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Everything posted by Pretendeavor
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I have this too. Been wondering why (probably Wrye Bash related indeed?) but it doesn't seem to do any harm, so I decided to not mess with it.
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SRLE Extended Mod Suggestions
Pretendeavor replied to Darth_mathias's topic in Skyrim Revisited (retired)
I saw Renthal HD Flora mentioned, have to say I'm no big fan of that mod. Many of the flowers look like they are just cut from photos. Not sure how else they'd make the textures, but imo most flowers don't 'fit' at all. It always looked to me like the author is more interested in likes + quantity than quality. But someone is welcome to prove me wrong -
Legacy of the Dragonborn is a VERY huge mod, when I tried to add it to my build and saw the amount of CR I'd likely have to do I decided to drop it again right away.. granted, I didn't give it much of a chance :p You should probably note that the following mods are already integrated in it: Moonpath to Elsweyr (included in your guide), Book Covers Skyrim + Lost Library (SRLE), Windcaller's Pass and Ogmund's Tomb (REGS)
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SRLE Extended Mod Suggestions
Pretendeavor replied to Darth_mathias's topic in Skyrim Revisited (retired)
Is that superior to Vivid Landscapes (Orc & Farmhouses) though? I always thought those woodposts looked pretty good -
I swear, everyone around here seems to be married. I'm almost starting to feel some kind of social pressure lol
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Except for the MMO part, I share many ideas that cstarkey42 has been mentioning in recent posts. Immersive Citizens has pretty much decided my town overhaul setup and I'm glad I adjusted my load order for it, not using JK's cities and/or ETaC does wonders for performance (who would have thought!). The decision to drop ETaC was a tough one, but I wasn't going to drop Immersive Citizens and I desperately needed some performance. I now also use Arthmoor's 4 town overhauls + farmhouse chimneys and its patches. It performs and looks great! (Well, performs greater than before. I still refuse to give up the SFO+Unbelievable Grass Two combo.) I agree with cstarkey that between JK's cities & Dawn of Skyrim the latter is your best choice performance wise. I also tried both JK's Cities Lite & SuperLite (with and without its DoS performance/clipping patch) and in the end just reverted to simply using DoS for the best looks vs performance ratio. You could also try using only the performance version of DoS provided by the JK's cities lite installer, I have not tried this yet. Then something entirely different.. about Summerset Isle. When I added it to my load order a couple of months ago, loading times (both the initial main menu loading time & in-game loading time) drastically increased. I have no idea what caused it, but I read that esmifying the esp somehow fixed it and tried it.. and it surprisingly did decrease my loading times. The desciption of the nexus page states however that "ESMifying the esp is not recommended or supported". For me it made a significant difference though. So I'm wondering if any of you experienced increased loading times, if you tried esmifying this plugin and if that made any difference.
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Skyrim Revisited Pre-Release Feedback
Pretendeavor replied to Neovalen's topic in Skyrim Revisited (retired)
I just added TK Dodge a week ago only to find out it didn't work properly with the new FNIS.. until I noticed this optional file in a SR:LE update. So it already helped one person :P I have to say that the dodging is really responsive by the way, even on a huge mod setup, and works great for gamepad users as well. I use it in combination with Action Combat and Combat Evolved (Core+Damage modules only) and combat has been pretty great so far -
Dynamic Distant Objects LOD - pre 2.xx
Pretendeavor replied to sheson's question in DynDOLOD & xLODGen Support
It uses a lot of resources I guess Darth. You'll have to be patient or close some tabs :P -
Skyrim Revisited Pre-Release Feedback
Pretendeavor replied to Neovalen's topic in Skyrim Revisited (retired)
Oh I've always had strange problems around the Nightgate Inn with REGS with parts of mountains completely disappearing under certain angles and stuff, I hope this will be fixed now! It looks like the most recent CR patch takes care of it! :D By the way, we have to remove the "meshes\prometheus\architecture\statuessnow" folder from NSUTR, but we rename the files from Stunning Statues to for example "meshes/prometheus/architecture/magestatuesnow.nif". Shouldn't that then also be "meshes/prometheus/architecture/statuessnow/maguestatuesnow.nif" ? -
Can't activate iHUD menu anymore
Pretendeavor replied to icetbr's topic in Fallout 3 - Clear & Present Danger
Oops, I didn't see this was actually fallout we are talking about. I guess I'm a bit tired. Sorry! -
Can't activate iHUD menu anymore
Pretendeavor replied to icetbr's topic in Fallout 3 - Clear & Present Danger
You can just check the hotkey in its MCM menu. -
I second Elysium Estate!
