
AiKiXeN
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Everything posted by AiKiXeN
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GUIDE v1.1.0 - Feedback & Bug Reports
AiKiXeN replied to TechAngel85's topic in Step Fallout New Vegas Guide
Thank you. I'll change it this weekend. I'm looking over all the new mod additions and deletions for v1.2.0 of the Mod Guide. The changelog shows Lucky 38 Lights Redone has been added, but it is not currently listed in the v1.2.0 guide...in case it was missed. -
Comparison between weather effects (with pics)
AiKiXeN replied to Majorman's topic in Step Fallout New Vegas Guide
I like the subtle version the best. The Heat-Haze isn't visible in the screenshots from what I can see. -
GUIDE v1.1.0 - Feedback & Bug Reports
AiKiXeN replied to TechAngel85's topic in Step Fallout New Vegas Guide
Is there a mod that changes the F3 key from opening the Pipboy Data screen to a quickload last save? That's what happens in my game when I use F3...a quickload. Looking to change F3 back to Pipboy Data screen. Wondering if it's a setting buried in the MCM? I looked at the Falloutprefs.ini for the function key settings, but don't see them. Also, I have a few files in my Overwrite folder after running around in the game for a bit. It's a Config folder with a couple .ini files and a .cfg file. Do I just move those files to their appropriate mod in the left panel? Animated Ingestibles and Immersive Recoil 2.0 are the mods. -
GUIDE v1.1.0 - Feedback & Bug Reports
AiKiXeN replied to TechAngel85's topic in Step Fallout New Vegas Guide
I'm still running around Goodsprings admiring how great the textures look. This was the easiest modding of FNV I've done over the years. I greatly appreciate the mod guide and the choices that have been made. It's been years since I modded FNV, and I don't remember ever using an LOD generator, so distance viewing was always bare in my game...but now it looks amazing. I went up to Goodsprings Cemetery to look in the direction of the New Vegas strip and saw a lot of texture z-fighting in that direction. I know it happens with far off mountain, rock, ground textures...and that it's just part of the game engine and not much can be done...unless there have been any advancements/discoveries in the last several years you can share? But I did find a mod that eliminated the texture flickering I was seeing around McCarran and that direction, so maybe consider it for a review. Less Flickery City of New Vegas - Created by FaramH https://www.nexusmods.com/newvegas/mods/72061 -
GUIDE v1.1.0 - Feedback & Bug Reports
AiKiXeN replied to TechAngel85's topic in Step Fallout New Vegas Guide
Yep, that did the trick. Thanks. -
GUIDE v1.1.0 - Feedback & Bug Reports
AiKiXeN replied to TechAngel85's topic in Step Fallout New Vegas Guide
The right side of my screen has persistent HUD elements and I'm not sure how to make them disappear? In the MCM, selecting Adjustable HUD brings up the very HUD I need gone, but I do not see an appropriate setting to get rid of it from the screen once I exit the MCM. -
GUIDE v1.1.0 - Feedback & Bug Reports
AiKiXeN replied to TechAngel85's topic in Step Fallout New Vegas Guide
Thank you for the update on the Anim patches. I have removed them. I have now made it out of Doc Mitchell's house for testing. It looks really nice, but I noticed all of the aliased jaggies and remembered I should have 4x antialising activated. When I looked in the ini file, iMultiSample=0. I loaded up BethINI again and none of the changes that it makes are getting saved when i click Save and Exit. I'm not sure why? It's like it reverts changes. I did notice that when you make a change in BethINI, the change gets saved automatically in the .ini file...so I made all of the necessary changes and copied the .ini files to a backup folder. Then I exited BethINI...of course it reverts the changes, but then I cut and paste the changed .ini files I backed up into the profile folder, overwriting the BethINI reverted ones and all of the changes are active. I hope that made sense. I'm wondering what I'm doing wrong with BethINI, but I at least worked around it. Now I need to go back and add in all of the custom fallout.ini and falloutprefs.ini changes the mod guide had me make, but there's just a handful. -
GUIDE v1.1.0 - Feedback & Bug Reports
AiKiXeN replied to TechAngel85's topic in Step Fallout New Vegas Guide
