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Everything posted by dstansberry
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Skyrim Revisited Pre-Release Feedback
dstansberry replied to Neovalen's topic in Skyrim Revisited (retired)
Thank you very much! I guess I never realized i wasn't logged in while reading that page. The "compare" feature is pretty cool - I've never seen that before. -
Skyrim Revisited Pre-Release Feedback
dstansberry replied to Neovalen's topic in Skyrim Revisited (retired)
Is there a changelog that gets posted somewhere for Skyrim Revisted? I check back fairly regularly and often note that the page has been edited (today, for instance!), but I can't always figure out what's different. I searched around for an answer and came up empty. I know I can't be the only person to have asked about this, so I'm reasonably sure there's a big, green button with "Changelog" in flashing neon letters right in front of me. Somewhere. -
As it happens, I think you were exactly right. On a lark, I turned on the AA settings in Skyrim, exited, restarted, turned them back off, exited, then started the game again from the SKSE launcher in MO, and voila! Perfectly functional interiors. Thanks very much for setting me on the right path! Do you think I somehow managed to... disconnect(?) the settings in the ini from the game launcher, and turning it back on and off rewrote them back in? Either way, it works now, so thank you again! It's funny, I always thought Skyrim was beautifully done, but now it looks a little drab with the ENB turned off. I guess I just need to decide whether the pretty pictures are worth the extra 12-16 mod slots taken up by all the lighting, weather, and parallax mods! I wonder if any of them (aside from the ones mentioned in the guide) can be merged. Perhaps the ELE or ELFX patches? (How did my font get so small...)
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I didn't know I could do that! I'll try it right now! As for the GPU's control panel, I'm using an NVidia GTX670, and I *think* I have AA turned off for Skyrim in NVidia inspector. The settings are a bit much to wade through (and frankly, I don't understand many of the options), so I may have it wrong.
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Thank you for your reply! I've just re-verified the things you've mentioned, and they're set correctly in the .ini within ModOrganizer, and the Skyrim settings as well.
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...as in there aren't any interiors. Clearly I've done something wrong, but I can't quite figure out what, so I'm hoping someone may have seen this before and offer a suggestion or two. I've been through the guide three times, so whatever I'm missing, I missing repeatedly. My issue us that I have no interiors. Starting a new game with Alternate Start places me in a cell that has no walls - just an expanse of brown. In the distance, I can see two ghost actors, and there's a blue flame nearby. Nothing else is discernible, including my character at the character creation (all menus for RaceMenu ARE present, but there's no face present for editing). If I just accept the default (invisible) character. I can COC to Riverwood. The exterior cells are amazing! (This is my first time using an ENB, and the detail is just amazing). I can see my character fine in third person mode. But if I enter, say Embershard mine, I have the same problem as with the cell in Alternate start. There are no walls or floor or celing, just an expanse of brown and some irregular details. I can see a torch, some wood trim around what should be a corridor, and a couple of NPC's running around through the void. I've followed the guide, with three notable exceptions: 1) I actually started with STEP, and installed Revisted on top of that installation. Any time Revisted used the same mod, I reinstalled the mod in accordance with any special instructions from Revisited, and moved it to the a place lower on the load order. Basically, the load order goes like this: Cleaned Vanilla ESM.s Optimized texture for a DLC Unofficial Patch for that DLC Optimized texture for the next DLC Unofficial Patch for that DLC (etc) >>>>>>>>>> (o)<<<<<<<<<< All mods that STEP includes that Revisited does not, in the STEP order. >>>>>>>>>> (o)<<<<<<<<<< All the mods in Revisited, in the order indicated, with the options indicated, Bashed and Bossed and merged and cleaned where indicated. The SR Conflict Resolution patch Bashed Patch >>>>>>>>>> (o)<<<<<<<<<< 2) I have deviated from Revisited in the following ways: a) I've not installed Extensible Follower Framework. (though I haven't replaced it yet, I intend to give Simple Multiple Followers by Kuertee a try). b) There are two Mods that STEP used that needed to be interspersed into the Revisted load order, or they would be overwritten completely. TreesHD and Hybrids HD Plants and Herbs. They've both been moved to after Skyrim Flora Overhaul. c) Since I intend to use ETaC, I downloaded the Hearthfires Chimneys for ETac instead of the Revisted one - but I haven't actually activated it, since I don't have ETaC installed. d) Any remaining STEP mods that were completely overwritten by Revisited I simply deactivated. 3) I installed Realistic Needs and Diseases (an old favorite). Since I'm new to the whole ENB thing, I'm (naturally) assuming that I've done something wrong with mods devoted to interior lighting or the like. I DID try to be careful, but who knows?
