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Shadriss

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Everything posted by Shadriss

  1. Possibly a bad mesh. A couple of questions, since you don't specify: A) SE or LE for Skyrim? B) If SE, are you using any mods converted from LE that use meshes? C) If yes, have you run them through the NifOptimiser?
  2. Of course you don't want to use the leveled list file... of course not? Why would I do that? Excuse me... *runs off and redoes patches* EDIT: Following my complete rebuild of patches that totally had nothing to do with using the leveled list files, I'm getting the black face bug on Aela... is this one of the conflicts you mentioned earlier? I'm not sure why it would be, but since I've changed nothing else in the line up, I'm unsure what else would cause it. That was going to be my next question, since when I looked in on it, I saw that CCOR was listed, and that certainly hasn't been converted to SE yet. I'm not sure how much use this will really be.
  3. How does this compare to the guide specifically? IE, which ones are mentioned, and do we already run them through NifOptimiser? Is there a real need to do this?
  4. When in doubt... start with the basics.
  5. Was hoping you'd drop in Greg - you know more about this kind of thing than I do.
  6. Take a look at this. It's from the Troubleshooting section of the guide.
  7. OK, there are two places to take a look. I'm going to assume that you haven't played with the paths in the MO2 options page (which is the first place), and jump right to the second. The other place to look is in your Modify Executables tab, and verify that the binary path is set correctly.
  8. The word you want is Matrushka... and I wonder how many people even know what the proper name for the Russian nesting doll is. This is quite possibly the funniest thing I've seen happen in a long time - a TRIPLE Ninja post! :) That said, since we can already suppose this will most certainly be in the guide, what would be replaced/overwritten/etc? IE, where should it go in the load order until Lexy makes the full guide change?
  9. As much as it's going to kind of hurt, I'd recommend (on the off chance that this is the problem) installing SSE (and even Steam itself) somewhere OTHER than in the Program Files area - it is UAC protected, and that makes for all kinds of odd interactions.
  10. Unlikely to be UAC, since you've installed it in a non-system folder. The only thing I can think of off the bat is the possibility of a bad download... when you did your WB re-installs, did you do them from the same original download or did you re-download it for each attempt? Second, you mentioned that you changed the install location of SSE... where is Steam actually installed? If Steam is under the Program Files folders, then UAC may be causing an issue there as well, though I don't know why it would be a problem for WB at this point.
  11. MO2 looks for specific file names. No matter what you install, if that file name isn't in the right pane and checked (activated), it will throw that Missing Master warning. So, there are a few possibilities: A) You haven't found the actual mod you used originally. Keep looking. B) You found it, but the author has changed the name of the ESP file. Depending on how extensive the other changes in the mod are, you MIGHT be able to rename it to the file name that MO2 is looking for. On a related note, where, exactly, is this warning being thrown? The only place I can think of is as a missing master for another mod (red triangle next to a file name on the right pane). Depending on where it is coming from, there may be other options available as well.
  12. You can do this - sort of. Go ahead and copy the stable profile to a new one. That is the first step. The trick to anything after this is to realize that both profile will use the EXACT SAME SET OF FILES. What this means is that if, for your new profile, you alter the files in a particular mod, those changes will happen to the stable setup as well. You will need to create a second copy of any mod you intend to alter and make your changes there instead. Example: Lets say you decide to make a new merge for YOT. If you make that merge and save it to the same mod as used in the stable profile, it will change the files in the stable profile as well. If, instead, you save it into a new mod (YOT - Test Setup, for example), activate that and deactivate the original mod, then the stable build is safe and you can test the new material. I hope that was clear - it's too early in the morning to think entirely straight. :)
  13. That's a real good question... that I can't answer on account of me being a work at the moment. I'll try to remember to take a look when I get home and see if I can't find that for you. In the meantime, the most likely place is in the options of MO2. Also, I'd take a look at how you installed MO2... specifically what the actual file path is. I'm assuming it WASN'T what that screenshot showed. If it is... well, I'd reinstall it somewhere a bit easier to work with.
  14. Just as an FYI, Your Own Thoughts updated again today, adding in patches for Immersive College of Winterhold and (for those of us using it) SWIFT. I already rebuilt the YOT merge using those, but figured a few others might like the info.
  15. Wow. A ModOrganizer path inside a ModOrganizer path in a ModOrganizer path? I feel ModOrganizer inception happening here. The obvious check is to be sure all the paths were set up correctly - I'm pretty sure that they aren't based on that file path name.
  16. I'm not sure that the textures make them any scarier... they are already giant nopes the size of two or three humans in some cases. That's bad enough. The textures make them look better... not scarier, I think.
  17. This is pretty much my reasoning for his work as well - he's got a great touch and aesthetic with these textures, and it's hard to say someone else's work is better. I wasn't aware that things like problem were a thing... mental note to add this in (and hope I haven't already missed something as a result...)
  18. Haven't messed with FO4 for some time, but it looks related to LOD fade in to me - as if the distant LODs for those objects weren't loaded prior to the close LODs showing up. You didn't mention, so I'll ask - have you been modding this, or is this a vanilla install?
  19. For STEP LE, there isn't any real way to completely be rid of the z-fighting issue. What I saw was pretty typical of my experience, so while I know it can be annoying, it's also pretty normal.
  20. Fixed that for you. :)
  21. Forgot to call this to your attention yesterday - I posted it to Lexy's guide, but forgot about the main one. Sorry, guy - but I agree that this is a easy pickup.
  22. Despite the directions, I get a few of those as well... so I just turn them all off, instead of just the four or five listed. Unless you get associated with CTDs, I wouldn't worry about it. Agree.
  23. So much less snow in the city - not sure I like that idea...
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