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dstansberry

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Everything posted by dstansberry

  1. I was looking at THIS mod, which purports to improve the roads around Skyrim, not so much in improving the textures as in... well, best let her say it: "What the Skyrim Better Roads does: [*]Makes the roads reflect the social, economic and strategic importance of the nine Holds. The road to Solitude will be better than the road to Winterhold. [*]Makes lore-friendly changes to the roads of Skyrim. The main roads will have better improvements than the secondary roads and the small paths. [*]Makes the bridges more unique, and less identical to each other in appearance. Each bridge will borrow elements from the architecture of the Hold cities. [*]Improves the roads by fixing eyesore issues and immersion-breaking bugs, and thus, bringing immersion to your travels. [*]Moves around some of the grass & shrubs from the middle of the main roads to the capital cities, but leaves the grass on the secondary roads untouched. [*]Adds stone fences to the main roads, and wooden fences to the secondary roads, (with some exceptions to this rule) to secure and solidify the roads of Skyrim. [*]Adds some other decors that help the travelers climb the mountain paths easier during the rainy or cold nights. The paths no longer look like slides! [*]Adds a select few trees and shrubs there and there on roadsides, especially if there are fallen tree leaves around the road, but no actual trees nearby to explain them. What the Skyrim Better Roads does not: [*]It does not do any landscape edits. [*]It does not do any terrain edits. [*]It does not do any script/quest/navmesh edits. [*]It does not contain any scripts - the mod is completely safe to uninstall from your game, anytime! [*]It does not contain dirty edits. It is an absolutely clean mod. Verified with TES5Edit! [*]It does not add any Lanterns to the roads. Download Lanterns of Skyrim for lanterns that lit the roads at night. [*]It does not add more signposts to the roads. Download Point the Way for new signposts. The Skyrim Better Roads does not alter the landscape or the terrain! Also it does not do any navmesh editing! My mod is fully compatible with all other mods out there." I liked many of the changes depicted in the screenshots, but was wondering if anyone had given it a try yet?
  2. In my never ending quest to squeeze every last drop out of Skyrim, I recently decided to give Complete Solitude by captainswoop a try. Among other things, it extends the outer wall of Solitude and adds a few buildings and other immersive details. It's very nicely done, in my opinion. However, I soon discovered that the stairway leading from the "new" outer wall to the "original" outer wall didn't seem to have any sort of collision. I'd sink down to the ground below the stairway and sort of walk through it with my head and arms above and my legs and torso invisible beneath the stairway below - like someone wading through a vat of pudding might look. Well, after much trial and error, I believe I traced the problem down to what appears be a conflict with Enhanced Lights and FX, but I'm not sure how that would even be possible, given what each mod does. I use Mod Organizer, and have assigned all mods into various categories of my own. I tested by disabling ALL categories (and thus all mods) except the DLC, Unofficial Patches and SKSE. Complete Solitude worked as it should. I went through each category one at a time, enabling all the mods in that category, running BOSS, and retesting by COC'ing SolitudeExterior01 from a fresh start.When I finally got to the "Weather & Lighting" category, the problem returned. From there it was a matter of disabling everything within the category, then enabling them one at a time until I found the culprit.Lastly, I tested with only those two mods (ELFX and Complete Solitude) installed. I was able to repeat it multiple times - with Enhanced Lights and FX enabled, I fall through the stairs. With it disabled, I'm on solid footing. And it doesn't matter where in the load order each appears.But as far as I can tell, nothing ELFX does should have any effect at all on the solidity of the ground upon which I stand, so this doesn't make sense to me. I'm hoping someone with a bigger brain than I have can explain it to me. :o)
  3. I didn't change my in-game brightness - I had read somewhere that you were supposed to leave it in the middle. At any rate, I took your advice and reinstalled Vividian, using the brighter interiors option. It made considerable difference in the opening cell, while still being plenty dark in a cave interior (Helgen). Thanks, again, for all your help!
  4. It doesn't appear to be modular, though there are a couple of "filtered" packs available. One contains only the deer (and a couple of goats), One is considered "Lore-friendly" and removes tropical and savannah critters, and one that removes spiders, for those with arachnophobia. I didn't even know that arachnophobia could extend to things like images in a video game! Kudo's to him thinking about others in that way!
  5. Thanks for the input! I'm not using Loot, and (as per Neo's guide) ELE-Interior Lighting Merged.esp is Boss sorted to load at the bottom of "Extra Late." Currently, that places it about 4th from the bottom, about 10 mods below Live Another Life. I take it that this is not how it would normally appear? That's actually good news, as I was seriously considering giving up on the whole ENB thing.