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Wrye Bash wipes plugin list after patching?
dstansberry replied to UnmeiX's question in Mod Organizer Support
This has happened to me a time or two as well. When it does, I always just delete the Bashed Patch.esp and run Wrye Bash again. What I've sorta semi noticed is that when it DOES happen to me the Bashed Patch.esp has always seems to have been magically "relocated" to the Steam AppsCommonSkyrimData directory, rather than to the Overwrite directory in spite of having been run from within Mod Organizer. I just assumed that's why everything "disappeared" from the patch in the first place. -
Hello Wise Ones! Please indulge a foolish question. I've read until my eyes bleed (and even almost understand parts of it!), so rather than beg for further explanations of compiled .dll's, modified .ini files, and alpha versions of whatsits and whosits, I'll just ask what I really want to know: If I carefully follow the instructions in either STEP 2.2.8 or Skyrim Revisited LE, I'll end up with the memory patch described within this very forum in place and active. The Skyrim Revisited LE sets it up for use with an active ENB, STEP without one. My specific setup may require some minor tweaking (primarily with the amount or RAM allocated), but it'll be there and functioning. Do I have this fundamentally correct?
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Skyrim Revisited Pre-Release Feedback
dstansberry replied to Neovalen's topic in Skyrim Revisited (retired)
Hmm, no, pretty sure it IS in Hearthfires.esm. Are you typing in the right FormID)The records we're moving ARE located in the Hearthfires.esm. However, the guide appears to indicate that we're to find the node we're asked to edit (Worldspace > 000003c > Block -1,0, etc) inside SkyTEST-RealsticAmimals&Predators.esp. In reality, it exists inside SkyTEST-RealisticAnimals&Predators-Dragonborn.esp Or perhaps I'm mistaken. It certainly wouldn't be the first time! -
Skyrim Revisited Pre-Release Feedback
dstansberry replied to Neovalen's topic in Skyrim Revisited (retired)
I may be missing something, but tn the instructions for SkyTEST - Realistic Animals and Predators, there appears to be a error. The instructions appear to indicate that the following correction should be made to the SkyTEST-RealisticAnimals&Predators.esp Expand "Worldspace">"0000003C">"Block -1,0">"Sub-Block -1,3" and select the "00009292" node. Drag the "EDID - Editor ID", "MHDT - Unknown", and "XLCN - Location" record from HearthFires.esm to SkyTEST-RealisticAnimals&Predators-Dragonborn.esp. However, the node in question appears to be contained within the SkyTEST-RealisticAnimals&Predators-Dragonborn.esp -
Skyrim Revisited Pre-Release Feedback
dstansberry replied to Neovalen's topic in Skyrim Revisited (retired)
Apologies. -
Skyrim Revisited Pre-Release Feedback
dstansberry replied to Neovalen's topic in Skyrim Revisited (retired)
Stupid "not bright enough to tie my own shoelaces" question: In the instructions for making corrections to Skyrim Coin Replacer, I'm puzzled by this instruction: Expand "Cell">"Block 7">"Sub-Block 6" and select the "0005B91B" node. Drag the "XCLW - Water Height" from Update.esm to SkyrimCoinReplacer.esp. To my inexperienced eyes, it would seem to be circumventing the changes made by the Unofficial Skyrim Patch (the Water Height actually matches the USKP - it "feels" like we're going backwards here). Is update.esm supposed to supercede the USKP? Or am I just confused about what the edit is doing? dstansberry - I have merged all your posts into one. For future reference please kindly refrain from posting multiple times in a row - for consistency and clarity on forums. Thanks. -rootsrat- Edited my own drivel for clarity In the instructions for Langley's Wood Metal and Stone, it says: If using Skyrim Realistic Overhaul, also exclude the following file: â—¾Textures/architecture/highhrothgar/hhfloor01.dds The optional update also includes the normal file, hhfloor01_n.dds, but the instructions don't indicate that it should be excluded. Is this by design? Or are we to leave it out as well? In the instructions for Ultimate HD Fire Effects, it mentions SMIM Compatible Meshes a one of the optionals. Perhaps I'm simply overlooking it, but I can't see it among the list of available files. -
If the mod has multiple resolutions available then it should be better to select the one with proper resolution. It depends on how the mod author created the lower resolution textures; if they were done with a high quality tool then they are preferable (of course, you typically have no way of knowing this). DDSopt also recreates all the mipmaps, and the ones it creates are better than those of many of the texture creation tools. One way that DDSopt can increase file size is when the original textures don't have all the mipmaps needed; DDSOpt will add the missing ones. By the way, there is some discussion of this in the DDSopt Technical FAQ. Thank you for the input - and the link. I'll check it out. I'm considering reinstalling and re-optimizing the texture packs with a resolution cap in place, and following the suggestions I've seen here and elsewhere regarding halving the size of the normals. My poor li'l PC (i7 3770, GTX670 4GB, 16GB RAM) can't seem to make it into Riverwood from Helgen!
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And while we're on the subject: 1) Is it better to pick a higher resolution texture and DDSopt it down, or to pick the lower resolution to begin with? 2) One area in which the DDSopt optimization process appears to give HUGE results is when dealing with facegen textures in assorted mods. Which begs the question, SHOULD they be optimized? The size savings is almost too good to seem... healthy?
