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Everything posted by Greg
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GUIDE Guide:Skyrim Configuration Settings
Greg replied to Octopuss's topic in Unofficial Skyrim LE Guides
I think you're mostly right, but there appears to be something that is causing the GetPrivateProfile* functions from reading lines that begin with a semicolon. To put this into concrete terms, I created a sample.ini file with these settings: [General] Test1=Test Value 1 ;Test2=Test Value 2 *Test3=Test Value 3 ; comment Using the GetPrivateProfileString API function, I can read Test1 and *Test3, but GetPrivateProfileString always returns null for ;Test2 as if that entry doesn't exist. I do get "Value 3 ; comment" when I read *Test3. EDIT: I think the reason that comments seem to work on numeric values is mostly because the C++ library functions stop parsing when it finds a non-numeric value.- 46 replies
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- SKYRIMLE
- configuration file
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(and 2 more)
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SKYRIMLE Jaggarsfeld Extended (by TechAngel85)
Greg replied to TechAngel85's topic in Skyrim LE Mod Author Topics
I agree that bars are useless in Skyrim and serve no real purpose other than to take up space. I realize you have scroll storage in the library (below), but you might consider moving it to the arcane room to keep all arcane items together in one room. One aspect of Helgen Reborn that I really liked is that it keeps the Arcane Enchanter, Alchemy Lab, spell books, scrolls, ingredients, soul gems and other arcane/magical items in the same room -- albeit with the Arcane Enchanter on one end of the room and the Alchemy Lab on the other end. I think this should include everything the follower needs and keeps it relatively simple. It would be nice to allow adopting two children, but I can see doing so requires some significant redesign of the space to make room for a second bed. Finally! This will be really nice with something like Unlimited Bookshelves that lets the player actually use all available space on each bookshelf. I know the Heartfires homes have an optional library, but it's mostly just a waste of space without much actual storage. -
DynDOLOD brought my system to its knees
Greg replied to Thick8's question in General Skyrim LE Support
Before redoing everything, check your skse.ini settings and use Memory Blocks Log to verify you're not exceeding the limits for both blocks. When I use updated my STEP Extended profile to 2K and high resolution LODs, I had to bump the memory allocations in skse.ini as follows: EDIT: As I recall, a crash before you get to the loading screen usually means you have a missing master so you might run TESVEdit, load you entire profile, and verify it isn't missing any masters. Also verify your enblocal.ini settings. I've generally found that setting DefaultHeapInitAllocMB above 768 causes Skyrim to crash before the load screen if ExpandSystemMemoryX64=true in the MEMORY section. This is what I'm currently using, although your VideoMemorySizeMb is likely to be different than mine. -
No, and I recommend installing them somewhere other than the Skyrim directory. You can install them to somewhere like C:\Tools or C:\Games or another drive if you have more than one drive.
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I find it easier to use the search box at the bottom of the left pane. Enter a part of the name for Mod A and the list is limited to matching mods. Note the number in the priority column for Mod A. Clear the search, click the mod at the end of the list you want to move, click the priority column, and enter the enter the priority number plus 1. In other words, if Mod A is priority 33, enter 34 and it'll automatically pop into place just below Mod A. Also note that you can use the Home and End keys to jump to the top and bottom of the list. You may have to click on a mod in the left pane to set the focus first, then press Home or End to jump. EDIT: This may be confusing at first, so just to clarify... the first time you click on a mod it selects that mod. After the mod is selected, you can click the Mod Name, Nexus ID, Version, or Priority column to edit the values.
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Watch the Gamer Poets videos that TechAngel linked for some really great step-by-step instructions on creating the patches. When you get to the DynDOLOD video, pay attention to how Michael at Gamer Poets sets the output directory when he runs the Worlds script. i never really thought about doing it this way, but it is significantly simplified. The key take away here is that assume you installed Mod Organizer into the C:\ModOrganizer folder so your installed mods are in C:\ModOrganizer\mods. Michael runs TES5Edit, selects the Words scripts, sets the output folder to C:\ModOrganizer\mods\DynDOLOD Output, and runs the Worlds script. After the script finishes, he exits TES5Edit, saves DynDOLOD.esp, and Mod Organizer magically shows the new DynDOLOD Ouput mod in the left pane. Hopefully this will make a lot more sense when you get to that part of the video.
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Edited the title to include the name of the mod author.