  6. I'm still having a spot of trouble with what I presume to be the ENB settings (I'm sorry - I know I'm being a pest here. I really AM trying to learn though). The outside world is very nice, but interiors are a bit too dark, and in some cases, lighting sources don't seem to be working the way I would anticipate they should. In the Live Another Life starting cell, for instance, the torch doesn't seem to light up the pillar it's mounted on, and the statue of Mara is in shadow if you look anywhere to her left, but lights up if you look directly at her or to the right of her. It's a little hard to explain, so I've attached some screen shots. I'm hoping someone can tell me whether this is "normal" or not. And, even better, what to do about it!
  7. I did (in a round about way), by launching Skyrim through MO and turning the settings off in the options menu. I think were I went astray was in the SR instructions, where it says to launch Skyrim through the Steam context menu, and then to change the AA and AF values. Now, an intelligent human being would probably immediately realize than, in so doing, the settings will already be there when MO creates its versions of the ini files, so there'd be no need to address it again. But for someone with moss growing where his brains used to be, that became an instruction on how to set it whenever the need arose. All is better now. Thanks for your time and patience!
  8. And you're exactly right! I was just coming on to post that I'd figured out my problem with the ENB, and in so doing, magically fixed the eye problem as well. In the process, here's what I learned: Launching Skyrim from Steam and setting the AA and AF there isn't the same as launching the Skyrim Launcher from inside MO and changing the settings there. My mistake was that I'd launch it from Steam, change the settings in the options menu and assume the change was universal. Apparently it isn't so. I'm sorry to have bothered you folks needlessly. It's all better now.
  9. I'm having an issue with eyes. Or rather, the distinct lack of them. Empty sockets where eyes should be, both on my character and others around me. It's kind of creepy, really. Just in case I'd missed something, I reinstalled the Eyes of Beauty, replacing the original installation, and carefully omitting the Argonian and Khajiit eyes as instructed. Unfortunately, it made no difference in a new start of the game. Besides, I was under the impression that Eyes of Beauty only replaces the character's eyes unless the NPC Eye Texture Replacer is included (not so in SR). I installed the Main file (The Eyes Of Beauty PLAYER), the Update (TEOB Special Elves Edition) and the optional (Eyes of Beauty Dawnguard Update) So... any ideas where I might have gone wrong?
  10. I've just completed my re-install of SR, but I'm back to having trouble with interiors not being shown. It's pretty much the same as the original post, with a couple of small differences. 1) When I started up my game to make sure everything was working, I had the issue with the interior at the RaceMenu creation screen (no walls, just open sky and a partial wall, unable to see the character during creation, etc. 2) I remembered the advice given in this thread, and immediately checked the AA and AF settings in the vanilla game control panel, and sure enough, I'd forgotten to turn both of them off, so I did. 3) Reentering the game I found that things were a bit darker than I remembered, but at least everything was present. However, I noted a message in the upper left hand corner of the screen that said (paraphrasing here) "Hardware anti-aliasing detected. Some features are disabled" I'd never seen this message before. 4) My video card is an NVidia GTX670 with 4GB of RAM. I thought perhaps the "GeForce Experience" program was overriding my settings, so I exited it and restarted the game - only to find that I was back to square one - no interiors. 5) I recalled that the last time, changing my settings in the vanilla launcher, then changing them back again resolved the issue, so I gave that a try. Still no interiors. 6) I turned GeForce Experience back on, but it made no difference. Still no interiors. 7) A long time ago, I'd followed some instructions in STEP about using the NVidia inspector program to configure the video card to work with Skyrim, and I believe there may be some AA settings buried in there somewhere. However, I haven't touched that program in months, no longer have it installed, and it didn't seem to make any difference during my last couple of play-throughs. 8) When the warning indicated that some settings would be disabled, I thought perhaps there would settings in the enblocal.ini that had changed, so I compared it to the copy I have saved away for future installations. Both were identical (except for two changes SR instructed me to make using the edit button in ENB manager). I'm hoping wiser minds than mine might be able to sort this out!
