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Pretendeavor

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Everything posted by Pretendeavor

  1. I would love to know more about this as well, could you report back when you find anything useful to you? I currently have a customized SR:LE+REGS+some mods of MMO -ish setup and I'm trying to decide whether to start my new game soon (with SPERG as 'perk overhaul' ) or wait until the guys that provide PerMA patches (link in above post) have had a little more time to implement any feedback they get etc.
  2. Hello Neovalen. I have been using SR LE as a base for a long time now and I love the amount of work you put into it. It's very solid and it helped me learn about the modding process. I added a few mods on my own on top of it though, it's hard to resist the temptation to do so :p One of these is SPERG, because I wanted a light overhaul of perks/gameplay, even though the mod seems to be slightly outdated. A couple of hours ago however I saw the release of Perkus Maximus (Skyrim redone 2.0 I guess) on the Nexus and thought it was going to be a really big one. Is there any chance it will get included in this guide once a lot of potential conflicts are sorted out? There seems to be a team dedicated to making all kinds of patches that include many mods covered in this guide. I'm sorry if you have stated your reasons for not adding a mod like skyrim redone, ace or sperg in the past a thousand times already, but I had to ask!:p
  3. Both the ETaC patch installer and the REGS - Patches offer patches for CRF (and ORS), are we now meant to use the versions that come with the ETaC installer and disable the ones that come with the dropbox file? I think this is also the cause of scanlow's problem. As for getting stuck on the main menu, try the RS children patches if you use that mod. They have just been uploaded to ETaC's nexus page. I haven't tried them out yet but I assume they will fix that problem.
  4. @tyrthyllanos try reducing shadow settings, pretty much fixed most framedrops for me. Try setting fShadowDistance in skyrimprefs.ini to 3000 or lower if it is set higher (for reference, setting your shadows at 'medium' in the launcher will set fshadowdistance at 2500). You'll probably see shadows being drawn relatively close to you but it bumped my framerate in the worst areas from 12-15 to 30-40. So for me it was either huge fps drops or seeing the shadows being drawn closer to your character. My shadow resolutions are also set at 2048 instead of 4096. Other settings that may help are iShadowMaskQuarter, iShadowFilter and iShadowMode (all set to 3 instead of whatever it is that the high/ultra presets set them to). Lastly, you could disable shadows on grass by changing bShadowsOnGrass from 1 to 0. Not sure if you win any frames in cities with that but you could try. All of this will make the vanilla shadows look ... awful but ENB pretty much fixes most of this with little or no performance cost. You may also be capping your VRAM so you might want to check that out.. But I'm pretty sure the shadows affect everyone because I had the drops with an i5-3570k@stock+GTX970. Turning the camera in some select areas in Whiterun, Windhelm and Solitude (most notably the main entrances) even brought the fps down to 40 without any mod installed except the JK ones. Got that back to 58-60 by just reducing fShadowDistance to 2500. Took me hours to figure it out though .___. Unless you have a monster CPU @ 5++ Ghz you probably have to tune down shadow settings with mods that add so much detail. So yeah, maybe it will fix your problems too.. Sadly it doesn't fix the 'immersion' issues you have with it .. maybe set iMinGrassSize to like 40 for lower grass density? Or disable mods that add flora, I thought unique grasses and groundcovers + flora overhaul both add stuff to the city areas, but I'm not too sure.. personally I only have flora overhaul and don't find the clipping to be really intrusive. Again, not sure how and/or if this even affects the city areas in a major way.
  5. Thanks for version 4.0 About the Better City Entrances thing, I was wondering the same since the guide mentions the following: Special Instructions: STEP and SRLE users should install only the main file Better City Entrances - All in One download.
