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Shadriss

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Everything posted by Shadriss

  1. Not an issue, since, as you mention, the textures that are missing are supplied by a mod you have not yet installed. The guide isn't meant to be used in portions like that... IE, If I install only Part E or Part F it will not work flawlessly. I'd expect small things like this while doing the testing in a fashion as you describe. If it's still an issue after all 'major stages' are installed, then there may be something to look at, but as it stands, I see no issue. EDIT: I just reread your original post, and have an additional comment... if a FOMOD has something selected that you have no intention to install, then by all means deselect them... that would also solve this problem.
  2. It's always interesting to see a post like this... one that serves no purpose other than to convey gratitude. It's a lost art in most of the world, one I've been at pains to try to teach my kids. It's always an uphill battle. (For the kids and the rest of us...) I've been in a few mod communities over the last twenty years (you can now delete that number from your memory...), and very very few have had the qualities that you mention Aud. This is one of them. The rest don't exist anymore, mostly due to the games they being centered around being all but gone. I hope you continue to feel welcome here.
  3. Gamwich. Sparrowprince. This went without saying. :)
  4. I'm not about Hype-trains. Like I said - I like it, and I have it installed myself, but as early as it is in development, I wasn't surprised nobody had said anything.
  5. Not brought up, I imagine, since it's still very early WIP. On original release, only had one re-tex, though that's up to six, now. It's good work, don't get me wrong, just not enough to get excited about here yet.
  6. Did I never mention that my 'monitor' is 60 inches, my keyboard/mouse are wireless, and I get all the fun of sitting on the couch while playing as well? Controller still loses. :) Glad to see you have it at least quasi working with FF 2.6, I'm just wondering how long it will take to get compatibility with the new one, given it's a complete rewrite of the code, from what I understand.
  7. Run near solid upper 50's myself. Only area I have a significant hit is in Whiterun, looking from Dragonsreach across the city. It drops to high 20's there, but I can live with that.
  8. I understood that... hence what I gave you. On the other hand, you look to have most of the other data in hand. A few more points though, since you bring them up... A) For the 'Proccer... as far as I'm aware (and my experience is pretty much limited to Dual Sheath Redux), you don't need to re-run this unless you have changed something related to it. IE, for the one I listed, the skeleton, weapons and shields added in, etc. B) LOOT. Always, always, always run after adding (or removing) a mod that uses an ESP Plugin (Or ESM for that matter). In some cases, you may need it to run after a specific mod, and the meta-rules will help you sort those out. Suggestions will often be found on the author's mod page if there is any specific conflicts that require this. C) FNIS is much like the reproccer. Unless you added or removed something related to animations and the player skeleton, you can pretty much leave this be after it's initial run. D) Bashed Patch doesn't ALWAYS need to be run like LOOT, but I tend to anyway. Especially if it adds in new items, since these may be mergable into leveled lists and so forth. E) DYNDOLOD.... I like it. But if I don't change the landscape in any way, shape, or form, there is no need to go through a 40 minute ordeal of waiting. Some people like ENB's as well, but those are pretty well covered in their own little sub-forum (?). From what you have typed, I think you already have about all the know-how you need... it's more a matter of playing with it and learning from the Random Acts of Skyrim.
  9. No such guide exists, I'm afraid, and none likely will be. Modding in Skyrim is such an involved process that simplifying it to the level you'd like is not really possible. To really do it well takes time, trial and error, and then more time. That said, a few things I've picked up that are relevant to your original question. Keep in mind I've never tried a SRLE install, so can only speak to how STEP Extended is laid out and implemented. 1) When looking to add additional mods, try to place them (roughly) in the same general category as ones already installed. An an example, placing mods that alter NPC appearance in the 'Characters and Creatures' section, or things that change game play systems into 'Gameplay'. 2) As part of the above, when placing them, use MO's conflicts tab (double click the mod, conflicts tab) to make sure that the stuff you want to make sure is there isn't overwritten by a mod further down the load order. The Flags MO uses can also help you identify when any mod becomes completely redundant (white lightning bolt), which means you can likely remove it from your load order completely. 3) Understand that Skyrim is kind of like a cat. It hates you. It has no real plans to work with you. It will randomly, and with no real rhyme or reason it seems, work or not depending on it's mood. Random Acts of Skyrim are to be expected. Sometimes, there is a reason, but it can be a pain to track down... don't lose your focus. A little research can help out with these problems, and the guys here will (and have, on many occasions) help you out as best they can to figure out possible causes of problems. Just stick with it through the frustrations, and when it finally gels and you get that awesome Skyrim look and play, it'll be worth it. I know it's hardly a comprehensive list, but like anything with this many complicated and interwoven systems, it's a beast to make into science. If you have more specific questions, I'm sure I (and the others) will help out, but at a general level, that's about all I've got. Good Luck... we're all counting on you.
