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Eudeyrn

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Everything posted by Eudeyrn

  1. That's right - you should deactivate (in the left pane) any mods which have been merged. Merge Plugins should copy all relevant files (textures, etc.) into the merged mod. The whole point of Merge Plugins is to get us under the 254 esp limit. Merge Plugins does rarely fail to copy the files as expected, though, so an alternative to totally deactivating the source mods is to just move the esps to optional, and leaving the mod itself active. If a mod consists of only an esp then obviously it doesn't make any difference which way you do it.
  2. Did you verify this part from the Prerequisites Page while using borderless mode? If the driver is handling Vsync make sure EnableVSync is set to false in the enblocal.ini file and iPresentInterval is set to 0 in the Skyrim.ini file.There are 3 different places Vsync can be controlled, Skyim's ini, ENB's enblocal.ini, and in the driver. If more than one of these is enabled at once, you'll get unpredictable results.
  3. Thanks, Hishy - I didn't check through the texture conflicts myself.
  4. Matter of personal preference, I think. Look at the two images: Existing patch: https://staticdelivery.nexusmods.com/mods/110/images/83660-0-1494644764.jpg New patch: https://staticdelivery.nexusmods.com/mods/110/images/88278/88278-1512648215-146707181.png I think ConfigOfHead's patch looks a lot better, but it has an .esp.
  5. Just did some more research. The scripts from CCF and WAFR for WAF_ArmorSwapScript.pex/psc are identical, so the overwrite order does not matter. So that said, the only thing that matters in the left pane ordering are the texture overwrites, and we haven't had any problems with those since the base guide.
  6. CCF overwrites CCOR as follows: https://i.imgur.com/41jXp71.jpg WAFR overwrites CCF and CCOR as follows: https://i.imgur.com/lAi2jlE.jpg
  7. I have Windows 10, I can confirm that the Security section of the General tab only appears if the file is currently being blocked. Here's an example of what you would see if you needed to unblock. If you see nothing, then you don't need to do anything.
  8. Lexy - I recall over the summer you had mentioned looking into Protect Your People - was wondering where you landed on it? It creates an invisible quest with Alias records to all covered NPCs, so there's no patching or CR needed. It's basically a freebie in my load order as far as I'm concerned, since there's really no possibility for conflict with the rest of the guide. There are addons for NPCs added by both Interesting NPCs and Cutting Room Floor, I've been using all three merged together with no issues. It could probably go into the miscellaneous merge as well, but I haven't looked into that. Anyway, I thought it would be useful for others like me, who don't want to risk random NPC deaths in a playthrough with no idea how far back it happened and so no real ability to save scum. Thanks as always for all you do!
  9. One more small error in the recent updates: Apocalypse still says "MAIN FILES - Apocalypse v940" instead of "MAIN FILES - Apocalypse v943" Not really that big a deal as someone would have to scroll all the way down to the bottom to find v940, but thought I'd call it out.
  10. INI changes in MO follow the same priority rules that textures do. The Trees and Flora Merge INI overwrites the settings in Skyrim.ini and SkyrimPrefs.ini because they load 'later.' If the settings are already identical between the two files, then there's no need for the 'overwrite' INI. FYI, fGlobalContrastBoost is a Skyrim Special Edition setting only, it doesn't do anything in Oldrim.
  11. Have you verified your FPS limiter is actually working as expected? Press the * key on your numpad (this is the default keybind for ENB, anyway) to enable the on-screen FPS counter. I think we're saying it should be the other way around - we want the BethINI setting of iMinGrassSize = 75 to remain, since iMinGrassSize = 50 is too much of a performance hit. I'm also getting noticeable FPS drops with that set to 50. Best wishes to you and your MIL, go be with your family and don't worry about our silly modding woes!
  12. The new Arthmoor villages of Dawnstar and Dragon's Bridge need to have their LOOT metadata updates added to the "idiot check" section of The Big Push Towards The End. As xXSHMATTOXx said, we're missing the Farmhouse Chimneys patch for Dragon's Bridge, but I wanted to add that a patch for Dawnstar doesn't exist yet. Yes, unpack it - any mod which doesn't have an explicit note telling you to leave the BSA packed should be unpacked.