  6. Thanks for taking the time to reply to my startup... issue. I have to admit 'several minutes' is indeed a hyperbole, it's actually around ~1.5 minute. It just felt longer. I indeed added quite a lot of mods to the standard SRLE-REGS installation. I might try moving the MO installation to my HDD but after redirishlord mentioned he loads his huge amount of mods from his HDD but still has a relatively short loading time I'm not sure I want to go through that trouble. My specs: i5 3570K @ 3.4Ghz, 8GB RAM, 120GB SSD, 1TB 7200RPM HDD, GTX 660ti 2GB, Windows 7 64-bit. I'm pretty sure I have nothing strange going on in my enblocal.ini, I'll try disabling my ENB and see if it makes any difference. Would deleting/hiding any textures or meshes that are being overwritten (multiple times) make a difference? The problem there is that it will most likely affect my other profiles too, hmm.. Anyway, I guess trial and error is the real solution here! I'm glad it isn't supposed to take 3 seconds to launch or patch, because then I was doing something completely wrong. At least it forces me to take breaks, never knew you could spend this much time preparing to play a game x] Looking forward to the 'big' update to the guide, I appreciate the work you put into it!
  7. Hi guys, forgive me for being slightly (completely) off-topic, but I imagine a lot of you have a similar amount of mods/load order as I do. I was wondering how you guys test new mods in a build that is nearing 254 active plugins? I find it a real chore, because it takes several minutes to start SKSE through MO. Is it supposed to take that long? Also, using SUM for the 2 patches I have takes ages. I have MO itself installed on my HDD, but both skyrim and my MO mods folder on my SSD. Would moving everything except the downloads folder to my SSD improve loading times? Again, I know it's off topic but I imagine many of you use SRLE+REGS+some additional mods.
  8. Hi. I might have some useful information for those who installed the new ETaC version on top of REGS+SR-LE and can't get their game started. As I'm new to these forums and fairly new to skyrim modding, I'll just explain my experiences: So I have recently installed REGS on top of SR-LE (+ some additional mods that I felt didn't conflict much, no major overhauls whatsoever) and got it all working after 2 weeks of intense modding and reading.. (jeez) First of all I would like to thank the guys who put so much work into this to make it compatible. I now realize how many hours that must have taken.. So far, I haven't actually played much yet, but I took a look some of the places that REG - Cities and ETaC added. Some minor things that bothered me were the occasional floating objects like a floating torch in Dawnstar. So far I've found 2 of such objects and as I tried tracking down the cause of it I stumbled upon people reporting the same issues in the ETaC forums. After reading a lot of posts I was pretty sure it was caused by ETaC. (I did load everything involving ETaC after 3DNPC.esp, as is suggested by many including the REGS). I decided I had to deal with it, bummer. Then yesterday I noticed that ETaC had updated to version 13 and decided to be brave and install it, replacing the original files and hoping it would fix the floating torches (turned out it didn't >>). I also replaced the Immersive Orc Strongholds file from the guide with the one that comes with the new ETaC installer, but haven't checked for any issues yet. I had my suspicions about Immersive Solstheim conflicting with the other mods in the guide (which were confirmed after reading previous posts) so I didn't install it. I did try to install Immersive Whiterun. At first sight (when arriving at the place from the Whiterun entrance) it looked splendid, but after a while I noticed the HUGE clipping issues with REGS - Cities. Certain NPCs were also at a loss, because certain walls and fences now prevented them from entering their homes, haha. Anyway, as mentioned in earlier posts, you probably shouldn't install this. I should also note that I reinstalled the required patches from the ETaC page, even though most of them are still meant for the older version. I read in the comments of the ETaC nexus page that you probably shouldn't use the ETaC - ELFX patch. I still have it installed and did notice some odd flickering in certain places, but that could have been there with the older version too, I can't tell. I feel that even with the 20 thousand patches supplied by REG, SRLE and its