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supra93 last won the day on August 27 2014
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EDIT: Umm.. I think it's been rather a long day and I just realized that there isn't really a conflict here. Could someone please just mark this as closed or delete the thread? Sorry about this. Hello, I hope that I'm posting this in the right section, if not someone please kindly move this thread. Before I begin, I've looked up the definition of Packages on the CK website, and I've also taken a look at the PACK record for Tes5Edit on the UESP Wiki. To my understanding, packages are what determine the behavior of the NPC. I've also taken a look at this thread regarding the importance of the order of PKIDs. Moving onto the question, I'm trying to understand this patch regarding Requiem 1.8.2 and BOYD. The patch in question that I'm looking at can be found here. The record I'm looking at is the very first one (FormID: 0001336D) for the NPC Dirge. Looking through the defined Packages, I see that the patch author omitted a PKID from Requiem in favor of the USKP. I'm not too confident with making a decision of whether or not I should override that value with my own patch to favor the PKID from Requiem, or rather to combine it with the USKP. Could someone kindly explain to me in general terms if what I'm about to list below makes any sense? If I were to leave things the way they are, would this result in the actor not behaving the way intended by Requiem? If I were to create my own override and overwrite the PKID of the USKP in favor of Requiem, then should the NPC behave the way intended by Requiem? If this is true, would point 3 be optimal? If I were to create my own override and merge the PKID from both Requiem and the patch, would the general logic of adding the Requiem PKID after be advised in favor of the USKP, whereas with another mod I would prioritize Requiem?I really hope I'm making sense and that what I've understood so far is right. Here's a screenshot of specifically what I'm looking at for those that do not want to download both mods. Thanks for the help!
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Mod Organizer 1.2.18 - Unable to change plugin priority (right pane)
supra93 replied to supra93's question in Mod Organizer Support
Thanks for the help. Slowly getting a hang of all these things. -
I'm having some trouble with MO and sorting my plugins on the right pane and I'm really not sure what to do anymore. The problem is that I'm unable to change the plugin priority of SleepingDangers-SandsofTime.esp. I'm able to move this mod anywhere within the unofficial dragonborn patch and the unofficial skyrim patch, however, I cannot move this mod past HRDLC1 or any lower than it already is. Could someone please explain to me why this is happening? TL;DR: Can't move bold and italicized plugins past non bold/italicized plugins. Here's a picture outlining my issue: https://puu.sh/g56vN/5b494eb41f.png
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Been quite a while since I've last posted here or played Skyrim. I absolutely love Requiem and can't play Skyrim without it, however as 1.8 has been released and with the absence of Azirok, I've been trying to get some of the mods that I need for my play through to work with Requiem and I'm having some trouble understanding the way things are affected by Requiem. For instance, I'm trying to understand how Requiem affects Sands of Time, more specifically Draugr's. Here's some pictures for reference. https://puu.sh/g4AGM/5089ef75ad.jpg https://puu.sh/g4AM6/89a8ea8a34.png https://puu.sh/g4B0s/0aadcab5a1.png https://puu.sh/g4B6Y/981fab54ad.pngThe first picture is a screenshot of me summoning a draugr from the console. I'm using mfg console to show me stats as well as which mod this draugr belongs to. What's confusing me is the skills this draugr possess. Looking at picture 2, you can see that the skill levels differ from what's shown in game. I couldn't find a reference to these stats in Tes5Edit or how exactly Requiem is changing them. It was only through picture 3 that I was able to see how this draugr had illusion at level 40, but for the rest, they're completely off from the values I'm seeing in game and in Tes5Edit. Picture 4 shows the skill levels that I was expecting to see in game. Is there something that I'm missing completely here? I thought that the template (picture 4), would determine the skill levels this draugr has. Once I stumbled across the reference to the draugr race (picture 3), I believed that Requiem would have an influence on the stats of this draugr specifically due to the way the patcher for Requiem works as well as this guide to adjusting races as explained by ogerboss himself. Could someone with more experience please explain all of this to me? I still think of myself as a novice when it comes to working with Tes5Edit and creating conflict patches, but I am also very curious and motivated to learn all of these things to make my game more stable and enjoyable. Thanks for any help! EDIT: I forgot to mention, I'm not even sure if this is the right place to post this, however, I wasn't quite sure where else to ask for help regarding Requiem and I thought this post might be beneficial to others in this thread in terms of helping with creating conflict patches and understanding the interactions of Requiem with other mods. Sorry if this is in the wrong place. Please advise me and I will move/remove this post from this thread if needed.