Thank you Majorman. One other thing. Did the following get resolved? I don't see updated info/links for these two patches. I was able to Google their names and download them from the Anniversary Anim Pack archived files direct link that Google gave me. I assume they would get installed just after Anniversary Anim Pack, but not sure if there are any other instructions I need to follow? -
GUIDE v1.1.0 - Feedback & Bug Reports
AiKiXeN replied to TechAngel85's topic in Step Fallout New Vegas Guide
I finished installing all mods for the Step Fallout New Vegas Guide and ran LOOT one last time. Everything checked out. I launch the game and it crashes before i get to the main menu. I thought it was the issue with bRestore2Hotkey in nvse_stewie_tweaks.ini, but changing the setting to 0 doesn't fix the load/CTD issue. I checked the nvac.log and see the following: 07161055 _ NewVegasAntiCrash FalloutNV.exe 07161055 _ 18DB0000 07050000 nvac.dll 07161055 i 008BFBC1 0441B60F FalloutNV.exe 07161055 i 00490B10 6666018B FalloutNV.exe 07161055 _ 18A10000 06020080 nvse_1_4.dll 07161055 _ 77AB0000 0A004A64 ntdll.dll 07161059 a 0072607A 0048A1DF FalloutNV.exe 07161059 ; Hud Menu Creation Failed... This likely means that the archives were not built and the xml doesn't match the code. I thought I tracked it down to One HUD - oHUD because disabling it at least gets me to the game menu. But after seeing the above comments about Darnified UI, I realized that the mod guide did not have any section that referenced installing Darnified UI mod. I've checked and re-checked, but do not see any mention or link to install this mod. Please correct me if I'm wrong. I went ahead and installed the mod from the ModDB link included above...the updated one...and placed it just above UIO - User Interface Organizer. When I launch the game, I no longer get the "Hud Menu Creation Failed" error and make it to the main menu. I moved on to the next step of starting a new game for general testing purposes. I'm talking with Doc Mitchell on his couch and the answer choices are all squashed and running together...so I'm pretty sure I'm missing some Darnified setup steps. I just wanted to see if installing Darnified UI improved my load/CTD issue and it does. Looking forward to getting this ironed out. Thanks. -
GUIDE W3R: The Wild Hunt Revisited (Witcher 3)
AiKiXeN replied to Neovalen's topic in Unsupported Game Guides
Have you tried merging those 4 XML files? If not, I would try that and see if they auto merge with no conflicts. That's the first step. Otherwise, try to solve the conflicts manually. If that ends up being too complex, then assign one of the mods a priority higher than the other. I personally would choose Scabbards over Nitpickers to have priority. For some reason I don't have those conflicts between those two mods, but I'm using the NitpickerNoArmorFix. My only conflicts are with Ghost Mode, and it gets priority over both Scabbards and Nitpicker. -
GUIDE W3R: The Wild Hunt Revisited (Witcher 3)
AiKiXeN replied to Neovalen's topic in Unsupported Game Guides
The only XML conflicts I see with Nitpicker and Scabbards involve Ghost Mode...and Ghost Mode wins those conflicts because of its assigned priority in mods.settings file. Those conflicts show up under Bundled Text and I don't check any of those boxes for merging since Ghost Mode wins over the others. -
GUIDE W3R: The Wild Hunt Revisited (Witcher 3)
AiKiXeN replied to Neovalen's topic in Unsupported Game Guides
OK. I don't have anything in my mods.settings file for either of those two mods, so that's why mine don't have any priority...but you did the wright thing in making sure Brutal Blood wins. As for The Aard...yes. In the guide, it was given a Priority 4 in the mods.settings file, so it will and should definitely win any conflict over the Yrden mod. -
GUIDE W3R: The Wild Hunt Revisited (Witcher 3)
AiKiXeN replied to Neovalen's topic in Unsupported Game Guides
Before choosing a line: https://i.imgur.com/tV8re9a.gif After choosing Line C: https://i.imgur.com/gPrtkq5.gif After choosing Line C...also choose Line B and the finished, non-conflicting merge will look like this: https://i.imgur.com/1hb12u0.gif Choosing Line C will add the one Unread Desciptions line. Once that line is added down below, right click the newly added line and select to add lines from B. Since three of the lines from B are already added to the Output window below, selecting B will just add the line that starts with var SortingMode...and that solves the conflict. Hope that helps. -
GUIDE W3R: The Wild Hunt Revisited (Witcher 3)
