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Luinithil

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Everything posted by Luinithil

  1. Opened up the bashed patch in TESEdit to see what was in there, and noticed that the values for vampire armor set by Weapons and Armor Fixes Remade, along with a few other things are being superseded by another mod's plugin that was merged into the bashed patch. Is it safe to edit the bashed patch in xEdit? Just checking, since I've not done it before.
  2. Try reading the FO3Edit manual too.
  3. With a pure SR install, there are only 4 ESPs the bashed patch will merge automatically for you-- Traps Make Noise.esp, moveitLWT.esp, ABT (Progressive Damage with Nord Hero Arrow).esp. There really isn't a need for a list of bashable ESPs, since WB will handle it automatically on its own and the list will differ from user to user. I have 3 other ESPs that the bashed patch will merge for me since they're for armor replacer textures and only contain maybe 1 record or so.
  4. The game was looking mostly stable for me with all SR textures used before I ventured into experimenting with ENB, so I'm going to revert my INIs and Nvidia Inspector settings to pre ENB and see.
  5. CPU: i7260QM @ 2.2 GHz 8GB DDR3 RAM GPU: Nvidia GT 540 M I'm running on a laptop (Dell XPS L502X; same as torminater's mobile setup except I think he's got a better graphics card, IIRC). Using a screen res of 1600x900, native screen resolution is 1920x1080. Generally indoors without ENB I get around 15-20 FPS, minimum of 8 FPS outdoors in wooded areas like that just outside Riverwood. I've been monitoring everything through Elys MemInfo. Just tried RealVision ENB with everything except shadows disabled, and I think I can safely say my system is NOT going to be running with an ENB, so I had better look into CoT's darker settings. The game with ENB was unplayable-- 7 FPS or even less indoors, with outdoor wood areas dropping even lower up to 2 FPS and lots of stuttering, and started getting some really nasty freezes on the road to Falkreath outside Riverwood at a certain spot. Even with ENB disabled via ENB manager and just about every texture pack off except the original Hi-Res and the HDDLC optimised the problem (stuttering) persists. Considering I managed to run on the road from Helgen to Riverwood at the start of the game before and went along the same path without an issue, this is rather unexpected. I'm going to try removing everything to do with ENB, refresh INIs and see what happens. One thing I notice running from Riverwood to Falkreath outdoors is that the amount of RAM and pagefile space taken up balloons fairly rapidly until the game freezes or CTDs at roughly around the infamous 3.1GB mark. Pagefile peaks momentarily at around 40xx MB, as does RAM.
  6. I just took a run around Embershard Mine-- guess RLO without ENB is good enough, since the darkness isn't too dark. Darker nights are still on the wishlist however. Will SR's recommended ENB (SkyRealism) with just color correction do the trick, or should I look to somewhere else? I don't care about DoF or anything of the sort, but something to fix shadow striping would be great as well. I'm not sure why my shadows are striped even...
  7. Hmm. I'm currently running a full SR install without an ENB, with most textures at 1k-2k max and game resolution of 1600x900, and MemInfo reports framerates running around the woods in Falkreath and in Riverwood to be around 8-15 FPS. I'm guessing this means an ENB is a very bad idea? I'm looking for a darker experience with nights (and maybe dungeons) though since SR's default CoT install settings without any of the night levels leaves Skyrim's nights too bright.
  8. My automatic merged patch is pretty small-- I know basically that I don't want anything to do with weapons/armor in there since Weapons and Armor Fixes Remade and its compatibility patch is supposed to handle all that for me, with any extra corrections coming from the manual merged patch, and thus doesn't need repeating; so I delete those bits from the merge. I also remove the leveled lists since the bashed patch is supposed to handle that. Whatever's left over is pretty small-- just some NPCs , a record or two for containers, and some other category I forget what-- it takes less than a minute to correct, and I've done it so often now I could probably do it in my sleep. ;) At least we have Tes5Edit so we don't have to keep breaking out the CK: Morrowind modding hasn't anything similar, according to a friend, which makes modding it a pain. BTW, rootsrat, I understand you use quite a lot of mods in addition to SR: Have you tried using Nuska's Ethereal Elven Overhaul, by any chance? I was thinking of patching it up since it's not been updated to account for recent things, but... Feel free to move your answer to a PM or something, since this is rather off topic.
