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darkside

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Everything posted by darkside

  1. Is it compatible with Vivid Weather? Do you use the original NLA https://www.nexusmods.com/skyrim/mods/50065/? or NLVA https://www.nexusmods.com/skyrim/mods/75346/?
  2. I will check it out. I like the Vivid Weather ENB due to its natural colors. It's basically Vivid Weather color palette with ENB effects.
  3. This will not work properly. Bash patch has intrinsic global priority of 80. If you need plugin to load before bash patch, you need to use number less than 80.
  4. I have 980Ti like yourself on Windows 10. My resolution is 2560x1080. No problem with VRAM as far as I can tell. It runs smoothly at 40-60 FPS in exteriors, and constant 60 FPS in interiors. I use performance version of Vivid Weather ENB with disabled cloud shadow, and enable Water. I really can't tell visual differences between best, normal or performance version, except FPS.
  5. Thanks for modwatch update. I think Immersive Citizens - AI Overhaul.esp is in a wrong order. Neo's guide instruct to add this LOOT rule LOOT Metadata Update Required: (Updating Guide) Immersive Citizens - AI Overhaul.esp - Load After Alternate Start - Live Another Life.esp Immersive Citizens - AI Overhaul.esp should be pretty late in load order.
  6. I just finished SRLE Extended: Legacy of The Dragonborn installation. Great guides. Thanks to Neovalen,Darth_mathias, DarkladyLexy, and Paul666root. Skyrim has never been this beautiful. I would like to share screenshots from my new journey in Skyrim. This will be my 2nd playthrough. My first playthrough setup was SRLE + REGS + MMO pack back in 2015. I am no screen archery, but like to take sceenshots from time to time. My screenshots will be from full SRLE Extended: Legacy of The Dragonborn. I use Vivid Weather ENB, instead of Vividian ENB (Personal preference). I removed EBT for stability. Face to Face Conversation was removed due to issue with Flawless Widescreen. Only added mods are Loot & Degradation and Skyrim Enhanced Camera. I am playing on ultrawide screen. Enjoy! Please share your screenshots here! These guides deserve more visual representations! More to come! Album >>HERE
  7. I haven't popped in this topic as often as I used to be. I lost interest for FNV for the last few months. This guide is still the best guide on the net for FNV modding. I have yet to finish Dead Money and Lonesome Road, but will get to them at some point. I will keep full F&LNV installation until that time. Thanks again. From Mid 2015 through Mid 2016 - I got to play FNV, Skyrim, and Witcher 3. I would consider a very good gaming year.
  8. I have a questions about SFO installation instruction Tall Pines: textures/terrain/LODGen/Skyrim.esm/TreePineForest04*The TreePineForest04* files from SFO were overwritten be files from [Enhanced Vanilla Trees - Billboards]. Is this intentional? DDS files looked very different in GIMP. I don't think Enhanced Vanilla Trees - Billboards has the correct billboards for the Tall Pines. Thanks for a great guide.
  9. Thanks for the new Vivid Weather merge instruction. I tested my game without EBT and it rock solid. I found this from DynDOLOD manual "Some Assembly RequiredCaranthir Tower Reborn - DynDOLOD Resources contains an optimized full model of the tower for a little bit more performance friendly Neverfade LOD. Mesh rules also add LOD for the stone dragon and the portal building. Optional: to sync concealing/revealing the tower from far distances install and overwrite the two original scripts with the ones from DynDOLOD Patches. Make a backup of the original scripts first." It looks like sheson has updated scripts for Caranthir Tower Reborn. Should we use it?
  10. Looks like Vivid Weathers was fixed. Hope to merge the Vivid weather esp(s) and start playing soon. I removed some mods with scripts including EBT. Will check for stability.
  11. @Darth I noticed new merge instruction for The Forgotten City Patches. I don't this the merge is needed because the forgottencity_racecompatibility.esp will be absorbed in to bash patch anyway. Merging will not reduce total esp count.
  12. Thanks for the new merge, but I got tons of error with this new merged patch.
  13. Please check error on the merged plugin. There is one error record. [REFR:0900FC65] (places [0600AA4E] in GRUP Cell Persistent Children of DBM_test3New1 "Armory" [CELL:08168884]) Sent from my iPhone using Tapatalk
  14. LOTD Patches Merged.esp is outdated as well
  15. Related to this question, if we don't have replacement for DCO, should we revert back Deadly Dragon MCM settings?
  16. SKSE seems to be moving along quite well. [PC] Official SKSE64 thread by behippo in skyrimmods [–]behippo[S] 44 points 4 days ago Alright - here is a smaller update than I was planning. A good deal more progress has been made. Since my last update I have done a first pass decoding of Spells, Magic Effects, References (TESObjectREFR, Actor, PlayerCharacter), ExtraData and the Inventory. I have successfully tested functions walking over the player's spells and printing out information about them. I have tested getting and setting various values on the Weapon class. I have decoded new information about Light objects (found while investigating magic effects.) Some of the corresponding papyrus functions do not work right out of the box and will need investigating. Some examples: Spell.GetMagickaCost() doesn't seem to be returning the expected value; Actor.SheatheWeapon() doesn't seem to be working. The first is likely a decoding error or scripting error on my part (or the costs really are that low). The second error calls directly into a virtual function on the Actor class which may mean the virtual table layout changed which will take more investigation. None of the Inventory code has been tested yet. So I didn't make enough progress to have a good enough set of interesting functions to do a demo video. I will work on that and hopefully will be at a point sometime next week. Brendan has been making progress on our plugin code and we may be able to show off a plugin in the video if the timing works out. No matter where things stand I'll do another update early next week.
  17. I have a question What is the bash tags of LOTD Patches Merged.esp?
  18. [Advanced Adversary Encounters Patches] Special thanks to SirJesto for creating and hosting the merged patch CORE Advanced Adversary Encounters Patches - 2.1 - by SirJesto Files to download : MISCELLANEOUS - AAE Patches Merged Notice:Please note the merged patch contains the following patchesAAE_AOS_Patch AAE_CACO_Patch AAE_CRF_Patch AAE_DD_Patch AAE_ESFC_Patch AAE_IW_Patch AAE_KA_Patch AAE_LotD_Patch AAE_OBIS_Patch AAE_STRAP_Patch AAE_Undeath_Patch AAE_USLEEP_Patch AAE_WAFR_Patch AAE_HLE_SIC_Patch If you don't have all of these mods you will have to do your own merge. Mod Notes: This mod adds various patches for Advanced Adversary Encounters - Ultimate Edition. ----------------------------------------- There is no AAE_USLEEP_Patch in the FOMOD anymore. AAE already has USLEEP as a master. Just a small detail if someone try to merge these patches by themselves.
  19. I know that MUS and MLU are not in the guide anymore, but I would like to experiment with them. Does anyone still have copy of old patches -- Dreadflopps Modular Patches - SRLE Extended.zip and Dreadflopps Leveled Lists - SRLE Extended.zip ? The link from the history page are broken. I can't find it on Dreadflopps Modular Patches guide either. Thanks in advance.
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