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Kesta

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Everything posted by Kesta

  1. Kesta

    xEdit Guide

    I've been busy with other things, and had to take a complete break lately. Just re-downloading Skyrim now. It's still on my own "todo", but no ETA.
  2. Any additional infos on fSplitDistanceMult ? This ones seems to greatly improve the distant terrain quality.
  3. To my knowledge, there is very few mods who actually require the USKP as a direct master. Most of those who have one are just patches, and can be easily redone. Others just carry over the same modifications as the USKP in their records (ELFX for instance). Not to mention that future tools like WB307 or Mator Smash will actually remove the necessity of most of those patches.
  4. Did you decompress the content of scripts.rar located in Skyim\data, which comes with the latest version of the Creation Kit ? That's how you're supposed to get this file.
  5. Not exactly a "skyrim truth", but still worth posting I think (essentially related to TESO) : "Kick Molag's Balls"...
  6. You. Are. F******. Awesome. And thx for the whole guide, I've been adjusting my INI along with your progress on the matter, but stopped about 2 weeks ago. I'll probably re-do it all with all the new stuffs.
  7. In TES5Edit, expand Skyrim.esm and then the "worldspace" group. You'll see that beside Tamriel and the 5 instancied cities and some other obvious open spaces (Skuldafn, Blackreach, Sovngard, ...), some like the eldergleam sanctuary or the moss mother cavern are also worldspaces listed here and not cells.
  8. You can actually turn the auto-creation of an empty bashed patch OFF in WB ini if it bother you.
  9. This cave is modified by dawnguard. Maybe there is an error in here. But I highly doubt this wouldn't be fixed by the UDGP, and I don't remember any STEP mods potentially causing this issue. IIRC this is an "real" interior cave (there is some cave which actually are small worldspace surrounded by walls and toped by a rooftop), so it shouldn't be dyndolod either.
  10. Yep, I was just "answering" to oqhansoloqo's post
  11. From your pics, iMultiSample=8 look better than FXAA in my eyes. No idea about the performance cost. As for SMAA, it's a bad choice for STEP imo, as it make most of the custom fonts look hideous, which kinda reduce the possibilities of customization lot of users probably like to have when they're using STEP.
  12. Don't you have a patch already available from W&C's fomod installer ? It's supposed to be for other childrens, but you should try that if you see clipping, it's supposed to make hoods for childs a bit bigger IIRC.
  13. The basic potion "cure disease" should be replaced by "cure vampire sanguinaris". This is the only one that will appear in loots. Which make sense imo, as the almost single case when you find them consistently in vanilla is on Silver Hand's pockets. And silver hands have those, as well as ingredients to craft them, in order to preven themselves to become vampires as far as I see it. The other case when you find cure disease potions in vanilla are mostly hand-placed in dungeons. There is few of them in comparisons to others. To find other iNeed's potions, the only way I found with the base mod is on alchemists sale list. They usually have about 3 or 4 differents kind of "potion of cure XXX", 1 or 2 of each. But I feel you, as someone who put a lot of economical challenges to his game, paying the priests is sometimes impossible, and since the disease can lock your camera when you're completely sick, it's almost game-breaking if the nearest alchemist don't have the potion you need. I had two patches sometimes ago, but lost them while re-installing iNeed sadly (they were in the same MO folder, and I clicked "replace"... shouldn't have done that...). The first was to distribute potions more frequently accross the world (in "common" merchants sale list mainly, and in some bandit lists). The other intented to fix an issue with a carriage mod that replace the carriage travels by fast-travels behind the scene, thus preventing iNeed to detect a carriage travel, and instead putting all your needs in the red. But I never knew if it actually worked, so it's not a big loss xD I might redo the first one if I re-play iNeed in the near-future (currently using a no-needs profile, focusing on questing / dungeoning instead of survivalism). I'll upload it somewhere if I do. Last point : Remember that vigilants of stendarr can also cure your diseases if you find them along your travels.