AiKiXeN replied to Neovalen's topic in Unsupported Game Guides
In Script Merger, does it actually show modImprovedParticleSystemsNoShaders with a priority number? Because if so, I'm not sure why? Mine shows both mods having No Priority. I'm pretty sure Brutal Blood needs to win the conflict. Improved Particle Systems covers a lot of different particle effects for signs, environments and blood, but the blood effects will conflict with Brutal Blood. Based on the install order of the guide, Brutal Blood gets installed just before Improved Particle Systems, and its mod name comes first alphabetically, so Brutal Blood needs to win the conflict. -
GUIDE W3R: The Wild Hunt Revisited (Witcher 3)
AiKiXeN replied to Neovalen's topic in Unsupported Game Guides
I looked at my Script Merger window and see the following: Bundled Non-text - Not Mergeable fx\blood\bies\bies_blood_fx.w2p modBrutalBlood modImprovedParticleSystemsNoShaders Script Merger doesn't merge "Bundled Non-text - Not Mergeable". These mods were not assigned a priority based on Neovalen's guide, so the priority winner will be based on the mod name alphabetically. In this case, all files that conflict between modBrutalBlood and modImprovedParticleSystemsNoShaders will be given priority to modBrutalBlood. -
GUIDE W3R: The Wild Hunt Revisited (Witcher 3)
AiKiXeN replied to Neovalen's topic in Unsupported Game Guides
rootsrat, I know these posts are older, but I still have to say thank you so much for your Reshade. It looks amazing! I have tried so many presets from Nexus and the SweetFX Database site, but yours is perfect for the look that I want. Reshade presets are very subjective but I don't like dark, washed out, or otherwise "realistic" looking presets. I think your preset really enhances the games natural colors and cranks them to 11. Not only that, but my game is smoother now. I was using an older SweetFX version and preset and for some reason, even though I have a GTX 1070, I had an occasional FPS dip in certain areas and now that I switched to your preset, my game runs silky smooth. I did turn off the chromatic aberration, but kept all your other settings. Thanks! -
CTD when DynDOLOD is loaded
AiKiXeN replied to edynacio's question in Guide Support & Bug Reports (retired)
eynacio, I also had the same issues as you when I reached Riverwood, but without the Alternate Start mod. I got a CTD when leaving the Riverwood Trader interior to exterior. I can't remember my train of thought or reasoning, but I disabled the DYNDOLOD.esp plugin and was able to make it outside to the exterior. At that point, I saved and exited the game, enabled DYNDOLOD.esp, and was able to load my game and continue to Bleak Falls Barrow. I haven't had anymore CTD issues, that I can say are DYNDOLOD related, since then. I think that maybe it's just a lot of texture and mesh info the game is initially delivering at one time when you're going from an interior cell to an exterior cell. Somehow, it all worked out for me and I was able to continue my journey. I can tell you this, I just recently started having issues with a CTD on save in Understone Keep in Markarth that took me a little while to figure out. I was looking for cause and effect resolutions, like, I just pick-pocketed items off a character, save, and then an immediate CTD. I sell some items to a merchant NPC, save, and then an immediate CTD. I cook some food, eat, save, and then an immediate CTD. So, it seems no matter what action I do, when I try and save, I get an immediate CTD. After some lengthy Googling, I ultimately decided I needed to look at my last save file and see if it needed to be orphan script cleaned or something. Well, it turns out that several of my latest save files had .ess.tmp in the file name and instead of being the usual 14,000 KB, they were 500 KB in size. Apparently, at some point after reaching Markarth and exploring around, my game started to get unstable and baked that right into the save game I made at the Markarth city doors and only continued and got worse as I saved my game from that point. All I had to do was delete every one of the .ess.tmp files and reload my game to a previous save before the first, initial, .ess.tmp was created, and I've had no more CTD save issues. This game is equal parts frustrating and freaking exhilarating at times, but mostly the latter. I sometimes just have to stop and look at all the bling bling textures, and weather, and skies, and it's amazing. -
CAN"T BUY BREEZEHOME!
