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Aiyen

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Everything posted by Aiyen

  1. Indeed.. I am starting to suspect that a large part of the issues also come when you cause the various lists the NPC´s are created from to become more and more complex. For some of the overhauls + extras you have some really silly long lists of items and stuff. Also the more you play, the more diverse the lists become with certain mods. Hence it should be expected that there are more and more issues the higher level you become. Part of the reason why I do not use all those mods that add... 500x extra weapons and armors... and infact I use mods that reduce the lists, since I do not want any of the higher level armors to be used on the most common lists. A common example of this is the crafting tables... if you add enough stuff to it then it will cause a CTD while you scroll the list. So that it should apply to every other list makes sense in that regard, since the mechanic should be more or less the same game wise.
  2. There are lines signifying which entries below under which in hierarchical order. If you drag the top all below will over be overwritten. This is almost never a good idea since some edits are mod specific. If you have the same edit you have to do a million times, then its faster to just create a patch and place it at the end of the load order. Like the Height coordinates.. where you want to use the dragonborn ones, yet most mods use Skyrim only as their .esp... by placing a patch with this last, you do not have to alter it in every single mod. Also remember not to pay too much attention to the colors. Some conflicts are meant to be there. As long as the value you want is in the mod furthest to the right you are good, since that is the mod that is last in the load order that edits that entry. hope that helps.
  3. You have performed a crime within the windhelm region (hold if you are a immersion purist!). When you do so they take you into the barracks to confiscate any stolen good etc.
  4. Put them all in a folder with the following structure. \data\textures\... Then load them in via whatever mod manager you are using. As long as the path is correct then all is good.
  5. That is true... technically. Almost nobody use older then v.200 anymore so I stopped thinking about that. But yeah there is a difference if you go below v.139 then you have to alter a setting, since earlier versions require a different set of settings.
  6. They are still being worked on.. afaik. You can try out the optional ones... it is just a texture replacer. They might look better with project ENB...
  7. Not really... I tweak my own so I stopped testing out various ones. But I like that it makes tree full... only reason I use edge AA actually... I hate the vanilla super sharp trees since they just look like meh imo.
  8. It would replace both CoT and any interior lighting, since its supposed to be a total overhaul with settings optimized for ENB presets. However anybody who have tried to do stuff like that knows just how comprehensive a task it is to edit ALL cells in skyrim even if it is just one entry. So you might have to wait years :P Atm. JawZ is on a break again...He is helping a bit on and off, but got real life to take care of as well!
  9. You can use any .fx files from any preset as you wish. Most presets today use the one from K ENB since it is the most comprehensive and updated one. It allows for pretty much anything in terms of DoF.
  10. What you describe is perfectly normal. Since DoF is done by using blurring.. then stuff like foliage which is highly transparent and dense will get smeared all over causing the fullness. Nothing can be done about that other then making trees that look even more silly.
  11. No loose texture and mesh files do not require an .esp. The .esp is only required to access the .bsa archive. Yes you can combine them... manually. So if you are not proficient with tes5edit then you might want to start out with something simpler. Also it depends on the complexity of the mod. As for a guide then here.
  12. Indeed. Interesting stuff to be sure. A bit skeptical about the stability improvements on a heavy mod list, since then oh so many Patch entries are overwritten anyways. But every little bit helps!
  13. If the mod has resources from dawnguard then it is required obviously. If you delete the entries that rely on these edits (You can normally identify them since they start with DLC1, and/or overwrite dawnguard.esm entries), and then remove dawnguard.esm in the header then it should work file.
  14. Its the fact that if everybody starts to use them then it becomes a bit weird. Also since all of them are magic effects and hence glow, or something similar when used. Also they where never meant for all NPC´s to have, since half of them are not really useful for NPC´s. Like imperial NPC´s would be less powerful then a group of dark elves or orcs, that have racial powers that directly translate into combat. If I ever end up using this mod, i would properly remove that part of the mod manually. But that is just me.