compatibility guide you can't completely remove all the flickering from the game. What I can say however is that this particular patch didn't cause the game to freeze, which happened after installing the new ETaC. Basically what happened was that the game froze at the main menu. It would show the logo, but not 'Continue, New Game' etc. I have seen multiple people reporting the same problem. As I mentioned before I am fairly new to modding so my problem solving abilities consist of mostly extensive googling+reading, minor TES5edit changes and trial+error. With some help of the ETaC forums I narrowed the problem down to the RS Children Patches. One person mentioned TK Children, which isn't used by REG nor SR-LE, but another mentioned the RS Children ETaC Patch. Anyway, there seemed to be a problem with Form IDs. The original RS Children ETaC Patch is merged into a general patch in the REG guide, then renamed to RSChildren_CompleteUSKP. I used TES5Edit to look around in this esp, comparing it to ETaC - Complete and RS - Children, and noticed that it copied certain npcs from ETaC - Complete and changed things like the Head Texture. The patch seems to be compatible with the new ETaC - Complete with the exception of 1 child: Torfi. (EditorID:MJBDarkwaterChildTorfi). So what I did was the following (not sure if I did it exactly right, but it seemed logical and it fixed the main menu freeze): - Opened ETaC - Complete and RSChildren_CompleteUSKP in TES5Edit - Under ETaC - Complete -> Non-Player Character (Actor) tracked down Torfi - In the right panel, copied the whole ETaC - Complete.esp entry as override into a new file (and named it something like new ETaC RS children Patch) - Copied the FormID of Torfi (double click on the form Id in the right panel opens a window that allows you to copy) - Tracked down Torfi under RSChildren_CompleteUSKP -> Non-Player Character (Actor) - Right clicked the Form ID in the left panel and chose 'change FormID' - Pasted the new FormID - In the right window, all 3 entries were now be visible (ETaC - Complete, RSChildren_CompleteUSKP, the new patch file) - I scrolled down and saw some errors in the RS patch - Copied any changes that the RS patch makes involving texture/light to the new patch file (PNAM - Head Part, FTST - Head Texture, QNAM - Texture lighting, NAM9 - Face Morph, NAMA - Face parts and Tint Layers) - Made the decision to completely delete this npc entry from the RS Patch by right clicking it under RSChildren_CompleteUSKP -> Non-Player Character (Actor) and removing it (because of the errors I saw, I'm not sure if my new patch would nullify these or if these errors would still have caused the game to crash..) - Closed TES5Edit, saved both the RS patch and the new patch and checked the backup option because I'm unsure about everything I do lol. - BUM-ruled the new patch to be after the REGS - SRLE Patch (for reasons below) - Game didn't freeze anymore! (but didn't check for any texture errors concerning that damn Torfi.) Forgive me for the wall of text, but I have a few other things to mention/ask that might be obvious to you experienced modders :P 1. REG includes the mod 'Hearthfire Chimneys' and mentions that you should pick the ETaC and Falskaar versions. BOSS doesn't load the ETaC version of this after ETaC - Complete, which bothered me.. I BUM-ruled it to be after ETaC - Complete, was this the right thing to do? Maybe LOOT puts everything into its proper place, but after following these 2 guides I feel I shouldn't use it and stick with the BOSS-BUM combo.. 2. The Conflict Resolution page for REG-SRLE mentions conflicts with Bring Out Your Dead.esp. it copies entries from ETaC - Complete and then corrects them with the patch. When attempting to fix the game freeze problem I noticed some similar problems with the new ETaC - Complete file and Bring Out Your Dead. I fixed them the same way but pet them in the patch I made for Torfi. Should these fixes be included in the REGS - SRLE Patch? It concerns the following npcs: Orgnar, Ainethach, Mena and Lodvar (where Lodvar is also already included in the REGS - SRLE Patch but it seems to have changed) 3. REG mentions TES5Edit cleaning for Immersive Orc Strongholds.esp but the new esp included in ETaC doesn't seem to require it as far as I've seen.. 4. I'd love the ones who could make Immersive Whiterun and REG - Cities compatible forever, lol. Again, forgive me for the long post but I just felt like typing things out >>
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