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torminater

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Everything posted by torminater

  1. This mod https://www.skyrim.nexusmods.com/mods/2692 has gotten a major update. Worth comparing?
  2. I'm using your recommended skeleton https://skyrim.nexusmods.com/mods/26800 with daggers on back hip I've updated the patch about 10 times today - not kidding. yes it is up2date. Full STEP 2.2.4 with following additions:
  3. Don't count on it being only a texture... It might be something gamebreaking. I don't know how you set up your optimized vanilla files. If you repacked them as bsa, swap them with the original bsa. If you kept them as loose files, deinstall the files and put back their corresponding bsa one by one.
  4. Not a bug. If you notice in vanilla swords are cross-sheathed and axes/daggers/maces are direct sheathed. Thus when you mix them they end up on the same side. That's how it would be in real life too...think about trying to draw a sword with your right hand on the right side.. not going to happen. you misunderstood me.I had 2 swords and a war axe equipped at the same time. When I drew my weapons the sword on the left side was still hanging there, and the sword from the right side was in my left hand and the war axe from the right side was in my right hand.
  5. Only issue I have, is that he didn't add any cool effect for the dawnguard rune shield... oh well it doesn't have a cool effect in vanilla, too...
  6. Yep, from my experience: No issues with a new game, no real performance loss, everything is perfect :-) My performance is a lot better (2xFPS) around cities than in riverwood... I don't even have longer loading times!
  7. I've encountered an issue with unreadibly small text. I don't know what you want to do about it though... Could you try to fill out the box of the disease description completely? This may not look as neat, but it makes readibility a lot better. Edit: This was with the non-RND-version of your mod and the dawnguard and dragonborn plugins.
  8. The Winter edition is a nice idea, but it doesn't work out as well as I hoped. The transitions between the ground textures are really really harsh. The snow which doesn't cover all of those textures multiplies this effect, which makes an overhaul decrease in visual quality. Unfortunately I cannot recommend this plugin for STEP, but I really like the idea...
  9. Your mod packages (zip/rar/7z) are in your Bash Installers directory. These packages are shown in the Installers Tab in Wrye. To install one of those packages, right-click on it, and choose "Install". It will then install the files of the package to your Skyrim\Data directory, if the files in the package have been in a proper BAIN-format. If you then go to the "Mods" tab, you'll see all esp-files Skyrim currently has in it's Data directory. There the new esps of your newly installed mods have to be activated by left-clicking on the checkboxes on the left of them. After enabling those esps run BOSS to configure your load order. For mods which are not recognized by BOSS look for Mod Author's instructions where to place the mod. You can also load up your game with TESVEdit and see where your mod esps conflict and then determine which esp should win over the others and place this esp lower than the others. If using the Boss Userlist Manager, you can also select categories which match what the esp is doing best, for example "Water and Lava". It will then show you a list of mods changing those aspects in Skyrim and you can place it amongst them.
  10. I actually encountered the same problem, and I currently play other games whilst still trying to keep up with the general progress here on the boards. I've been keeping my mods up to date, and more or less in order, though, so I'll start my test runs now and give some feedback on the testing mods.
  11. ESP conflicts: - Uses values from Skyrim.esm/USKP which conflict with Dawnguard.esm (and the COT-Dungeons plugin) - does not carry forth a change in the USKP (which music is being played somewhere in windhelm), but Cheskos wearable lanterns doesn't either. -World Space 0000003C Tamriel Skyrim conflicts with a dozen mods, most of them (as SIP, too) don't carry forth changes since the Dawnguard.esm which adds a MHDT-Unknown value. More village animals changes the name of Skyrim to the German name "Himmelsrand" by the way... - in 00000D74 Cell XCLR regions, the regions added by Dawnguard and the UDGP aren't anywhere in the other plugins (neither in SIP) ok this gets too much for me to be that detailed. In general it conflicts with Skyrim.esm, Dawnguard.esm, Dragonborn.esm and their respective Unofficial patches. This doesn't make a whole lot of a difference, since all of the other plugins only use the values of Skyrim.esm, too. Of course it still conflicts where Decals are disabled, etc. with Skyrim.esm. In general I don't think some of those conflicts are intended and necessary for this mod to work. Since the mod author is new in his metier, he'll need to see, whether he cannot incorporate the changes from Dawnguard and Dragonborn (maybe Hearthfire, too) as well. Of course this mod doesn't work with Open Cities... Arthmoor or PCGamer would need to get a compatibility patch done, otherwise the puddles in Windhelm still look really bad... Vanilla: SIP EDIT: Using 1024² textures!!!!: My result is the following: The mod is a major improvement over vanilla, but it needs some compatibility done, especially with the changes from the official DLCs (if possible also their respective Unofficial Patches)
  12. No esp conflicts anyway ... I've found a bug: If equipping a one-handed axe in your right and a sword in your left, a 2nd sword gets added to your PC on his right side along with the war axe. I encountered this bug in helgen dungeon. I had 3 swords and 1 axe in my inventory.
