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EssArrBee

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Everything posted by EssArrBee

  1. Did you right click on the mod and the click wizard so the Wrye Bash wizard would start. From there you can choose SMIM default.
  2. Some mods only overwrite the default stuff like textures and meshes so they do not need an esp. I think you may have some mods with missing dependencies. If you install part of STEP and start the game say after each section then some plugins will not work since they are missing mods they depend on. Those red text boxes that you saw when you ran BOSS is what they were for. BOSS lets you know if you are missing a mod that is required and you just leave that unchecked until that mod is installed.
  3. Yes they should all be checked. The example I gave was for a mod that comes with multiple plugins that you may or may not want.
  4. Well if you have decent performance with v199 then maybe roll it back if you have an old copy of your ENB. The enbhost.exe was just introduced so it may take a bit for it to be perfected. I had a few crashes today, which is weird because I played about 3 hours last night without so much as a hiccup.
  5. The BSAs are BetheSda Archives, so they are used by the esm/esp so any that are there should be checked to avoid any complications. The plugins are a little different in that you pick all the ones you intend to use. So if a mod comes packaged with multiple plugins and you do not want all the stuff from those plugins then do not check them. A good example is WATER which comes with multiple plugins. It has the WATER.esp, WATER - Plants.esp, and some Waves esp. If you do not want the plants to show up (I believe lilly pads and other stuff around water) then do not check that esp.
  6. enbhost.exe is supposed to off load some of the data from TESV.exe so you can use more than is allowed by the 32-bit executable. It is part of all the RAM reduction stuff in ENB now. Why do you use Chrome over the Steam browser?
  7. The enblocal.ini now looks like this: [GLOBAL] UsePatchSpeedhackWithoutGraphics=false UseDefferedRendering=true ForceFakeVideocard=false Just change the first line to true for only memory effects. I believe that the proxy library still works too though if you want to use SMAA injector.
  8. Get the XPMS 1-81 NMM-BAIN Installer, it's the second file under the main files. From there when installing with with MO just use the options that are listed on the STEP guide for each page when the installer pulls up. For that particular mod you have to go to the mods wiki page for instructions. Choose 'default', then 'back hip dagger', then 'yes' for animations. If you choose not to use XPMS then skip FNIS too.
  9. Looks like it has to with Wet & Cold since that makes the PC and NPCs have wet and cold effects on them. You can turn the wet or cold effects off in the MCM menu and see if this is still a problem. I think you can also deactivate the mod from the MCM menu, but don't just uninstall it on a current save.
  10. Yes you can merge the mods if you want to. Also, you can change the name of the mod before on the dialogue box before the MERGE REPLACE... dialogue box. For example, I install something like Climates of Tamriel, then I install CoT Dawnguard and MO wants to name it the same as CoT. I could just hit rename and name it something else so I can have two separate mods or merge them. It's about doing what you are more comfortable with, but atleast you now you know you have the option to change it. If you are doing an update of a mod you already have install; i.e. say CoT v3 and you want to install CoT v3.1 then you would click REPLACE instead of merge IF the update is a full update instead of a patch that updates to the latest version. That would be something like SMIM which is currently at v1.47, but there is also a v1.48 patch so those can be merged since you need both files. Hopefully that wasn't to much info all at once. As for the MO top level stuff, you need to pick the folder that will be the DATA folder and if there are optional folders that have files in them that you need you can move those into the folder you will be using as your DATA folder. So first move the files into that folder then select the folder with all the files as your DATA or top level folder.
  11. Well, the engine probably supports multithreading, but there isn't any functions written that call on it. It's kind of the 'great hardware is nothing without great software' conundrum.
  12. MO uses a virtual directory so you can keep your Skyrim install directory clean of mods. You should use the data tab in MO to see what the data directory looks like with MO's virtual one.
  13. Hey Aiyen, do you know if we need to use the FloatPointRenderTarget and other INI tweaks if we just use enblocal.ini and the ENB d3d9.dll? I know that it is for ENB graphics, but if you don't have to use the INI tweaks you get better performance.