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Unexpectedly low performance with a good system
supra93 replied to NKbestK's question in General Skyrim LE Support
Couldn't this just mean that the game was poorly optimized?Just my 2c. -
ENB binaries link in step guide leads nowhere
supra93 replied to Zamik's question in Post-Processing Support
Click on the news link at the bottom of that page, then you should see downloads on the sidebar and at the top of the page. Once at the downloads section, scroll to the bottom for links to specific games. -
MO, Loot and finalizing load order
supra93 replied to Kaldgord's question in General Skyrim LE Support
From what I've understood myself, you are to place your bashed patch at the bottom of your LO, with the exception of skyproc patchers (Dual Sheath Redux, ASIS, etc.). Either way, you create your bashed patch first then run SUM. LOOT should sort this out properly anyway. You could verify this by highlighting the plugin and looking at the priority given to it. You'll see that the bashed patch plugin has a priority to place it at the bottom, and any plugins generated through SUM have a priority to place them below the bashed patch. Hope this clarifies things. -
MO, Loot and finalizing load order
supra93 replied to Kaldgord's question in General Skyrim LE Support
If I'm not mistaken, Dual Sheath Redux should be placed below your bashed patch. -
How to upgrade STEP from 1k to 2k textures?
supra93 replied to FiercelyFuzzy's question in General Skyrim LE Support
There are a few things you could do. Install the same mod again using the 2k texture and replace the previous install, Make a copy of your current profile and install the 2k texture but append "2k" to the end of the name of the mod to differentiate between the 1k and 2k installI'd advise the 2nd one just in case you run into any problems, you could easily identify what you've changed, however, doing this would take more space as your basically installing the same mod twice with a higher texture resolution. -
Dragon's...Baywatch edition - slow motion dragons
supra93 replied to GunerX's question in General Skyrim LE Support
Not sure if this is relevant, however, have you checked the speedmult of the dragon? I'm not sure if it applies to them but that's where I would start if you've already overlooked your load order. -
I'm having a problem with ELFX
supra93 replied to Razorsedge877's question in General Skyrim LE Support
If you launch your skyrim launcher through MO, can you view the plugins list it is it grayed out? If it's grayed out, check your INI settings to make sure that file selection is enabled. I remember from before when I didn't have that enabled in my INI settings, if I were to launch the launcher through MO, then exit it back into MO, all my plugins would become deactivated. -
non-issue Search functionality using Tapatalk
supra93 replied to supra93's question in Forum Support
Unfortunately, my phone broke so I can't test/verify with it anymore. However, with my tablet running 4.4.4 and the same version of TT, the search functionality seems to be working now on its own. Odd indeed as it was not working before and nothing has changed on my tablet. Either way, you could close this thread if you please. I'm no longer experiencing the issue. Thanks! -
Trying to get the hang of this whole ENB thing...
supra93 replied to dstansberry's topic in Skyrim Revisited (retired)
Makes sense. Thanks for clarifying. -
Trying to get the hang of this whole ENB thing...
supra93 replied to dstansberry's topic in Skyrim Revisited (retired)
Thanks. I've looked at this record before actually. I'm not really sure if this is the conflict, though as the only thing ELFX is doing is setting the candle to initially disabled. Not sure what else could be causing the light source to turn on and off with a specific view angle. It's nothing too important anyhow. Just wanted to take a closer look. -
Trying to get the hang of this whole ENB thing...
supra93 replied to dstansberry's topic in Skyrim Revisited (retired)
Do you mind telling me which records specifically if you don't mind. I'm trying to learn as much as I can with tes5edit and cells were one of the things I wasn't really sure about on how to approach. Just the form ID would be enough to help me find the conflict to examine. Thanks, and great job with SR;LE! ðŸ»