  13. I'll check this mod out, too. Didn't experience any issues. From me it gets a go. Update: No conflicts except with Skyrim.esm (not Dragonborn.esm by the way)
  14. will test the mod today and try to get some screens done (don't quote me on that one though...) Update: Only conflicts with Dawnguard.esm in the magic effect of the two dawnguard weapons. Adds a new effect shader without conflicts. Screenshots can be found on the mods page.
  15. Will test the mod today... Update: Only conflicts with Skyrim.esm, Dawnguard.esm and Dragonborn.esm. Works out really well. It is a bit awkward though, that as soon as you catch a disease like rockjoint whilst fighting with wolves, you get the idea: "I think I have contracted Rockjoint." and smash the last wolf your 2-handed iron greatsword in it's head. But since it is a vanilla-issue, that diseases don't develop over time but are instantly there and get instantly cured, I don't blame this mod. Also I cannot blame the mod for popping up the disease notification while still in combat, as that is vanilla skyrim style as well. The only thing I would change is the notifications for the diseases. Sure, if your character is an educated person that has had a lot to do with diseases whilst being a healer/doctor/whatever the PC might know that he has contracted Rockjoint. But that seems rather unlikely for the most characters out there. I would change the text, so it describes the effects of the disease rather than the name of it. But that may be a matter of personal preference.
  16. I'll go forth and test this mod today. Update: Yep, this mod does not carry forth the changes of the USKP. Apart from the mentioned conflict it only conflicts with Skyrim.esm and it's add-ons with Dawnguard.esm and Dragonborn.esm.
  17. shadow resolutions are set in your ini files.Have you set your ini files to read-only? you'll have to change this back and forth when making edits to those files.
  18. I'll try to provide some testing results later today. I'm quite busy, but hey, why should we sleep at night actually? ;-)
  19. Well I'm quite familiar with this issue. The problem is the following: When riding around Skyrim (especially the riften and falkreath hold) cells/grids are continously loaded into the engine. If the data from these cells/grids is very large, as it is the case with a well-modded Skyrim, it temporarily floods the engine which then (to keep the game smooth) focuses on the cell changes only. This leads to the sudden stop of the extra "gimmicks" (usually scripts) like varying horse step sounds (even PC footstep sounds). As soon as the data is loaded, the gimmicks are reactivated, making the pause even more awkward. Same goes for all scripts, by the way. Gopher has encountered this issue, when trying to get rid of the crosshair during the ranged kill cams. If too much is going on, the script which should deactivate the crosshair gets put behind the other data which needs to be processed just like in a line at the supermarket. Will test this mod today. Update: only esp conflict is with Skyrim.esm. Didn't encounter any issues, so from me it gets a go.
  20. I'll try to find the time to test this mod some time today... Update: No esp conflicts What do you mean with disable the tracking whilst running option? Do you mean tracking whilst moving? If this is enabled your PC only tracks when standing still, and not even when walking. After disabling the tracking whilst moving feature I didn't have any weird head movements anywhere. From me it gets a go.
  21. I think I'll try this mod on my laptop. If it cripples my performance I'll have to stay away from it. Just have to find the time to actually start Skyrim again xD Update: - conflicts with Skyrim.esm and the DLC, but with the respective patches it works perfectly. - conflicts with rooster at dawn (no rooster included in riften) - it obviously does not work with the Winter edition from Climates of Tamriel...
  22. Have you chosen 4k for shadows? I remember an enormous slowdown indoors when using 8k shadows and 2k textures, so I guess 4k textures and 2k shadows might be too much as well...
  23. Don't know... Put back the original Skyrim bsa files one by one, until this is fixed and report back which one it was.
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