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Darth_mathias

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Everything posted by Darth_mathias

  1. Valerica addon is apperance only simliar to Bijin no you don't need any of the .bsl I'll add this to my list of changes that will happen when i get home.
  2. ok thanks I actually at my mum and dads for easter won't be home until tuesday afternoon so things wont be updated until then.
  3. personally LoTD should be the first mod (other then SKSE, ENBoost and USLEEP) you install then use that as your base to build from. interest looks like it might be a good idea to add this to the guide now.
  4. as far as i can tell the RoTE patches from MLU Patches are out of date and has errors in it. the patch from RoTE are more up to date.
  5. you'll need to a custom install of both SRLE and Extended anyway for LoTD as some mods from both are included in LoTD anyway. You'll also have to do your conflcit resolution. Personally i would use the texture changes from SRLE Extened then build from there.
  6. yes remove Neo's ruie from SRLE and add Dreadflopp rule instead.
  7. I am trying to actually play without much success not cos of save game coruption, but more people keep bring these sort thing of my attention (which is good for overall long term stability of the guide). I've actually not been able to get past level 6 in months. all I am planning on doing at this stage to baseline the string count for SRLE Extended nothing more. So nothing added or removed until I have my own results.
  8. I have not seen any issues that other have spoken off but then again I've not been able to get past level 6 in months cos people keep turning my head to something new and that requires a new start e.g. Morrowloot install (for a patch I created) was the latest. I plan to just carry on playing as is which is Extened with morrowloot.
  9. hi everyone I have created a new topic about SRLE Extended string count testing here https://forum.step-project.com/topic/10257-srle-extended-string-count-testing/ could we please move this disscusion over to there thanks.
  10. This is where disscuion of SRLE Extended String Count Testing will take place Without Alternate start Live another Live installed -Start a new game -Wait for everything to initialize -Start any mod that begins disabled - wait for the cart ride to finish -Save game with Alternate start Live another Live installed The test parameters for each mod were: -Start a new game -Wait for everything to initialize -Start any mod that begins disabled -Use the statue > camping in the woods -Wait for the dragon to go over the horizon -Save game. I will be testing out a pure SRLE Extended Build. The results will not be 100% accurate but at least it should give an idea. Program I am using for find the string count is TESV ESS Files Editor by fubrus - https://www.nexusmods.com/skyrim/mods/27119/?
  11. I am best to do that cos (no offence to anyone) I properly have the purest SRLE Extended setup.
  12. that only needed for Skyre I beleive.
  13. Whetstone Thans for you work (could you make available the spreedsheet you use to create and I will this myself with a full SRLE Extended no added mods) Dyndolod - we always knew was a heavy hitter interesting NPC was knew was a heavy hitter i guessed Morkem Estate would be heavy hitter a surprising heavy hitter is Immersive Armors. I am curious to know what and impact Riverside lodge be full built. Arm with this info there and now canidates for the chop. the choice seems to between the quest mods and the extra NPC's first 2 mod to definalty go is Morkem Estate and Loot and Degradation.
  14. what we need is 3 or 4 people who are seriously willing to under take furthur research and testing on this subject. they would all need to have the same base profile use the same mods. Edit: could a moderator please spin all this string stuff off to a new thread, and we can all continue this topic there.
  15. agreed a lot of work and research needs to be done on this subject I just don't have the time or full understanding on this at the moment
  16. that might be the best idea as i am loathed to cut anyone.
  17. the other option is to not have anyone at all cut them all (even inigo) and let you guys make your own mind up.
  18. I will always try to cut Extended before Base.the first mod currently on the chopping block are the custom follower mods: Sofia Arrisia Recorder. Hoth. Mirai. Inigo. Now it would be good to keep one male one female so my choice of male would be Inigo and Female I am not sure at the moment.
  19. that's actaully a good idea Greg.
  20. what ae you using instead of AH hotkey cstarkey42. I could also quite happly dump Lock overhaul, and go back to my old favouite KenMOD - Lockpick Pro - Cheat as not begin able to unlock lock and still having to bloody lockpick annoys me (theres a chest I can't unlock it without break lock picks aggghhhh lol.) so things to think about and more testing time instead of actually playing lol.
  21. I really don't want to get rid of interesting NPC's since like other have said the are more natural and are almost like the should of been in the game from the start. I am loathed to get rid of Sofia (mostly cos she was one of the first follower I always install) but saficrices might need to made for the greater good (you could also count arrisa. recorder, Mirai and Hoth here). Inigo will not be going he jsut too enjoyable to have around. I have been seriously thinking about getting rid of holidays as this doesn't really add much to the game other the "immersion" of cause but again sacrifices for the great good. another option is to limit the house mods too cause currently there are 2 fairly script heavy house mods in Extended. whatever happen the strings will be high for SRLE Extended so it cos to decsions on what we want and what we need actaully need to improve the gameplay of SRLE without casuing to much issues late game like save game courrption. I've not tested a SRLE base yet, I actually need to rebuild my base Profile to do this.
  22. fair maybe I was misunderstand you as well. Anyway I now do it per SRLE since you pointed it out (and this was bascially cos i didn't read the directions from Neo properly)
  23. hey after re-reqdy Neo dyndoload section i think your a little wrong based on this it would appear we should be creating 2 seperate folder one for texgen on for worlds: Once both scripts have been executed, the outputs of each script must be made into a mod for use by the game. Navigate to the TES5Edit output directory and copy the contents as a new folder named DynDOLOD - TexGen Output in the <Mod Organizer>/mods folder and activate it. It should be placed at the bottom of the left pane.Navigate to the DynDOLOD Worlds output directory and copy the contents as a new folder named DynDOLOD - Worlds Output in the <Mod Organizer>/mods folder and activate it. It should be placed at the bottom of the left pane below the TextGen Output folder.
  24. so after install Shenon updated script my string count didn't change much went from 54,583 to 54,581 do however bear in mind that this a relatively fresh save but I have travelled from Whiterun to Darkwater crossing afters starting out with the Companions. I have also not Rerun Dyndolod yet that is my next step. So just updated DynDolod and still no change in String count. If you find your have issues after the first dragon fight then I would suggested removing Interesting NPC as this seems to have a big impact on this (I may even consider dropping that mod all together from the guide but as of yet my final descion has not been made); more sugestions from you guys on if i should drop Interest NPC's would be good.
  25. interesting stuff here I have downloaded the Savegame script scalpel tool and had a quick look at the string count for a new SRLE Extended save just after the ASAL Cell and it was 54,583.
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