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Note that all mods in the left pane should be in the exact order they are installed or created, meaning FNIS Output should be below FNIS, DSR Output should be below Dual Sheath Redux, STEP LOD Textures should be below DynDOLod, and TES5LODGen Output (the output from the Worlds script) should be below STEP LOD Textures. Download and install the STEP patches.Create the bashed patch so it's below the STEP patchesDownload and install Dual Sheath Redux so it's below the bashed patch.Run Dual Sheath Redux (DSR) Patch via Mod OrganizerMove everything in Overwrite to a mod named DSR Output just below Dual Sheath ReduxDownload and install Better Shaped Weapons.Download and install Fores New IdlesRun GeneratFNISForUsers and move everything in overwrite to a new mod named FNIS Output under FNISDownload and install DynDOLODRun the TexGen script and move all generated files to a mod named STEP LOD Textures below DynDOLODRun the Worlds script and move all generated files to a mod named something like TES5LODGen Output below STEP LOD Textures.Note that I performed the last two steps as follows and saved the output as mods that I can reinstall if necessary: Create a folder named TES5LODGen Ouput as per the STEP Guide.Run the TexGen script so it creates all the LOD textures per the guide.When the script finishes, open the TES5LODGen Output folder in Windows Explorer.Create a folder named DataMove the Textures folder to the Data folder (so the file tree is TES5LODGen Output\Data\Textures)Right click the Data folder, select Send To / Compressed (zipped) folderRename the created ZIP file to STEP LOD Textures.zipIn Mod Organizer, click install mod and select STEP LOD Textures.zipDelete everything in the TES5LODGen Output folder except STEP LOD Textures.zipRun the Worlds script so it creates the remainder of the LODs for the worldspaceWhen the script finishes, open the TES5LODGen Output folder in Windows ExplorerCreate a folder named DataMove the Meshes, SKSE, and Textures folders to the Data folderRight click the Data folder, select Send To / Compressed (zipped) folderRename the created ZIP file to TES5LODGen Output.zipIn Mod Organizer, click install mod and select TES5LODGen Output.zipDelete everything in the TES5LODGen Output folder except STEP LOD Textures.zip and TES5LODGen Output.zipAfter you have everything set up and working, you can either move the two remaining ZIP files to a safe place or delete them at your discretion.
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When you say the "forging menu" do you mean the smelter?
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I think the crafting menu is clunky and cluttered. I really liked that the old crafting menu was divided into categories so I could concentrate on specific types (leather, iron, silver, etc.) but it would have been nice to separate weapons from armor. The faction category could get a bit cluttered and it would have been nice to have a separate category for each faction, but this may be wishful thinking since this might be a bit overly complex. Overall, I think this is a step sideways in a manner of speaking. I mean I really like that weapons, armors, and miscellaneous items are in separate areas, but grouping all armors into one basket isn't helping. I think the menus for the armor bench and weapon wheel should show the armor rating and damage rating as well.
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I agree that leveling smithing is a grind, but I think the experience rate is split into two realms in a manner of speaking. If you are smithing weapons and armor exclusively, it takes forever to level up smithing because you can't carry enough of these heavy materials to grind through the experience (unless the player is just trying to game the smithing tree) and some of the materials aren't just laying on the side of the road for easy pickings. This may just be my perspective because I don't tend to carry around a lot of cheap weapons and armors since the value/weight is extremely low. Building a house is a grind as well and requires traveling all over Tamriel to collect the materials, but this requires mostly common materials and levels up smithing very quickly. Overall I agree that leveling smithing too fast just games the system. It doesn't do a lot of good to walk into a bandit camp at Level 50 if you're weapon skills are 25 and your armor skills are 22. I think sneak is difficult to level up initially because the player can't really hide in the shadows sufficiently. (It is possible to "cheat" by running back and forth behind the guard in the Whiterun market but it takes forever to do so.) Once the player gets a few sneak perks, I think sneak levels up a bit too quickly (especially if the player has the Thief or Lover stone). Perhaps sneak should be on an exponential curve of sorts... meaning I think it should level up at about the same rate (or perhaps slightly faster) in the beginning and taper off. I think archery should perhaps be tapered off a bit since I don't even need armor or block skills once I get a few archery and sneak perks. I tend to come at forts from down the mountain in the back, pop a few cheap iron arrows into the stone wall to attract some attention, and clear out the bandits sniper style. In the beginning, bandits come outside actively looking for me and I usually have to retreat to avoid getting killed. With a few sneak/archery perks up my sleeve, even the indoor areas aren't much of a challenge with the good bows with enchantments and the Power Shot, Quick Shot, and Bullseye perks. Of course, Skyrim's AI system leaves a lot to be desired. I mean I've had Draugr bump into me and I should've been dead on the spot with very low armor/block skills, but they don't even see me or they just stand there like deer in the headlights trying to figure out what to do. I can't speak for any of the other skills since I don't use them. I pretty much stick with Archery, Sneak, and Smithing. My light armor rating is a dismal 25 or 26. I wear light armor, but it doesn't get used much.
