patch notes it talks about including Slightly Reduced NPC Greetings, Realistic Ragdolls & Force, the AOS patches, and the EBQO patches. I want to integrate all these mods like was done in the Extended patch, but if I try to copy the relevant records as override into my patch it sets the mods as masters. How can I integrate these mods as in the prefab patch?
  24. Okay. I don't use a few of the STEP mods, so I'll use this to guide me rather than d/l the patch. I should get the exact same result this way, just without unwanted mods, right?
  25. So are we still to let this overwrite the USKP? I'll take y'all's word on the quests and condition stuff, but there are at least some grammatical/spelling fixes that are lost using this mod.
×
×
  • Create New...

Important Information

By using this site, you agree to our Guidelines, Privacy Policy, and Terms of Use.