  10. Nor mine. I wonder if your feelings on this matter are clear, Lord Vader....
  11. How you can play this game on a controller is beyond me... Keyboard + Mouse = Best FPS experience. Analog sticks are just too unresponsive for me, and the number of buttons not enough for this kind of game. If it works for you, great, just not sure how you can pull it off.
  12. At the risk of getting involved in a flame war... DY... redundant, by definition, is un-needed or useless. If it IS deemed useless or not needed, then why bother with it at all? I use a 'non-lame' keyboard, and have never felt any loss by not being able to change the game's volume with those keys. In fact, until I read these posts today, I didn't even know that was a thing. How many people change their volume so often that this would be a 'fix' to the base game? Per the STEP Mandate, it was a fix for the ALT-F4 issue up until something else took it's place. Now, it doesn't meet that role. As a mention somewhere for those who, apparently, like to change their in-game volume every five seconds, sure. As a download for Core Step? I think I'm with Tech on this, and if the DCF is in the same boat, then absolutely, it will need to be treated the same. EDIT: Sparrow... I have NO IDEA what that purse thing is about. If intent was to confuse... mission accomplished. :)
  13. Actually... an interesting idea. I may have to look at this harder once the new FF comes out. Assuming it's stable and has a lower script overhead than it's current incarnation.
  14. Hey Sheson... O hate to say it, but the Mod may have a problem with new games. I just finished rebuilding my mod lineup, and have (at least on my end) a reproducible error on loading into Helgen Keep during Alduin's attack at the beginning of the game. In short, when loading in, the cell loads and the PC is stuck in what I call a 'walk-in-place' error, where the player has no control, but the head-bob endlessly runs, as if you were moving. Went through my entire non-step mod list, placing them in 5 at a time, with no problems. As soon as LOD is generated and placing in the lineup, this problem appears. Not sure exactly why this would happen with an interior cell, but it certainly seems to be the case. Any ideas on this one? I'll be re-downloading and installing the mod to be absolutely certain that all files are correct, but after running this mod for months now, and only just seeing this problem... well, I did a bunch of testing to be certain of the results before I posted. EDIT: Another Random Act of Skyrim. Not sure why, but a complete, to the ground, reinstall all the scripts version of a mod re-installation appears to have fixed this. Will let you know if it recurs.
  15. I have no choice but to point fingers at DyndoLOD at this point. All was working properly prior to regenerating LOD and putting it in game. Afterwards, some of the same LOD problems (though these did not show consistently in two runs). The running in place problem upon entering Helgen, however was consistent. I'll keep testing, but initially, there seems to be some odd issue here... not that odd issues related to Helgen are unheard of. EDIT: Pulled LOD out, worked. Put it back in, walk-in-place animation on entering Helgen. I'm not sure what's going on here, honestly. Some odd interaction between mods, probabobly, but I'm at a loss to explain what, since everything I have in now, I had in before. Is it possible that LOD is a mod that, perhaps, shouldn't be activated until after entering Helgen Keep? I've seen at least one other mod with that restriction. At any rate, I've been up too late as it is. I'll look into it more tomorrow (later today) after I get the kids to school.
  16. All mods back in, minus LOD. No issues, which is odd. I haven't tested it all the way out to Whiterun yet, but the original problems I showed no longer exist. Running the LOD now... maybe the game will surprise me. Again.
  17. Agree with the LOD stuffs. Most likely something I messed up somewhere, and until I get the other issues fixed, I'm leaving it out. To this point, I'm about halfway into putting back the mods in five at a time and running the same sequence. Had one mod that was certainly causing an issue (unrelated to the graphics to this point), and another that has, apparently, been removed from the Nexus by the author (a script-dragon based auto-perk-stat-level mod... RIP YOU AWESOME MOD YOU!) which I have also removed. Still have 25 or so mods remaining to replace, but apart from those two (and a Random Act of Skyrim) there have been no issues so far. Here's to hoping.