  9. Don't worry, you can go ahead and install them. Installation order usually doesn't matter for mods unless we're talking textures and meshes. All these patches are usually ESPs, unless stated they're meshes/textures; thus installation order won't matter-- only the final load order will, and that's where BOSS comes in to sort it out for you. Just don't try to load your game before you get all your mods installed and in order though, you'll definitely CTD. Short version: it's okay to install patches (and run BOSS) for mods you haven't installed yet but will be installing, as long as you don't try to play the game. And of course don't install the patches for mods you won't be using. Edit: LMAO, ninja'd by rootsrat! MWAHAHAHA!  -rootsrat-
  10. Not sure I get what you're asking here, but if you mean that you just want to use DSI impact textures as replacers for vanilla impact textures, then yes, it should work, as long as they're in the right folder to replace the vanilla decals, and IIRC I read somewhere around here that if you're using DSI in this way, you could also omit using DeadlySpellImpacts.esp (though I think that if you don't use the ESP shock spells leave no impacts, since vanilla Skyrim doesn't have specific shock spell impact decals). So in short you COULD replace your impact textures with the ones from DSI, but you'd only see the one type out of the DSI impacts you have installed, meaning that if you have a choice between the crater impact decal and the spread decal from DSI, and you put in the spread decal into the main folder DSI (and Skyrim) recognises and draws on, that's the only one that's going to show up in game. The reason there's a second ESP for DSI is to make sure that the secondary/alternate textures get used, you see? So the fancy double fire part DOES work, as long as you stick to manually installing and renaming the files as per isoku's instructions. Be warned however that it might be a lot for your system to swallow-- mine ended up peculiarly prone to CTDs so I had to stop using that feature. Would that my system were less borderline graphics-wise. *sigh*
  11. @ rootsrat: Well technically I have 2 merged patches: one contains all my SR related patches as per Neo's guide, in addition to all the cell edits needed for Sounds of Skyrim and RLO to work properly, patches for other mods, merged patch plugins, etc. The automated merge patch takes care of the other stuff I might've missed or not realised was there. Then I top it all off with the bashed patch.
  12. Hmm. You're running SUM from inside MO, correct? Silly question but it does need asking.
  13. BTW, there's no Undo button in TES5Edit. So either you know exactly what you changed in the record and can put it back to what it was or can change it to what it's supposed to be-- or you close out xEdit without saving (basically dry run).
  14. The merged patch doesn't deactivate any ESPs you merged into it manually on its own: you have to do that in your mod manager. And of course anything merged into the bashed patch does get turned off automatically unless you tell WB not to.
  15. I'm not sure what went wrong with your trees, but are you using the Two Fire ESP option for Deadly Spell Impacts that lets you have different impact decals depending on spell type? If you are, it's best to do a manual copy paste install for that since it involves renaming some files. I had an issue like that when I first installed DSI.
  16. Did all of that already, but no joy, Aiyen. In the end I got fed up and restored my entire MO folder from backups taken before the ill-fated MO 0.99 test; it seems to have fixed the problem, luckily. I'm puzzled however as to what in the process of installing and reverting from MO 0.99 could've messed up things that badly. I've seen someone complaining about the hook.dll from 0.99-- might that be it? It still shouldn't have been an issue though since the hook.dll from 0.99 should've been replaced by the one from 0.12.9 when I reinstalled it. Very puzzling.
  17. Reset dialogue option in MO settings.
  18. I've suddenly begun encountering this error where supposedly my Papyrus settings are invalid or something. It's peculiar considering that I have NOT tweaked Papyrus settings in a month or more, and prior to this was playing the game just fine for about 2 weeks on this current round of saves. I reset my Papyrus settings to the default settings, straight from the CK wiki, and still the error message pops up. Currently the only major change recently I can think of is that since I'm using Mod Organizer, I upgraded temporarily last night to 0.99 beta and had to rollback to the stable 0.12.9 almost immediately because BOSS and BUM was broken. Might that be a factor?
  19. FNIS related question: it's working fine, but why does it keep telling me my version of Skyrim is older than supported? I'm running 1.9.32, certainly.
  20. Weapons and Armor Fixes Remade
  21. If you're talking about Better Weapon Swing Sounds rootsrat, the ESP for that mod isn't required since it's running as loose files. That said, this mod conflicts big time with WAF-R and other weapon editing mods like GDO, along with not carrying forward fixes from the USKP: I'm thinking of merging its changes into my personal compatibility patch-- one could merge it into the general patch for WAF-R, but updating would then be a pain.
  22. For SR based installs though, merging might work. I'd think a "deep copy as override" would suffice, based on the screencap above of the plugin's structure.
  23. Might be possible to merge the ESP into another ESP though, no?
  24. I've gotten to know Calyps and the rest of the armor conversion team fairly well-- CNHF 2.0 is getting really close as meshes are just about done, we're just waiting for Nuska to stomp out the last few texture seam related issues now. If you all would like to see what CNHF 2 looks like, you can hop over to CNHF's images section where I put up some NSFW pics of my female Breton character, with the 2.0 meshes and Mature Skin textures, since CNHF 2 textures aren't ready at the moment. If you want to see CNHF 2 ready armor (Heavy Imperial only so far, others are for CNHF 1), check out my pics of Rikke. Navetsea's CBBE/UNP compatible textures also go pretty well with the CNHF 2 meshes and Women of Skyrim's face normals.
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