AiKiXeN replied to Skywalker123's question in Guide Support & Bug Reports (retired)
OK, found this solution for the Throw Voice / Follower bug, and it makes a lot of sense. I just tried it, and so far it seems to have worked on Lydia. The issue with Proventus remains, so maybe I can find how to fix it. -
CAN"T BUY BREEZEHOME!
AiKiXeN replied to Skywalker123's question in Guide Support & Bug Reports (retired)
I have the same issues Skywalker. No dialogue option from Proventus Avenicci to buy Breezehome, and Lydia insults me when I first speak to her...the nerve LOL. Yes, she is somehow bugged with the Throw Voice dragon shout. I'm going to say we can rule out Alternate Start because I didn't install that mod in my build, and have stripped it out of the Conflict Resolution plugin so it's not a required master. My game was started without Alternate Start ever being a part of any game save. I can't speak for The Choice is Yours, as that mod is in my game. I just started noticing these issues yesterday for the first time, and started Googling for a resolution. I've seen reported posts for the issue from back in 2012, and many point to a connection between the missing Breezehome dialoge with Proventus and Lydia not being able to display her dialogue as housecarl. Time to dig into the issue some more. -
I'm not sure if this is an issue or just what is to be expected of texture loading after running DynDOLOD? I'm noticing object textures, as well as, tree textures pop-in to view when I get relatively close to them and I'm not sure if it's normal? I'm currently on the game default of uGrids 5. I can tell that DynDOLOD has added a lot more distant objects and animations to the game world after generating LOD using the High preset, so I'm a little confused on why I'm seeing the textures pop-in? I've attached two pictures taken just outside Whiterun. In the first picture, while standing near the end of the bridge, I can see that I'm close enough that part of the city wall has loaded the correct wall textures from SRO, but not close enough to fully load the entire wall...and I'm guessing other textures around that same distance. The second picture shows how much closer I have to get in order for the remaining right side of the wall to load the correct textures. When I turn back around and walk towards the bridge, it's about the same distance that I see trees pop-in. 1) Is this normal and what I should expect? 2) Do I need to change any settings in skyrimprefs.ini? If so, then would one of the SR:LE staff mind sharing their settings? I'm pretty much running the defaults with just the additional changes recommended from following the SR:LE guide. 3) Doesn't DynDOLOD scan all of the exterior textures and use the ones, based on override order in Mod Organizer, to generate LOD textures? 4) ...or do I need to create special LODs for Skyrim Realistic Overhaul for use with DynDOLOD? 5) I thought that DynDOLOD would generate and display the LOD at distance, and then both the LOD and static texture together when you got closer? and then as you got even closer, the LOD texture would be dropped altogether leaving just the static? In this way, there really wouldn't be any pop-in of textures. OK, well that's pretty much what's on my mind regarding this issue.