  11. Okay - I think my mind is going away as quickly as my hair (maybe there's a connection there?). The guide indicates we're to "BOSS" ELE-Interior Lighting Merged.esp into submission (and, as it happens, I have that file), but I can't figure out where I got it, and I don't see any other reference to it anywhere on the page. I suspect that there was a changelog I missed somewhere in the middle of my configuration. So... um... why do I have this file? Where did I get it? Am I missing the "rest" of the pieces needed to make it work? and (most importantly!) is it still supposed to be part of SR? Edit Never mind! I finally figured out it was part of Vividian, and not something merged with TES5Edit! Duh.
  12. I'm sorry if this has been asked and answered before (the search function keeps dumping me to a white page), but is there a reason to install and clean the cloaks.esp patch? It seems like the current installation overwrites it with the one from Complete Crafting Overhaul Remade. Or did I miss an instruction and do it wrong?
  13. This looks interesting. According to the mod author: "The mod contains over 100 new animal species and subspecies, added to the leveled lists.-Bears-Boars-Deer-Prehistoric Cats-Big Cats-Gazelle and Antelopes-Pheasants-Rabbits-Raccoons-Rhinos-Wolves-and much more" There's a lore-friendly version available in the download section. I sounds like it needs a little fleshing out (MCM menu, custom loot for the new critters, etc) but I'm a sucker for anything that adds variety! Has anybody tried it yet?
  14. Oops! Sorry - I posted this in the wrong place.
  15. In the guide, in the Skyrim Distance Overhaul section, it indicates that we're NOT to install the following: textures/terrain/tamriel/objects/Tamriel.Objects.DDS It doesn't specifically mention the second file in the folder: textures/terrain/tamriel/objects/Tamriel.Objects.DDS_n.dds Ordinarily, I'd just assume that we're to leave the file in place, but because they're so closely related, I wondered whether the second should be removed also? [edit] One question mark is probably sufficient.
  16. Looking at the guide, I don't see any apparent indication that one is core and one is extended. There's nothing obvious (at least to me) to indicate that I'm not supposed to install both, one right over the top of the other.
  17. If this is the wrong place to post this, I apologize. I was wondering why both are included in STEP 2.2.9? Do they not modify the same resources? Or am I just missing something obvious?
  18. Interesting! Mine still asks (which is what prompted this line of inquiry in the first place!) https://drive.google.com/file/d/0B8pjSi2BZxPoMW1DbEtIdkJsTDQ/edit?usp=sharing
  19. Thanks for your reply! I did see that - and complied. I presume that's what enabled Mod Organizer to offer the prompt for BSA extraction (otherwise, I assume it simply wouldn't ask at all). There used to be a blurb in on the page that said something like, "The first time a mod containing a BSA is installed, MO will ask whether you wish to extract it. Check 'always do this' and click yes." That instruction appears to no longer be present, and with all the hoopla around whether or not to extract BSA's (especially, apparently, when involving the Unofficial Patches), I wasn't sure whether this represented a change in direction for SRLE - extract them all? Only certain ones that would otherwise require an .esp? Only those specifically denoted further down the list? That sort of thing. So... I'm guessing we're still extracting them all? Suits me fine either way. I'm much happier letting people who are brighter than I am decide such things! :o)
  20. I've recently begun a reinstall of SRLE, and I was struck by the apparent absence of the instruction to always allow MO to extract BSA's that was prevalent in previous revisions. Am I just missing something? Or are BSA extractions still the preferred method for SRLE?
  21. It would appear a major bug-squashing is underway. The file has been hidden for the time being.
  22. Discussion thread: Skyrim - Enhanced Camera by LogicDragon Wiki Link As someone who plays exclusively in 1st person, this looks interesting to me. I'm intrigued by the prospect of not being forced to 3rd person perspective when mining or crafting. EDIT: Though judging from the comments, it could do with a little polish. Still, it's early and hopefully with sufficient feedback things will get better!
  23. I've a silly question that's more curiosity than anything else: What's the purpose in setting the fomod installer preference to "false" in MO? There seem to be quite a few mods that don't install correctly with this setting (thankfully, the guide points them out for us!). Are there others that don't install correctly with fomod preference set to "true"? I mean, I've accidentally forgotten to set it back to false after changing it, and then installed several other mods (apparently) successfully, so it made me curious as to why it wasn't desirable to leave it set to true all the time.
  24. I'm finding all the file exchanges with Improved Closefaced Helmets just a smidgeon confusing. Assuming that I pulled everything from the right places, could someone verify that when it's all said and done, I should have three related esp's in the list: imp_guard_helm.esp imp_helm_imp.esp and Improved Closefaced Helmets_Legendary.esp Thanks very much!
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