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TeleToko

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  1. I've got a double roadsign near the Dragonmourn Inn: The left sign is from Point The Way, id xx0012DC, the one on the right is placed by DragonmournInn with id xx022133.
  2. Fair enough. Even though it is an old file it still works as advertised, all it does is place a bunch of the standard MannyLanters on the road to fort Dawnguard, and the EDID of those hasn't changed between versions. It hooks into the MCM menu same as the ETaC - LoS Patch, and is even advertised by MannyGT on the Lanterns of Skyrim page. It only has one obvious conflict with Immersive DG Entrance (03001DB8), the rest are all new entries. I noticed Oblivion Gates - which is in STEP - had the same conflict and is sorted after Immersive DG Entrance by LOOT in my setup. Don't know how BOSS and other peoples LOOT sort it but might be one to check, it's the Dayspring Canyon Entrance so it's correct location is fairly important.
  3. I noticed Lanterns of Skyrim - AIO - Dawnguard patch is not included in REGS and was wondering if it was considered for the guide.
  4. I have done a full reinstall this weekend, over 450 mods including those in REGS and SR:LE, and I've encountered exactly one mod that needed the fomod installer (Immersive Armors), so not as often as you might think. I believe the bigger issue is people using the fomod-installer over the MO-installer which is bad practice regardless of which version of MO you are using.
  5. Many months ago I tried to build a Skyrim similar to this, but since those were the pre-Sheson days it turned out to be a horrible nightmare littered with CTD's. Skyrim faded away to make room for other games and projects and many moons passed until I recently by accident read about some magical memory patch which fixed Skyrims memory problems. I was sceptical about yet another CTD fixer but after reading a bit more I decided to reinstall Skyrim and give it a go to see what would happen. Two weeks later and all I can say is that it is indeed magic and Sheson truly deserves every firstborn. No longer do I fear my memorycounter creeping towards 3.1Gb. Riverwood, Whiterun, the Ritual Stone and all those other places where I could pinpoint the spot where I would probably CTD now at worst give a slight stutter. Amazing. Reinvigorated I started on building a new Skyrim and to my delight I found REGS which includes a lot of the stuff I still had stashed in my archives. Many hours have passed in TES5Edit merging and patching mods and now my MO shows some 450 installed mods, 255 esp's with tons of new lands and added npc's, and I can still pass both the flying and the running test. Oh and uGrids=7 to boot. I am both amazed and proud :) Anyway enough with the personal anecdotes, I came here to give a big kudos to CJ and Nearox for their excellent work on this pack! It has turned out to be quite the selection and my only complaint would be you guys are adding so much great stuff that I'm running out of esp slots and I don't know what to merge anymore. I was also wondering if these two mods were ever considered for REGS, I'm running them in my own setup: - Syerscote: small settlement pretty much underneath the Blue Palace, with a questline concerning the Civil War allegiance of the settlement, merchants and voiced npc's and a purchasable and upgradable playerhome. From the guy who made the Gypsy Caravan and who is working on Rochebere (though that has been in development for a very long time now). It does not directly conflict with REGS but I found performance/fps dropping a bit when nearby, likely due to all the other additions around Solitude. Also the interiors can be a bit dark with some ENB's. Still a nice little village with it's own unique style. - Corners of Skyrim: This is an all time favorite of mine, the little sites it adds around Skyrim have so much character and they are each so unique. Like almost all mods of this type this one needs TES5 cleaning too, but it comes with 5 free deleted navmeshes as a bonus! Very easy to fix though and certainly worth it as far as I'm concerned. Two more remarks concerning REGS. - While 'And the Realms of Daedra' is an excellent questmod it was made before any of the DLC's for Skyrim were released. Ironically two of the three realms you visit in the mod were later covered in the DLC's (Hircine in DG/Apocrypha in DB). The lack of consistency in voices and story and the completely different environments for something that represents the same might put some people off. - Personally I have removed all the map markers that already show up at the start of a new game and set them to reveal on discovery. Maybe this could be incorporated in the patches or the conflict resolution guide. As for conflict resolution for folks who use ELE-interiors, I've found a great way to patch the worldspace is to merge the ELE-plugins, set the merged ELE-plugin as last in your load order, clean it against USKP etc, and use the fixed ELE esp as a canvas for all your world and cell edits. A huge amount of AOS-SoS-CoT-Water-Music-Location-Worldspace conflicts end with the ELE esp so it's much quicker to simply drag and drop in the ELE esp then it is to create a ton of overrides in a newly created conflict resolution esp. I found it to be much faster, just make sure you keep a backup of your fixed merged ELE file in case something goes wrong. That's my tip of the day! Sorry for the wall of text, any spelling errors you may find are 100% intentional.
  6. Regarding the Bashed Patch, I find the results when creating a Merged Patch with TES5Edit to be far superior to the Bashed Patch Wrye Bash creates. The Merged Patch only doesn't have the functionality of tweaks like timescale and crime radius that the Bashed Patch offers, but these are fairly simple to edit in with TES5Edit.
