Jump to content

Shadriss

VIP-Supporter
  • Posts

    1,468
  • Joined

  • Last visited

  • Days Won

    38

Everything posted by Shadriss

  1. Tried that prior to posting. Made no difference. I'll look more at this once my STEP reinstall is complete.
  2. Loader Executatble is pointed to MO, works fine. Main executable pointed to SKSE_Loader. INIs are using the default inis in the Documents file tree.
  3. Instructions may need an update for this one - the BOYD version is gone, and it seems to indicate that a seperate version is no longer required as of BOYD 3.0. Haven't looked into it too far yet, but a heads up, since I'm doing a complete STEP rebuild.
  4. So, since my WIN10 install, I haven't been able to get this working either. Set up as intended, by which I mean it tells MO to load up, then sits in a wait-state looking for SKSE_Loader... which it never seems to detect. Tried having it look for TESV as well with same result. Any thoughts?
  5. Now I'm curious... 'cause I have similar issues near Whiterun, on the main road running in front of it... where all the mills and such are. Testing seems to be in order, suddenly...
  6. And that, folks, was the highest level of communication you will ever see on the interwebz. Thanks, Tech.
  7. I was going to ask about that instruction as well. Building off the discussion we had in the T/S thread for this, if you don't build an archive at all to begin with and install into MO's file structure manually (which, for me, is FAR quicker), that instruction set seemed... off. So, to clarify, no matter what installation method/archive type is used, the end result should be a textures folder at the highest level of the mod... IE, I use the 'view in explorer' right-click menu to open it, and the only thing I should see is a textures folder, not the two subfolders, correct?
  8. I may be blind, but... what's the issue in the pic?
  9. Actually, I'll chime in and say that I've been having CTDs along that run of road pretty much forever. Every so often, I'll get a build where I don't, but they are getting few and far between. I'll do a few tests w/o 101 installed and see if it's gets any more stable. Of course, if the new bug mods replace this, and the crash is somehow tied in to this, easy fix. :) EDIT: Still get CTD on the Whiterun road by Honningbrew, even without this. No numbers on VRAM or anything, but with a 980 card and ENBoost and the memory fix, I'm pretty sure it shouldn't be VRAM related. I can, of course be wrong...
  10. Checked the docs just after I finished - somehow, through the miricle of modern laziness, I missed that entire list. All but one of the mods I was referring to are listed as working out of the box now. The remaining one is Markarth Plus. I'll admit I haven't the foggiest of how to go about creating the rules for it though, so I'll just play it safe here and treat it as I was before. Thanks fr the quick feedback though - makes things a lot easier on me. Not so much for you, I know, but hey... look at all these people who love your work! On a semi-ratled note, what do you do with all those firstborn children?
  11. A quick questions, Sheson... and please forgive if it's been covered somewhere, but you must adimit that 154 pages is a lot to comb through. WHen I first started using this, I had to omit a few ESPs (TAVE for all the major cities) due to a LOD issue where the trees would still be LOD's up close when in the town. From what I've read in the last few pages, it would SOUND like I no longer need to do this as part of the process. Is this a true assessment, or should I continue on as I did before? I'm pretty sure I mentioned those files to you at the time, but... as I said, 154 pages. *shrug*
  12. Good enough for me. Curious what those other tags will do, but since they don't seem to be fully implemented... *sigh* Back to Skyrim...
  13. It's ticked... was simply curious about the extras and the functionality itself. Thanks for the info.
  14. Truth != Not A Jerk For Saying It That Way.
  15. So I only just now took a serious look at other things that LOOT does, especially since the new release. One of the things it now APPEARS to be doing is recommending bash tags to add or remove (in green and red, respectively) to individual eps in your load order. I have to question this slightly, as I'm not one for going that in depth generally, and pretty much every mod has a recommendation of one type or another to make. Looking for any experiances from others or general thoughts on this, and if it's worth the effort to go through WB to make it's bash tags match what LOOT recommends. EDIT: Further info - it also appears to recommend a whole host of tags that don't show in my WB install... most of them begin with 'C.whatever', and seem to cover a whole host of things, where the tags I have avail are a short list. Did I miss something somewhere?