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Perhaps a cool addition to The Gray Cowl: https://www.nexusmods.com/skyrim/mods/64752/
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You might want to take a look at this. Have not confirmed it is 100% safe and working though. It's also probably not the optimized version used in SRLE. Anyway, the current order for me is Skyrim Realistic Overhaul - Project Parallax Remastered (SRLE configuration) - Noble Skyrim Mod HD (+SMIM patch) - Project Parallax Revived (NSM-HD version). I also put NSM-HD right after aMidianBorn Caves and Mines & Solstheim Landscape in SRLE's load order, but other than that I let mods like Vivid Landscapes overwrite it. Let's see how it looks
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Ah, I had not seen this Project Parallax Revived yet! Its requirements do not mention PP Remastered.. Hm. Also, SRO still covers some files that are not covered by Noble Skyrim, did you leave SRO enabled?
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In SRLE we install the 'SRO optional' from Project Parallax Remastered, but since you use Noble Skyrim Mod HD do you still have to? PPR doesn't have a NSM-HD optional file. I'm not entirely sure how to combine these two mods, or maybe it doesn't really matter. Edit: I should probably read the first post in its entirety before asking something. You stated there you used the Project Parallax HD2K 1-3 optional (which I assume is meant for Skyrim HD 2k). Is there any reason you used that instead of the main file (which is apparently meant for vanilla and Serious HD textures)? Do you see any oddities with the current optional file you're using? Edit 2: Found this So yeah.. I guess I'll just install it after PPR and see what happens :p
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Happy holidays and enjoy your trip!
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Skyrim Revisited Pre-Release Feedback
Pretendeavor replied to Neovalen's topic in Skyrim Revisited (retired)
Looking at the WORLDSPACE and CELL sections in TES5Edit there are many, many conflicts. Not sure which records would actually need patching (at first glance I saw some USLEEP changes that would need to be forwarded and that it should load before Immersive Citizens, its patches and ofc. ELE). But just going through them to check was too much of a pain to me, so I dropped it again :p -
pack A Real Explorer's Guide to Skyrim
Pretendeavor replied to CJ2311's topic in Step Skyrim LE Packs (retired)
I'm not sure if I should be excited with the ETaC update or not, since I just finished my modified SRLE-REGS build that uses Arthmoor's towns instead of ETaC So, rebuild everything once again or actually start a playthrough.. hmm.. -
Can I ignore these errors during the merging?
Pretendeavor replied to bt4's question in Guide Support & Bug Reports (retired)
They all have the NAVI record. The resulting merged plugin would instead of having those records merged contain only the NAVI record of the last selected plugin to merge. That means any combination of merge would need to have its NAVI record deleted in TES5Edit and then have it be rebuilt by opening and saving the plugin in the CK, like Astakos mentioned. If the merged plugin retains the masters from the individual patch files (the RRR, CRF and PCS plugins), those masters will need to be esmified (in Wrye Bash) to make sure the CK can load them as masters. After rebuilding the NAVI record and closing the CK you'd need to espify them again. This is all assuming it works similar to the process of merging ETaC patches that contain the NAVI record. -
Skyrim Revisited Pre-Release Feedback
Pretendeavor replied to Neovalen's topic in Skyrim Revisited (retired)
The current pre-made CR patch seems to have Immersive Citizens - AI Overhaul Merged as master still; doing a 'Clean Masters' didn't remove it either. Could it be that you haven't yet uploaded the most recent version? Maybe I'm just too impatient, in that case I'm sorry lol -
ACCEPTED Unofficial Skyrim Legendary Edition Patch (by UPP Team)
Pretendeavor replied to alt3rn1ty's topic in Skyrim LE Mods
I'm glad you said that because I just went ahead and changed it like all the others :P -
ACCEPTED Unofficial Skyrim Legendary Edition Patch (by UPP Team)
Pretendeavor replied to alt3rn1ty's topic in Skyrim LE Mods
For those doing their own conflict resolution and who have added their own choice of mods on top of the packs on these forums, make sure to check the sticky post in the comments of the nexus page about changing masters. For many mods that required the older USKP plugin as master a fix can be really quick and easy, in case you don't want to wait for the mod authors to update it themselves. -
Skyrim Revisited Pre-Release Feedback
Pretendeavor replied to Neovalen's topic in Skyrim Revisited (retired)
I'm using profiles for A Matter of Time and Violens atm. Not entirely sure if they rely on FISS to work -
Auch, that is bad luck. The Samsung EVO 850? Good luck setting everything up again! I also use Immersive Weapons, I'm liking it. Recently saw https://www.nexusmods.com/skyrim/mods/70937/? appearing on the Nexus, might be a cool addition to the mod. Also, before you start a new char take a look at https://www.nexusmods.com/skyrim/mods/70959/? It's an expansion for Alternate Start, looks interesting!