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Bathing in Skyrim - MCM Menu Issue
AiKiXeN replied to AiKiXeN's question in Guide Support & Bug Reports (retired)
I downloaded the script files again and overwrote the ones I had. Same versions, sizes, etc....but all of the files merged properly this time and I ended up with "Bathing in Skyrim - Merged_english.txt" when it finished. I fired up Skyrim and my save game and the Bathing in Skyrim MCM menu displays properly using the merged .esp. Problem solved! -
Bathing in Skyrim - MCM Menu Issue
AiKiXeN replied to AiKiXeN's question in Guide Support & Bug Reports (retired)
This makes the most sense. It didn't even cross my mind. Thanks! After the files were finished merging, the interface\translations file was still named "Bathing in Skyrim - Main_ENGLISH.txt", so I would have had to rename it manually. I'm going to try merging the files again right now and see what I end up with. Thank you for all of the time and work you put into SR:LE for all of us! -
Bathing in Skyrim - MCM Menu Issue
AiKiXeN replied to AiKiXeN's question in Guide Support & Bug Reports (retired)
I should have answered before now, but life got in the way...and then I forgot I even had this issue until earlier today. Hey that rhymed. Anyway, I have figured out the issue. Yes, my Bathing in Skyrim - Main_ENGLISH.txt file contents looked the same. I even copied yours and saved, but no luck. The file was definitely seen, because I could change a default setting in the file and have it show up in the menu, albeit while still displaying the "coded" look. I had problems with that first SR:LE mod install after getting to Riverwood and adventuring to Bleak Falls Barrow and then down to Whiterun. I was getting CTDs every time I loaded a game save. I couldn't figure out the cause, but admit I didn't spend a lot of time on trying to figure it out. I chalked it up to my modding skills being rusty and decided to start over and pay closer attention to each mod step. I think a crucial mistake I made was how I installed a mods "optional" files downloads into their own separately named mod folder which immediately followed after the main mod's folder...as opposed to "merging" into the main folder. Maybe that was an issue, maybe not, but in retro I know it just created a bunch of unnecessary files that would just get overwritten anyway. So, after installing SR:LE for the second time, I was jarred back to this same issue with Bathing in Skyrim's MCM menu not displaying properly. I was still getting the $BIS code text and couldn't find anything related from my Google searching. Here is what fixed it for me. I reinstalled Bathing in Skyrim, and chose not to merge the three .esp files... Bathing in Skyrim - Main.espBathing in Skyrim - Followers Only.espBathing in Skyrim - Realistic Room Rental.esp into... Bathing in Skyrim - Merged.esp I left all three in the load order and ran all the followup LOOT, FNIS, Bashed Patch, SUM steps (due to load order changes). Voila! Loaded up my post Helgen Cave exit save game (not using Alternate Start on this mod install), and now the menu is displaying properly in MCM. I'm not sure what it is about my Bathing in Skyrim - Merged.esp that is mucking things up? Clearly many, many other modders have followed the same steps and have no issues with Bathing in Skyrim. I also don't seem to have any issues with other merged .esp files...to my knowledge. I also tried changing the name of the merged .esp back to "Bathing in Skyrim - Main.esp" ...in case some other mod was looking for it, but no dice. All I know is, I fixed my issue and the game looks amazing. I have still only made it down to Riverwood, but already the performance is better than the first go-round. Time will tell. I did have one other issue that took me roughly 3 - 4 hours of troubleshooting to figure out. I will make a new forum post for that issue in the next day or two...maybe it helps someone at some point. Thank you, Kesta! -
Bathing in Skyrim - MCM Menu Issue
AiKiXeN posted a question in Guide Support & Bug Reports (retired)
Just finished up my SR:LE install, and man does it look incredible! This is my second time doing a full SR:LE install/mod. My first experience was around the same time last year, but I can tell a lot has changed and it should be some fun times. I'm having an issue with the Bathing in Skyrim menu in MCM that I'm not having with any of the other mods menus. I'm not sure if it's a problem with the interface\translations\Bathing in Skyrim - Main_ENGLISH.txt file itself, or how MCM is interpreting it? I've run through the Bathing in Skyrim install and merge steps a few times, but still get the same results. Any idea how to fix this?