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Pretendeavor

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Everything posted by Pretendeavor

  1. There were some pretty good catches! There were just a few minor oddities, but I don't remember which ones exactly as I was too lazy to write them down, sorry :p The only thing I remember is that some usleep patches forwarded changes that I didn't see in the original usleep plugin, so maybe they were reverted/changed in one of the latest usleep updates or maybe you accidentally copied skyrim.esm's or another plugin's record. But I only encountered this a couple of times and they were very minor edits. I'm also far from an expert so they might not even have been mistakes. I might go through them again when changing my build at some point, I'll make sure to write down any oddities then ! PS If there's anyone else going through these, don't forget to patch ELE after you're done copying records. I forget this all the time and end up blaming my ENB for changes to interiors.. *sigh*
  2. Dang that is a neat list. I'm in a CR mood today and went through all the ones that apply for my load order.. and actually found quite a few edits that I completely missed. Kudos to you for keeping things so organized. In my case I just have several patch files at several points in my load order called something random like 'GLOBAL PATCH FOR MINOR FIXES' .. which are then overridden by cosmetic mods that contain all these changes as well.. it's a mess really and your list made me very aware of that
  3. Not using Claralux, but I also switched to Organic ENB v2 for Vivid Weathers this week. It comes with an increased brightness option but so far I've been using the default settings and the lighting seems to be quite balanced. Changing the brightness settings for interiors and nights in the Vivid Weathers MCM did a decent job with other darker ENBs, but after switching to Organic ENB I set the VW MCM options back to default. I should probably mention that I am used to using Quick Light (Wearable Lanterns alternative) for looting purposes in dungeons and caves though.. PS performance wise it might be 'heavier' on your setup than vividian enb, if you want decent performance without completely turning off effects, I'd recommend disabling supersampling and tuning down the SizeScale & SourceTexturesScale values under Reflection and SSAO. You also might have to enable the DoF manually, mine was disabled by default and I almost ditched the ENB immediately because I'm too used to DoF obscuring aliasing and bad LOD detail =P Also don't forget to separately dl the enbhelper file, as it is required and isn't included in the nexus package
  4. Should be interesting! I've been fiddling with SKGE (tried getting SMAA only) but couldn't really get it to work alongside ENB properly without bugs. Might be worth trying it again once that new version drops
  5. Reducing fShadowDistance to the ~3000-3800 range helps a lot for me personally, but shadow pop in will become very noticeable. I prefer good performance, so for me it's an okay trade-off. If it drops immediately from 60 to 30, try setting vsync to adaptive in the nvidia control panel/nvidia inspector + turn it off in the ENB settings. If you do this you will need to set a limiter as well (to ~60.7fps in nvidia inspector for example) because somehow driver vsync doesn't kick in in menu's. I think you need to play fullscreen for it to work at all in game as well. For newer nvidia cards (900 series ++ I believe?) there's also a new vsync option available in the nvidia control panel called something like fast sync or your regional equivalent. I haven't tried it yet but it might be worth trying out if you're messing with vsync anyway. AFAIK it came with the latest driver and it supposedly eliminates screen tearing without causing input lag like with other vsync methods. Didn't read much about it though FPS drops will probably still occur at those places whatever you do, just not as severe. Watching Whiterun from the Skyforge/Dragonsreach is one of those spots where FPS drops happen for nearly everyone with a modded game, it's one of those things you need to learn to live with if you want to preserve your sanity :p (same goes for modded Windhelm Docks, certain spots in/near a modded Solitude, Falkreath, Riften, Markarth etc)
  6. Yea, MO's Check for Updates option ;)
  7. Oh that's good to hear, I couldn't find any info about this on the Nexus/Reddit pages. Do you know which one is supposed to load last?
  8. I also took a quick glance in TES5Edit and there seem to be quite a number of conflicts with Inigo (Landscape/navmesh). I don't know yet how it looks in game and which of the two mods should be loaded last.. I really want to try CTR but I'm not ready to drop Inigo :( I also don't know how to patch it with my limited CR knowledge. If anyone knows how these mods work together I'd love to know!
  9. Just going to post this here.. It'd be a shame if this mod slips under the radar and I think it'd have fit in this guide: Clockwork It really looks like a one of a kind quest mod of "The Forgotten City" quality. Its trailer is impressive as well.
  10. Since you've included The Forgotten City to this guide, you might want to take a look at Clockwork. It looks like a pretty unique quest mod!
  11. Such timing! Congrats man and happy birthday!
  12. Not sure what exactly feels off for you but personally I don't like the default level of saturation. In the Vivid Weathers MCM, try setting the saturation level to Low.
  13. That was just a small addition to the Fomod instructions after Rustic Monuments and Tombstones was updated to version 2.6 in an earlier edit. If you see something like "bullet=yes" or "Fieldset" in the changes, those are changed Fomod instructions. If that isn't accompanied by a version update, it most likely means Neo oversaw a change in the Fomod installer that came with a mod that got updated earlier. Try to select a couple of updates before (and after) a particular edit if it's confusing, that way you can see how the single edit fits in the 'grand scheme of things'. I agree it can be puzzling sometimes because you can't ctrl+f the Fomod code, but when you select more edits it makes sense. Plus there's usually the occasional keyword that identifies the mod, in this case it was 'Monument'.
  14. Ok I thought the world had gone mad when this came out. Then finally some friends convinced me to download the thing 2 days ago. Now I'm level 6.. The funny thing is that I live in a place with a relatively high percentage of students, and everyone seems to be playing the game. My flat also appears to be a gym and it changes teams many times each day. I've been walking through the city with some guys playing it and while I was embarrassed at first (we're all around the age of 25 lol) I can now see the whole dang city is playing it. Everyone living here now seems to take the same route when going grocery shopping (it has like 4 pokestops and 3 gyms). Sharing knowing looks with people of all ages with their phones out around pokestops or strangers straight up asking which team you're in, it's strangely refreshing and I freely admit that I enjoy playing it now :p
  15. I'm pretty sure Multiple Floors Sandboxing shouldn't be installed alongside Immersive Citizens. I forgot the exact reason why, but I recall reading about it Edit (copied from the Immersive Citizens' FAQ section):
  16. Skin mods usually have them. Can't think of others from the top of my head. But it won't hurt to have them included in the instructions
  17. I have no idea what happened there haha
  18. From the new SMIM changelog: -Fixed the bugged vertex color alpha values (3DSMax export error) on the carriage and smelter meshes that caused blinding visual bugs when using ENB. Thanks to x0ne for providing this solution!I think this is a fix that we've all been waiting for :) no need to hide SMIM files anymore either to prevent it!
  19. I think it's important to verify first if it actually fixes the crash. If it does, I guess you could upload the fixed nif to your page. I'm not sure about permissions to be honest.. Personally I don't mind but the original file is of course not my work. Maybe it's an idea to add a subsection to your guides explaining to the users how to run a select few nifs that have been proven to cause crashes (like the IA one) through Nif Healer, because that is all that I did to it :p
  20. Ah! That nif (throwingstoneprojectile01.nif) was also listed here. Could you try loading up the save that crashed using this version of the nif and see if the crashes persist?
  21. Or maybe there's something else wrong with it that nif healer doesn't fix
  22. It's in the Misc section of that page
  23. Think that might be Wintermyst
  24. Yea it's good to know it can crash your game, and even better to know that it can be fixed. I just saw this reddit post as well that lists some more possible culprits: https://www.reddit.com/r/skyrimmods/comments/4t774s/psa_ive_found_some_corrupt_nifs_in_a_couple_mods/
  25. Interesting, in this post I assumed those were false positives. Apparently they were not
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