  13. This is from The Gray Cowl of Nocturnal, you should get a quest along with that popup. The Daedric text reads
  14. Especially in dungeons, you should find that you have to use a lantern from Wearable Lanterns, or carry a torch. The game is supposed to be much, much darker than vanilla, because ELFX removes ambient light sources. Light only comes from real sources, such as window, candles, torches, fireplaces, etc. Setting EnableAmbientOcclusion=false in your enbseries.ini will brighten up corners in interiors a bit, but I find it very noticeable and less immersive. Here's an example of the difference:
  15. Loaded up an old save just to make sure. See this gallery: https://imgur.com/a/CvG0H I completed 'Horn of Jurgen Windcaller,' it starts 'Acolyte of the Voice' automatically, and then when I go to the library door the key is now in my inventory.
  16. I'm using the 315 binary with no modifications to the enblocal.ini. From the changelog it doesn't appear anything was added to the ini, so there should be no difference.
  17. Same, I got the key without an issue. Right after going back to the Greybeards after Ustengrav, I was able to open the library door and enter. This is using the same CR on Nexus, no modifications locally.
  18. Another conflict found with an Interesting NPCs quest. This time it's a conflict with VIGILANT. There is an abandoned house east of Fort Greymoor, which is turned into Winch the Handy's house by VIGILANT. The quest Azzarian's Gold (added by Interesting NPCs) has you go this house to find a safe in the fireplace. Because of the modifications to the house, the safe is inside the walls of the chimney and unreachable. What I did to reach it was to go around back of the house and disable the chimney (FormID 000E43B7) so the safe is uncovered. The FormID for the safe is 2629DCB4. I'm not sure if this is worth your time to fix in the CR (I'm assuming you'd have to move the AzzarianSafe object somewhere outside the house or whatever) but I thought I'd post it here so anyone else who comes across it knows where it is.
  19. On the quest Azzarian's Gold (added by Intersting NPCs) you need to open There is a painting on the wall, which blocks you from going down the stairs. I had to use TCL on the console to get through. Form ID for the painting is 1F08486F, it's a placed object added by SFCO in Cell->Sub-Block 4->00016788->Temporary. I added a note on the SFCO page to see if this can be fixed in an update to the Interesting NPCs patch. Edit: This entrance is also needed for the vanilla quest Summerset Shadows, but it seems the author is already aware and is fixing it in a future update.
  20. Sent you a PM in case you didn't manage to grab all the files. Especially when Nexus has The Caretaker for abandoned mods. You don't have to support an old mod anymore, and you can leave it up for download without it being attached to your account. I'll see if I can message Mizzog about that option. Edit: Sent Mizzog a PM
  21. I'm sure this goes without saying, since it's true for nearly all mods other than pure texture/mesh mods, but don't try removing Wintermyst from a current playthrough. Even if you unequip all enchanted items before removing Wintermyst and adding Summermyst, it can mess up all your stats and you can end up with skills in the negative. I tried several times to replace it by doing different things, but it seems like it breaks the savegame without fail. FYI, Mizzog just removed his mods from Nexus, so [Followers, Hirelings and Housecarls] is no longer available.
  22. Even if you have to leave them in, you can just disable them from MCM or not enable them in the first place. I typically leave Frostfall off for the first few levels of a playthrough anyway, because I find enough challenge in the early game without managing exposure. I know, I know, I'll get there eventually :) I'm going to be leaning on your SSE thread when I get around to it, after my current playthrough is complete. You seem to have already done a lot of good work identifying what is available for SSE.
  23. I need Windows 10 for work (software dev) but it's almost to the point where I'm ready to set up dual boot with Windows 7 just for Skyrim. I'm already used to jumping through hoops for modding Oldrim, what's one more lol
  24. MO works by hooking some Windows filesystem calls, so that when TESV.exe tries to access the /data/ directory it sees the virtual file system from MO/mods directory instead. It's possible the latest fast ring Insiders build adds some security around those hooks which prevents MO from functioning, as part of the changes intended to circumvent ransomware malware. The issue has been raised to MS, but there is no longer any active development on MO, so it's possible this change will make it into the Fall Creator's Update, in which case Windows 10 support for MO will be broken for everyone.
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