  16. Fair enough - TBH I figured mine out as a shortcut after I realized how the mods were stored. At the same time, the archive method DOES require a person to know HOW to archive, and while that's almost a given piece of knowledge, it's not a certain thing. Although, if you don't know how to, you prob shouldn't be in this guide at all anyways... :) EDIT: Just realized how much like a jerk I sounded in that last bit... sorry, but I'll take the hit for it this time.
  17. Bug HUNTING and Bug SQUASHING though.... those you do, and do well...
  18. True, but the chance to rename is still there - when you create the folder. Since the Mod name on MO is taken from the Folder name, viola. Mod Named. It's more a matter of keeping track of which installation goes in which folder than anything else.
  19. On the notion that Nuclear is an 'accident waiting to happen'... Not that I think that accidents don't happen, but as I am a USN Submarine sailor, I happen to have a LITTLE experiance with nuke plants. Let me put it in these terms... Since 1957(ish) when the USS NAUTILUS became the first nuclear sub, the US ALONE has had well over 250 nuclear reactors. None of them has ever had an incident resulting in a nuclear release. THrow in the French, UK, Brits, China, and that number grows significantly. Operated as intended, and with trained operators, they are very safe. This is not to say that they don't have other issues (waste materials afterwards chief among them). This is not to say accidents and events that are unforseen cannot result in large problems (Chernobyl and, most recently, Japan). But compared to the large number of operating reactors in the world, they are statistically tiny. Just saying that, having lived for a large portion of my life with a reactor, live and operating, within 500 ft of where I live, sleep, and eat.... I have a slightly different take on the notion of Nuclear Safety. :) Also, PC GAMERS RULE. :)
  20. With ref to his #3, it may not be his ability to understand the instruction, but perhaps not understanding of actual actions to take. IE, How to actually create the archive and install it. As an example, I don't do it that way. I, instead do this: (Same net effect, different order of operations) A) Create new subfolder in the .../Mod Organizer/Mods/ directory for the output files (In my case, DynDoLOD Output). B) Drag all files from the output folder .../TES5LODGenOutput into the folder created in A. C) In MO, click 'Refresh'. Done and done, files ready for use. Of course, I could be WAY off base about his problem with the step, but it's a possibility.
  21. I'm trying to find out where I left it, but I had the floating head problem at one point as well. Can't remember what I did to fix it, but it wasn't related to the patches for the mod, it was a mod order problem, I think. Search the forums, specifically in the RS Children topic, and I think it's in there. I'll keep looking and cross-link if I find it. EDIT: Found it. My problem was related to the Sub-surface scattering patch that was added by my ENB. You may want to look and see if you have it as well. Do a forum search for 'RS Children', and look at the last page - you'll find my discussion with NeoValen regarding this problem. Hopefully, this should help you out as well.
  22. I think it'd be more helpful if it were displayable via HUD than in a menu, but hey, it's still a step up on no info at all. *shrug* Not being down on the mod, as it's all black magic to me anyways, but for that type of info, I like it more readilly availiable than in a nest of menus.
  23. More people trying to make other people less happy in some fashion or another. I'd pay it no mind.
  24. Interesting, but not really related, unfortunately. I'm not looking forward to the massive amount of troubleshooting this is going to take... *shudder EDIT: Skyrim is... odd. We all know this. And so, I put this error down to Skyrim being odd, and move on. I removed the Memory Logger, and somehow it all works now. How this would create a problem like this is beyond me. But then, so are backward-flying dragons, people and objects mysteriously rising up into the air, and other bugs we've seen. So, I'm just gonna push the "Okay..." button, and mvoe forward. Skyrim, beware... I'm baaaaa-aaaaack.
  25. I'm using all three of those, and have been for some time. I've not seen any issues in the game so far... though to be fair, my build appears to have a problem somewhere atm, so I can't confirm that this is still so.
×
×
  • Create New...

Important Information

By using this site, you agree to our Guidelines, Privacy Policy, and Terms of Use.