  7. As Vond said the scope of this mod is very different from that of Interesting NPCs. For reference this mod uses 28 scripts at the moment and is about 14 mb in size while Interesting NPCs uses over 3700 scripts and is 1.3 Gb as a download. I also looked at the mod in TES5edit and didn't see any problems. The conflicts with lighting and sound mods are simply because of cell references in the esp which need to be there in order to place something in the cell. It doesn't actually edit the cell itself, and there are many mods that do this (any book, potion, weapon, npc, etc. added to the worldspace). If Realistic Lighting Overhaul is the only esp actually editing the cell the conflict is resolved as long as any esp that adds an item/npc to the worldspace is loaded before RLO . These type of conflicts even exist with the Unofficial Patches for example. There is only really a problem when two or more esps edit the same cell and in that case a patch is needed. This happens often with mods that add sounds and change lighting (RLO, SoS, CoT) or change names (Unique Region Names). This mod doesn't do anything of the like. As for the Queststarter events under Location, note that the Dawnguard.esp events there are also overwritten by Hearthfire, Dragonborn and/or the Unofficial Skyrim Patch. Heh that's a lot of technical stuff not much to do with the mod. I like the mod and I hope it gets the attention I feel it deserves, and wanted to shed my view on the conflicts talked about as I think they are minor to none. This mod is clean as can be as long as you properly place it in your load order. If this is concerning there are far worse offenders to be found. I'm a big fan of mods that add NPCs to the world. Always found it odd that there is so much focus in Skyrim on mods that add monsters, animals, birds upto butterflies and antz, while the addition of NPCs to the underpopulated world of Skyrim pales in comparison. This is one of the mods that tries to fill that gap and based on the ideas, reputation and activity of the author I believe Inconsequential NPCs is an already good mod with even more potential for the future.
  8. Inconsequential NPCs by Ripple. This mod adds (currently) 40 NPCs to the world of Skyrim. While the mod does not have quests or unique voice acting, it is a step above your regular 'travelers and adventurers' type of mod. The added NPCs are completely lore friendly and the intent of the mod is to add NPCs to fill gaps in the vanilla game (for instance there are carriage guards, audience at the court, inn patrons, bodyguards for important folks etc.) All NPCs are added to cities/cells and the author sticks with the Bethesda rule of max 3 NPCs per single cell so there are no performance worries in the outside worldspace. The mod author is Ripple who is one of the (if not the) most active and knowledgable members on the Nexus troubleshoot forums so I'm confident everything is coded properly and performance issues are monitored and kept in check. Ripple takes requests for added NPCs as long as it stays true to the lore and the NPCs are 'inconsequential' (so not a spouse for Balgruuf or children for Ulfric). I've seen city cleaners suggested as an example. Hit the mod thread if you have a good idea! The intent of the mod in the end is to add about 100 NPCs, with possible plugins for Immersive Armors, Immersive Weapons and Winter is Coming for extra diversity.
  9. To achieve the best results, “Loose files†(non-BSA) versions of mods should be used. If a "loose files" version is not available, extract the BSA as described here. Source. I'll leave it at that so people can decide for themselves if it's there for a good reason or just for fluff.
  10. You seem to assume every mod downloaded from the Nexus comes as a bsa file but that is not true, so  mixing loose files with bsa's is inevitable if you don't unpack your bsa's. The fact you have helped writing the guides makes it even more incomprehensible to me that you with the authority you have as a member of the STEP team are wrongly advising people to not follow the STEP guidelines in a thread called 'Help a newbie'.
  11. This is terrible advice. Loose files will always overwrite bsa's, so mixing loose files with bsa's will mess up your install order, results in unwanted textures overwriting the wanted ones and can cause all kinds of trouble if scripts are involved. You can do a search on the forums if you want to learn more on this. It would be better to just advise people to follow the STEP guidelines.Â
  12. In light of this, SkyBirds should be tested in both a full STEP installation: one with Roosters at Dawn removed and one with Roosters at Dawn & Birds and Flocks removed. This will tells us if Birds and Flocks is really fixed by SkyBirds.Please enlighten me, what exactly is the problem that needed fixing, and how do I notice if it is fixed?Â
  13. If you want to know which mod adds something you can open the console and click on it. You will then see a number which is the items form id. The first two characters of the form id identify which mod the item comes from, it corresponds with the id you can see in your esp load order in Mod Organizer.
  14. There is no need to create a new archive and install in MO, you can simply create a new folder in Mod Organizer/mods and use that as folder for your optimized output. For me one of the best features of Mod Organizer is the fact you can pretty much do your complete install through Windows Explorer. Simple drag and drop whereas in the past when I used Wrye Bash I had to stare at zip and unzip progress bars all the time when seting up files or changing install orders.
  15. Indeed. I've had a quick look at the esp in TES5edit and at first glance I don't see any entries that would be needed in a bashed/merged patch. If that is the case simply removing the DELEV-tags from the mod in the BOSS-list would make it not show up in the bashed patch.
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