  14. Here is a troobleshooting procedure that could help regarding this issue : 1) Launch TES5Edit. 2) Click OK so it will launch your whole load order as seen by the game. 3) Once you get background loader : finished, right click in the left pane and select "Apply Filter" (NOT Apply Filter For Cleaning, but the one that let you configure the filter). 4) Uncheck everything in the filter, and only check the "by record signature", and under this section, only "NAVM - Navigation Mesh Map". 5) Wait. Once it's done, every mod still visible in the left pane is a potential suspect. 6) Expand the Worldpsace section of each, the subsection named Tamriel, then "Block 0, -1". If it exist of course. A mod having this entry here after aplying this filter will most likely be the cause of your issue, safe the USKP. Edit : Here is a screenshot of what your filter settings should look like : P.S. : In regard of OP post, you can't check only for 001098B5, as this is just one of the numerous navmeshes in this area.
  15. Not sure about FNV, but if this is as in Skyrim : - If you use enbseries, F4 is also used to free memory or something like that. Switch the hotkey to F6 instead (F5 being already reserved for vanilla quicksave), and you should be alright. (But I have no idea if FNV's CASM can be configured as its skyrim counter-part... )
  16. This was an error with a previous version of the USKP (2.1.2 I think), make sure you update to the latest. Or it has been reintroduced by mistake with 2.1.3b, but it was fixed in 2.1.3.
  17. Aaah, thanks. This is the topic I had in mind when I wrote this, but couldn't find it anymore. I stopped following before Sharlikran's answer :/ bad me.
  18. As I said in my edit, it's not from obis or genesis anyway. Those aren't game breaking mods, there is just some weird stuffs in it. And yess, that's how you search fro script in MO, though you don't have to look only for stuffs in red. Just check the list under scripts, it's sorted by alphabetical order. Edit : ninja'd ² ? Edit2 : Nah, that's not it. A script can be from a mod, but be attached to a vanilla object, and thus have an instance in 00XXXXXX Edit3 : And while we're talking about scripts instance in savegame : Though it can be due to a bad design or issue in a mod, this can also be perfectly normal and non-gamebreaking if properly scripted. An example of this is vanilla's mineorescript which have about 900 instances IIRC.
  19. No time for a lot of invesitgation for now, sry. At first sight, I'd say this script is attached to various references (most likely beds, according to the name) which aren't persistents. So when the object reference isn't loaded anymore, the script throw this error. Which explain why you have those 200 instances (one per object, - bed if a follow up on my precedent hypothesis). BedBunnyScript isn't from the official game nor DLC. Edit : Just looked at your load order. Almost certain this kind of things is from either OBIS or Genesis, their design is full of technical inconsistencies of the same fashion. Checking right now. Edit : it's not. Could also be 3dnpc, IIRC the whole mod is corrupted as its original version was made with TESVSnip and never got fixed. This is usually passed under silence as very few people report errors easily traceable back to the mod itself, and this a quite popular one. Edit : I was wrong about it. See pStyl3 post below.
  20. New version is out. It now support addons. I made one for Frostfall 2.6 as proof-concept. As I know how meticulous you are with mods you install and use, your feedback would be greatly appreciated
  21. ******* of Skyrim, only available on LoverLab AFAIK. This provide a full mod, API-like to make d***-related stuff. But the bodymeshe itself is nude with higher quality than vanilla. Thus everyone asking.
  22. Yeah, lot of user report this, but I can't reproduce it on my own setup :/ But the whole implementation was shaggy so it's not that surprising. Completely reworked the mod anyway. Though I might have gone a bit too far with technicity, I think newly released Mator's merge plugin won't be able to handle it xD
  23. Nice, time to work on mator smash now
  24. This. It somehow make me want to buy one right now with a bit of luck the game will look nice from there on a 81cm TV :p
  25. Now, THAT'S AN IDEA !
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