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Ashes Of The Red Mountain (Solstheim) (by RobaDop)
Greg replied to Agnusthemagi's topic in Skyrim LE Mods
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Realistic Water Two - stream Fix [nanoman2000]
Greg replied to FuzzRocket9's topic in Skyrim LE Mods
I haven't really noticed the water being too fast, but (and perhaps this is just my aging eyes or my imagination) it does seem to be too viscous... almost somewhat like syrup instead of water. I imagine water is one of those things that's really difficult to get right, though. I looked at the "with bubbles" option last night and noticed the little falls in the streams seemed to glow in the dark, so I may need to look at it again with a vanilla setup. Right now I have a STEP Extended setup with Vividian Vanilla ENB so something in my setup may be adding the luminescence there. -
SKSE launch problems when run through MO with NO mods
Greg replied to Aerandor's question in Mod Organizer Support
You might also check the Skyrim Script Extender page to make sure you've installed and configured SKSE correctly. Also check the ENBoost page to make sure you have ENBoost installed and configured correctly. -
Just looking at my STEP Extended profile, HQ Paper overrides these meshes for spell tomes from Book Covers Skyrim 3.1 LEGENDARY - Desaturated: /meshes/clutter/books/book02/character assets/spelltomerestoration.nif /meshes/clutter/books/book02/character assets/spelltomeillusion.nif /meshes/clutter/books/book02/character assets/spelltomedestruction.nif /meshes/clutter/books/book02/character assets/spelltomeconjuration.nif /meshes/clutter/books/book02/character assets/spelltomealteration.nif No other files in Book Covers Skyrim should conflict with any other mods. EDIT: Have you tried unchecking Main Font Replacement in the left pane to see if this solves the issue? I know this font can cause problems if your version of Skyrim isn't in English.
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I think with Wrye Bash you should delete the files. I don't think Wrye Bash has the capability to hide files.
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You just think your mod list is done. Once you slide down the slippery slope of modding Skyrim, you'll spend far more time tinkering and playing with new mods than playing the game. Which areas are good for testing depends mostly on the mods you're installing. In a general case, I think the outskirts of Whiterun is good for testing mountains, rocks, water, and the city walls and I generally go through the major cities and a few wilderness areas (like the tops of mountains around Falkreath, Winterhold, Whiterun, and Falkreath that give a good view of a lot of landscape and provide opportunities for combat). I know Grant and others here are a lot more experienced at this so I'm sure they'll have better and more specific suggestions.
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The last time I setup STEP 2.2.9.1 from scratch, it took me about two hours and I already had 95% of the mods downloaded. I admit a video guide might be nice, but TechAngel85 is exactly right... it would be at least 3 and possibly 4 hours long.
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I think it mostly depends on the specific mods that are being updated, so it's generally best to read through the mod's update instructions before determining whether a mod can be safely updated. If you're using DynDOLOD, you may need to follow Sheson's instructions to regenerate all the LODs after updating mods that contain LODs meshes or textures. I personally tend to be conservative, so once I set up a new playthrough I tend to stick with it exactly as is until I'm finished. I usually do this in a few steps, though... say install STEP Extended and test it for a while to make sure it's stable, throw on a few mods on top and test it with a new playthrough for a while, throw on an ENB preset on top, and start a new game. I know others here that routinely keep their mods up-to-date and keep the game stable while they're upgrading. You just have to be prepared to do a little spelunking after upgrading, though. Some mods may need a reset when upgrading (saving without the mod, installing the updated mod, and then continuing from the indoors save) and I think there is some risk in this because the mod order changes if only for a moment. From my perspective, the best advice I can give is to go slow and test often. Install mods in small sets, check conflicts in TES5Edit, and test in game before going to the next batch. The first time I did this I installed all of STEP Extended and all of REGS, then immediately had to back and start over because the game wasn't working right and I had no idea where I went wrong. I'm not an expert at finding and resolving conflicts, either.
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Can you provide more specific information that can be used to improve the quality of the guide? Everyone here is open to constructive criticism, but it really helps to know which specific parts are confusing or need to provide more information.
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I recommend the ASUS Z97 Sabertooth Mk 1. It includes two optional fans for cooling the chipsets and whatnot that I installed in mine to keep things cool. One goes in horizontally where the cover is between the PCiE connector and the CPU and the other goes in vertically where the cover is next to the external connections. It's a bit more expensive than the ASRock, but I've never gone wrong with ASUS so far (knock on simulated wood grain).
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Do you have a mod like All Items Weight Adjustments that adjust the weight of the books or perhaps the TeamSpeak overlay? If so, these are known to cause this particular problem. If it's none of these, run TES5Edit from Mod Organizer, load all mods, and look to see if any mods are overriding all the books in the Book category. If it's none of the above, the only other thing I can think of is a possible font issue so you might have Steam validate cache to see if something got corrupted.
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I think just thinking the same thing, and all the new land/quest mods should fit right into REGS as well.
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DROPPED Unofficial Skyrim Patch (by Unofficial Patch Project Team)
Greg replied to frihyland's topic in Skyrim LE Mods
I just sent you links to my copies of the 2.1.1 patches if you still need them. Yeah, yeah, I'm a packrat and I admit it.