  15. You should only install the mods on the STEP guide at your first go. Anything outside of that then you need to put more time into learning how modding works, since most of the time it will require more work to be compatible with everything else. For example you have getsnowy, and wet and cold. Wet and cold already contain what getsnowy does so there is no need to install it. Also you seem to have just manually installed EVERYTHING in alot of mods, and activated all of its .esp´s. Most of those mods come with different choices. Here the moons are a good example... you have installed all its .esp´s which makes no sense when you think about it. You can only resize the moons to one size not 20 at the same time, so again you just have a lot of wasted .esp´s which make your game more unstable. Also you have installed so many scripted mods and mods that add new stuff to the game world, that it would be impossible to ever get it all working stable for even 1 hour. In general there is just so many things wrong with that list that it would be easier to just say "start over" and only install the mods in the guide. When you have learned more about how modding works, then you can start to add in those more complicated mods.
  16. if you install any mods altering player homes you should use the no homes elfx option. This is because they most likely carry over vanilla lighting placements that can result in more lights and hence flickering.
  17. You are most likely using the wrong setting for it. Then this phenomenon happens. I forgot the specifics about it. I believe you can search for it and it should show up.
  18. Well we had a very healthy discussion about the issue with ILS going to windhelm. The solution to that is simply to reduce the amount of stuff loading. ENBoost allows you to have higher resolution textures on more things then without it... once you have it setup properly, and not baring any weird driver related issues. But it still cannot solve the underlying issues of the game only being able to handle so much stuff at once. Personally I have never been bothered by the cities being in their own worldspace.... I remember Morrowind... and the cities in that game where not nearly as complex, or detailed as the ones in Oblivion and Skyrim. Also the general level of detail in the world was not as great. But we can all hope the next iteration will be full 64bit and have the ability to just stack 2x the amount of stuff on it that we can on skyrim now.
  19. Well it makes no sense why imagespaces should affect how certain textures are displayed. The only info contained in the imagespaces are HDR values for the vanilla bloom, adaptation etc. Along with saturation, brightness contrast, image tint, and then the ingame Depth of Field. Stuff like texture poping, is related to the game engine itself, and the properties of meshes. You can look up at distant decal fix if you want to know more about that. The description page contains an ini tweak you can use if you want to reduce your performance, and properly also make the game more unstable. Since ENB depends on these mesh settings, then you can experience that certain meshes behave differently with ENB on and off. If you think you found one that is entirely wonky, then try to report it over at the ENB forums under mindflux´s thread. He is responsible for the Skyrim Particle Patch etc. and most likely would know what is wrong with the individual meshes.
  20. Well found a bit of time between my ENBing and weather overhauling etc. etc. to look a bit closer into this mod. Actually there are not that many edits that need to be made to it (from the perspective of vanilla and unofficial patches). Most of what it does is handled by scripts it seems. The most severe "incompatibility" I had was with Krypt´s stealth overhaul. But loading it either after, or just make stealth skills re-balanced a master and copy in the various sneak enchantment seems to do the trick. Alternatively you can create a patch... but that takes longer, hence why I could not be bothered. Obviously you need to drop any other soul trap mod you might be using, since this will do all of that now. Just delete the soul trap entry from whatever other mod you might be using and you are golden. Ofc. you should not be using any ASG like mod since this mod comes with scripts of its own to handle that matter. But overall unless you have a requiem install or some other major enchantment altering mod installed, then this is pretty much just plug n play.
  21. Yes place it after. Darker dungeons only alter 5 image spaces, otherwise its cell and lighting edits for a select number of dungeons and interiors.
  22. Then do not use it. It is in early beta, and only for testers who like a bit of issues.
  23. Use Darker dungeons for ENB. It is finished, ELE is in constant development.
  24. Its individual sounds should be addable to the regions. For acustic spaces it is kinda either or.... Guess you could add both mods if you edited every cell to include them, but I am sure that would just produce a really awkward interior sound wise. Perhaps there is a smarter way of doing it, but I am not seeing it atm. :s Regardless of how then it is going to be a rather massive undertaking. And sound mods already conflict with every lighting and weather overhaul... so guess that sort of compatibility is a bit out in the future.
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