  18. What Krypt just said. As a general rule, I only clean files called out for it by LOOT. There is a mod in the STEP lineup, as mentioned earlier (GDO) where the ITMs are, indeed, intentional and required for proper operation. So yeah... just go with the LOOT advice, unless it breaks the load, then revert. :)
  19. OK, deserving of a seperate post vice an edit. With all mods now in, I got a result that was, to say the least odd. Having done all as I've done before, minus a few mods that I decided weren't worth the effort, I started the game. All was well until Alduin showed up. The town was on fire... except it wasn't. No fire effects were playing. OK, I thought, wierd, but maybe just a small glitch. Walls showed normal, then swapped to LOD, then back after a few seconds. Ok, Alduin DOES scare me... maybe textures too? Then I went into Helgen. Apparently, the dragon is so scary that about half the walls just up and left, not even leaving behind a purple texture to show where they should have been. Oh, and also, I was stuck in a walking animation loop (head bobbing endlessly, unable to move or otherwise control the character). On the upside, Alduin was NOT flying backwards, so that's a bonus. Never seen anything like this before... This was simply wow. Next time, I'm taking pics to show you. Because hey... this was awesomely wrong. Thoughts? (Apart from about how odd *I* am... that's a given.) EDIT: Now with PICTURES! https://imgur.com/a/w0eda Shot 1 - Flames missing from brazier near tower, LOD textures on wall near arch. Shot 2 - Flames missing from burning items. Shot 3 - Alduin breathes... light? Where's the flame? Shot 4 - Wall with LOD textures, replaced moments later by... Shot 5 - LOD as it should be once Alduin shows up to scare them into compliance. Shot 6 - Uhm... I had to walk through the walls of that house... the ones that shouldn't be there. Same was true of the jump from the tower - had to do it through the walls of the building. Shot 7 - If I have to tell you what's wrong here, you're blind. Still investigating... help would be good, but I'm checking the entire thing. EDIT 2: Definitely not the STEP mods as a root cause, but DYNDOLOD certainly seems to have at least partial problems here. The LOD stuff is definitely coming from there. Got flames and the rest back in a base STEP Extended lineup. Will keep updating as T/S continues, but any ideas of a possible root cause would be helpful.
  20. Follow this so far. Thanks much. I'll mess with this and see how badly I screw up SKyrim. At least I won't make dragons fly backwards. I think. Maybe. EDIT: Follow-On question, which may actually be better to post in the 2.9.9.1 threads, but hey, I'm here so... WRT Skymills and DynDOLOD... the Docs for the latter say I can safely turn off the former, as the end result is the same. OK, fair enough. Would having both on possibly create an issue in and around Whiterun? And, as a secondary, why have Skymills if DynDOLOD does the same job at this point?
  21. For the first, thanks, I figured it would be more likely to be that way. Thanks for the confirmation. For the second, I'm not even sure how to identify those 'critical' conflicts, which is part of the problem, and from there even less of an idea how to 'forward the changes'. Like I mentioned, I've seen the instructions, but they are written in Mod-ese, not Bad English (IE, American), so I find myself getting lost in there a bit. No fault to the creators - they know that of which they speak. Me, on the other hand, am an uneducated underinformed end-user with delusions of grandeur, so... THanks for the assist, Tech. As always, you're on top of things.
  22. So, I'm pretty sure that this has been asked before, but I'm unable to find the relavent threads and posts, so please, bear with me on this one. I've got STEP itself reinstalled. I have a whole host of mods that are not STEP that I want to drop in. From a stability standpoint, I could use some advice on how to integrate the two. To this point, I've basically taken the base format of STEP (Graphics, Landscape, etc) and created a second list that is added on after all the STEP mods (with the exception of all the patches, will would still be loaded at the end of the list). While in general, this worked, I think that this may have caused random CTD, though I have nothing solid to base this on. I am considering integrating these second mods directly into the STEP list, alongside them so to speak, instead of all after. In addition to this, I think I need to learn a tad bit better how to figure out problems in TES5Edit for conflict resolution, and unfortunately the on-line stuffs all read like stereo instructions, and I can't make head or tail of them. Any advice on this subject, or any other I've raised, would be helpful. I'd LOVE to finally have a stable build, instead of one I can only HOPE stays up long enough for me to play for half an hour or so.
  23. With Barenziah's Glory added with the most recent version of STEP, was in the intention to overwrite the Crown's texture with the one from this Mod? When installed using the FOMOD file referenced on the Wiki page, that's what happens, even though the list of included items doesn't include it. Have to say that this one may need reexamination as a whole anyway - between the other mods availiable that meet these texture replacements and the unorthidox way of installing it, not to mention the author's intractability on any improvements, this just feels like more than a little bit of a hassel. EDIT: Seems that the crown was in the same folder as the (hidden) Gem Box. I've deleted that entire folder (Quest) from the mod on my end, but again, I think we need to look at weither this mod is really needed or not. EDIT 2: Disregard the problem I noted above... MO pulled a fast one on me and reinstalled into a seperate mod, instead of overwriting the old one. The part about maybe replacing this mod, however, still stands.
  24. Had it working before I did the WIN10 plunge, but never set it up again afterwards since I wasn't doing any T/S at the time. Then I started CTD'ing near the Whiterun River road, tried to get it up, and no bueno. Still rebuilding the STEP portion of my build for testing. I'll get it working, I'm sure.
  25. The BOYD edits were dropped because of an update of BOYD. Arthmoor (?) changed the way the BOYD mod worked so that it accessed the NPCs in a completely different way than before, such that it would work out of the box with any mod. Hence, the seperate changes in THIS mod were no longer needed. Any way you look at it though, one less compatibility headache, apparently.
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