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I've used DDSopt to optimize textures, and while it normally works perfectly fine, I have noticed a couple of odd occurrences. Perhaps these are normal, or perhaps I'm doing something wrong - either way, I thought I'd mention them here and see if anyone else has noticed anything similar. 1) Occasionally, when I optimize the textures within a particular mod, I notice that the overall size of the texture folder actually increases after processing. Am I correct in assuming that the textures in the particular mod I'm dealing with are already optimized beyond what DDSopt (or my settings within DDSopt) can improve? 2) When I began to notice that the folder size on a few particular mods were either not changing or actually increasing in size, I began to start looking at the log it creates after processing. When I did so, I noticed the "delta" number at the end of the log. Naturally, I assumed that "delta" represented the change in file size. As a general rule, this appeared to be true. When I compared the size of the "In" folder to that of the "Out" folder, a high negative delta number was generally consistent with a significant decrease in the overall size of the folder. A delta number of "0" was consistent with a folders that showed no change at all. However, in some cases, the delta was a positive number, which I took to mean that the folder size should have increased. But occasionally, I noted that, even if the delta was a positive number, the folder size had gotten smaller. So... what gives? While I'm sure the process is working (many mods DO show a significant decrease in the overall size of the texture folder), I'm obviously not understanding something about HOW it works. (Oh and a couple of notes if they're helpful: I optimize each mod's texture folder separately, following the same instructions as I used for the Bethesda textures (except that the files are already extracted, so I'm not optimizing BSA archives). And I'm not actually using DDSopt to limit the resolution of the textures (I left it at 8192x8192)
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Fore's New Idles in Skyrim - FNIS (by fore)
dstansberry replied to WilliamImm's topic in Skyrim LE Mods
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Fore's New Idles in Skyrim - FNIS (by fore)
dstansberry replied to WilliamImm's topic in Skyrim LE Mods
Okay, I've a "never been there, never done that" sort of question. I'm a real stickler for first-person view, and it's really pretty rare that I slip into 3rd person. As such, I've always avoided things like FNIS and many animation tweaks as unnecessary, since I didn't think I'd never actually SEE them in the game. Am I correct in assuming this? Or are the animations also used by NPC's throughout the gameworld as well? 'cause THAT would be really interesting! -
Skyrim Revisited Pre-Release Feedback
dstansberry replied to Neovalen's topic in Skyrim Revisited (retired)
As an ease-of-use suggestion, the installation instructions for SkyTest indicate a conflict with Ars Metallica (and the solution), but the instructions appear in the guide prior to the installation of Ars Metallica itself. It might be easier to attach the patch info to the Ars Metallica installation (or perhaps reference it during that portion of the installation for folks like me who aren't bright enough to bounce back and forth without forgetting something. :o) -
Skyrim Revisited Pre-Release Feedback
dstansberry replied to Neovalen's topic in Skyrim Revisited (retired)
Just a little note regarding Blaze of Eventide - the mod author indicates that it should be added to Automatic Variants block list, or Blaze will be assigned a normal skin. Is having a "normal" skin the intention of SR? -
Skyrim Revisited Pre-Release Feedback
dstansberry replied to Neovalen's topic in Skyrim Revisited (retired)
Thank you very much for your reply! I'm about to start a new installation - this time I'll follow the guides recommendations for textures and see what I've been missing! -
Skyrim Revisited Pre-Release Feedback
dstansberry replied to Neovalen's topic in Skyrim Revisited (retired)
Also, is the .esp for Better Embers required? I can't see that it does anything at all, but I'm certainly no expert. -
Skyrim Revisited Pre-Release Feedback
dstansberry replied to Neovalen's topic in Skyrim Revisited (retired)
I've been using the Texture Pack Combiner for awhile (and am fortunate enough to have a copy of Skyrim Realistic Overhaul still). Of course, I can't help but notice that many of the mods in SR are also included in the TPC, and in the past I've been simply skipping them in favor of TPC during the installation. But you also make very specific recommendations for which files to include or leave out, and of course the installation order overwrites some textures with others - which leaves me wondering: Can you tell me whether the end result is similar? -
This is a simple little mod that I've been using for awhile now. All it does is retexture the lockpick - and the dagger you use to turn the lock mechanism. I always wondered why an experienced thief character would have such shabby looking equipment, no matter how accomplished he may be. I don't really know if it's inline with the STEP mandate, but I enjoy it. I'm not personally all that flashy, so I use the "Dark Steel" version, but there several choices. Well, 5 actually. Hence the name, I suppose. :o)
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Are you sure it was TESSnipped? In his opening paragraph, he mentions the construction kit: "So now that the ck is out I can go about fixing that! :)" At any rate, it's an interesting idea, but it's never really struck me as something that needed fixing - I just never noticed it before. Can you exit the caves that way, too, I wonder? Some (Helgen, for example) have such lights in places that one could climb up to reach easily enough.
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ACCEPTED Book Covers Skyrim (by DanielCoffey and doccdr)
dstansberry posted a topic in Skyrim LE Mods
Discussion thread: Book Covers Skyrim by DanielCoffey and doccdr Wiki Link This looks interesting. It re-textures the books of Skyrim so that each one has a unique look. I think I may have to give it a go! Accepted Desaturated version for 2.2.9.1 Extended