  14. Okay under the plugins tab look to see if those mods are active, everything is as simple as checking the box next to the plugins. With the dirty edits it's the same as cleaning the DLC stuff that you've probably seen done before, but don't clean Guard Dialogue Overhaul. You also need to add TES5Edit to the executables in MO so follow the same procedure I listed for BOSS. I think you also may want to check the bsa tab and see if those are clicked.
  15. Well that just means it's from Skyrim.esm, but you need to look in textures->landscape->roads. The bridge textures are bridge01.dds, bridge01_n.dds, and bridge01_p.dds. See if you can open those files up in something like Paint.NET or Compressanator to see if there is something wrong with them. Or just delete them entirely and see if it's still purple. If they are fine after deleting them or you can tell there is something wrong then reinstall the mods that cover bridges. I have Serious HD for the bridge01.dds and Terrain Bump for the bridge01_n.dds and nothing for the bridge01_p.dds, which is probably the parallax map so just ignore it anyways.
  16. Well, SKSE has to be installed manually, and then with Fore's New Idles and Dual Sheath Redux you will need to add those to the MO executables. You already have SKSE so no big deal. Fisrt off add BOSS to the list by clicking the button with two little gears, then type in BOSS as the name. Click the button with the '...' on the binary line and find the exe for BOSS where ever you installed it and then click add. For Fore's New Idles you need to click the data tab and look for the tools section toward the bottom and then GenerateFNIS for users. There is an exe there that you can right click->Add as Executable. For Dual sheath Redux navigate under the data tab to SkyProc Patchers->Dual Sheath Redux Patch and then add the Dual Sheath Redux Patch.jar as an executable like you did for FNIS. For these you would install the mod in the order listed on the guide, but then run them after you install everything else from the same dropdown as SKSE and Skyrim. Run the FNIS first then the Dual Sheath Redux.
  17. If only I had a dollar for every time I did that... Marked as solved
  18. You mean Mod Organizer v0.12.9. Okay then for question #2 the query info is for the files meta data that tracks the version number. Go to the downloads tab and any file with the red triangle right click->query info and see if MO can find the data it needs. If not don't sweat it because you can still install the mod normally, but you may want to manually type a different name for the mod you are installing where needed.
  19. Sorry, but we would also need a mod list and specs. Also, are you sure that you are under the RAM limit, if they are random crashes maybe that's the issue.
  20. I get that being new to Skyrim modding it is easy to use NMM, but that program lacks many features. If you will be modding for the long term then maybe invest a bit of time into something more advanced like Mod Organizer or Wrye Bash, there are guides for this on the STEP wiki, just check the front page. 1) Most mod managers need to have mods packages a certain way to install properly. This is something like DATA->Textures->.... or the top level is just the textures, meshes, scripts, plugins that go straight into the DATA directory. If it says no top level then the mod is improperly packaged. 2) NMM and Mod Organizer can keep track of the version of a mod so you know if an update has been released. If the meta data is not correct for a mod then there is a way to retrieve it so that NMM or MO know what the mod is. Not sure how this done with NMM, since I haven't used that in a long time. 3) Yes always. The only time you launch with the Skyrim launcher is if you are launching a fresh install of Skyrim for the first time.
  21. You could always play MorrOblivion, but Bloodmoon and Tribunal are not finished yet, only in beta testing which I believe is open for volunteers. Other than that just get the giant Morrowind Overhaul mod somewhere. Also, Vurt has about 20 or so of the top 100 mods on the nexus.
  22. What ENB are you using and what lighting and weather mods do you have installed?
  23. Oh the ENB versions is v0.200, but the ENBoost version which is just the enblocal.ini that goes along with ENB is what is on the Nexus. The ENBoost INI is a custom version that disables any graphical modifications that you would usually have with an ENB profile while allowing you to have the memory reducing features. I wouldn't even sweat a drop over 60 degrees, that is nothing to worry about at all. If you have no crashes then I would suggest to keep your current setup as is until you finish a playthrough or get sick of it.
  24. So I'm guessing that ENB has really changed with the v.200 release. Boris added a custom garbage collection if the ReduceSystemMemoryUsage is set to true by using a separate exe. I think that may be one of the biggest problems as someone mentioned on the 3.1GB thread a while back that it could be garbage collection and that made a lot of sense.
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