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Everything posted by TeleToko
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pack A Real Explorer's Guide to Skyrim
TeleToko replied to CJ2311's topic in Step Skyrim LE Packs (retired)
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. -
pack A Real Explorer's Guide to Skyrim
TeleToko replied to CJ2311's topic in Step Skyrim LE Packs (retired)
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. -
pack A Real Explorer's Guide to Skyrim
TeleToko replied to CJ2311's topic in Step Skyrim LE Packs (retired)
I noticed Lanterns of Skyrim - AIO - Dawnguard patch is not included in REGS and was wondering if it was considered for the guide. -
BOSS doesn't recognise MO mods anymore
TeleToko replied to MisterSkilly's question in Other Utilities Support
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. -
pack A Real Explorer's Guide to Skyrim
TeleToko replied to CJ2311's topic in Step Skyrim LE Packs (retired)
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. -
Wrye Bash vs Mod Organizer
TeleToko replied to flyingspatula's question in General Skyrim LE Support
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. -
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.
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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.
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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.
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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'.
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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
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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
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General Support Thread
TeleToko replied to Solist's question in Guide Support & Bug Reports (retired)
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. -
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.
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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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SKYRIMLE Realistic Lighting Overhaul (by The Realistic Lighting Team)
TeleToko replied to Kelmych's topic in Skyrim LE Mods
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SKYRIMLE Realistic Lighting Overhaul (by The Realistic Lighting Team)
TeleToko replied to Kelmych's topic in Skyrim LE Mods
Vond is correct, if the dungeon lighting esp is loaded before the main dungeon esp all RLO related edits will be overwritten and only a few cell edits which are untouched by any of the main RLO esp's remain. The best place to load the darker dungeons esp at the moment is after the main dungeons esp, though that unfortunately means quite a few cells that are in the main cities esp's will still not be darkened. Loading the darker dungeons esp after the cities esp's isn't an option either because that will undo most of the edits RLO makes. I'm afraid the only way to have proper dark dungeons is to go through all the cell edits and make a patch yourself or find an alternative way of darkening. For all the awesomeness the lighting of RLO brings it is unfortunate that a lot of the editing is done very messy. There are tons of conflicts between the different modules and I'm always surprised when mods of this magnitude still have ITM's and aren't properly cleaned. -
DROPPED Unique Region Names (by Thingy Person)
TeleToko replied to blacksol's topic in Skyrim LE Mods
Does that mean notes will also be added to mods like Minty Lightning Mod and Immersive Thunder which are both incompatible with CoT? Or to Skyrim Sunglare saying CoT needs to be installed before sunglare to not overwrite the sunglare.dds? And what are 'popular' mods? Is Immersive Armors popular? I believe it is more popular then CoT so maybe a note needs to be added to Book of Silence that there is a patch for IA. Like I said I believe this to be a slippery slope. Once you start adding these sort of notes you have to be thorough, if people see a note mentioning CoT compatibility on one mod they'll likely assume other mods with CoT compatibility problems will also have a note. If you really want to have notes on STEP with popular mods think it would be much wiser to have seperate threads in the Troubleshooting section named something like STEP and CoT, STEP and Mod-X, etc. where these incompatibilities are listed and solutions can be discussed. Don't muddle the STEP guide with notes on non-STEP mods. -
DROPPED Unique Region Names (by Thingy Person)
TeleToko replied to blacksol's topic in Skyrim LE Mods
This is a slippery slope and I would think the STEP team will get a lot of unneeded extra work on their plate if STEP needs to be checked against 'popular enough mods'. It's already more then enough work to make sure there is compatability between mods that are in STEP. -
wanted Installing ASIS and SkyRe with some additional stuff
TeleToko replied to Iroha's topic in Skyrim Revisited (retired)
Crashes on the main menu usually are caused by missing masters. I doubt reproccer is the culprit since a feshly made reproccer.esp should have it's masters sorted. Load up your entire loadorder in Tes5edit, if you have a missing master Tes5edit will crash and the last mod it tried to load (visible in the message window) is your problematic esp. Or even simpler, open Wrye Bash through MO and look for the red tickbox in your loadorder. Good luck. -
If doing a comparison on spiderwebs you might also want to include Hectrol Spiderwebs DeLuxe, which is the one Texture Pack Combiner is using.
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I have played for a couple of hours with this and I really like it. Makes conversations with NPC's a lot more immersive. Funny how such a tiny mod can have such a big impact on how the game feels. Thanks for the recommendation.
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The most likely cause is that you are using the Wet & Cold mod and it is raining the moment you enter Whiterun (Adrianne Avenicci should be wearing a cowl if this is the case). It's not really a bug, just the way the scripts form W&C work which has a weird result in this case. From the mod description page: Civilian NPCs will return to their homes once it starts raining. Adults will walk briskly. Children will run. Argonians, beggars and working class NPCs will remain outdoors. If an NPC doesn't live nearby he/she will go to the inn. So the Battle-Born dude is at home because he's a Civilian NPC while ms. Avenicci simply equips her silly hat and starts the triggered conversation because she's a working class NPC.
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I too have been running into ctd's from maxing out my RAM, and wanted to share something interesting that I've found in my search for a solution. By using the console command pcb (PurgeCellBuffers) I have been able to prevent crashes at points where I would normally be sure to have a ctd. The pcb command will clean out buffered memory which Skyrim uses to shorten load times on cell changes. I have been monitoring my RAM and VRAM usage with Skyrim Performance Monitor on dozens of testruns from Helgen to Whiterun passing several points which are prone to ctd's, namely running op to Riverwood, the crossroads between Riverwood and Whiterun, the Companions fight with the giant and the cell changes in Whiterun. By using the pcb command I can free up some 200Mb (approach to Riverwood) upto more then 1000Mb! of RAM (after a couple of cell changes in Whiterun). This buffered load is often the difference between a crash or no crash. Another observation is that after using the pcb command my VRAM is reduced by nearly the same amount as my RAM which seems to indicate that VRAM is indeed mirrored. While this certainly isn't a proper solution of any kind - having to hawkeye RAM usage and typing console commands is pretty immersion breaking and not the way I would like to play - I believe it's still an interisting insight in Skyrims mechanics, and may be worth to occasionally use on large outdoor travels where crashes seem to occur most often. For reference my setup: i3750K @ 4.4 Ghz, 8Gb RAM @ 1600, XFX HD7950 Black 3Gb, 1920x1080, Skyrim installed on SSD, Mod Organizer for installation. Full STEP 2.2.2 with TPC and some other mods on top including CoT, RLO, Frostfall, Immersive Armors, Winter is Coming and some ERSO modules. Textures at 2K, the large texture packs ddsopted to 1K normals.
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Aegrus HD Mysterious Gem and Barenziah Crown Simple retexture of the Stones and Crown of Barenziah, no esp's or the like. They might stray away a bit too far from vanilla for STEP but I've personally never been that excited about the basic look, and these retextures don't look out of place. The stones retexture conflicts with Skyrim Redesigned from the STEP install. I don't use an ENB myself, only SweetFX, but they look quite good ingame with that setup. Without any effects enabled the yellow of the gemstones might look a bit too crude for some.