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Iroha

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Everything posted by Iroha

  1. many plugins can't find dawnguard.esm, dragonborn.esmare you using DLC's? Use search and find what mod contains script *gypsyeyescaravan_mobile* (name can be longer) and deactivate it. Convient horses autoloot feature spams errors, disable it(feature, or uninstall - install mod). may be CH wasn't properly initialised on new game start -it was fault of previous version.
  2. I followed the guide to the letter as well and haven't noticed the same. Just today I soul trapped one draugr and he ran off on a merry chase to find me (I was above him on a platform). I dropped down after he'd run off and engaged another draugr, soul trapped it. They both died and I got both souls, even though one was far off in another room fighting my follower he encountered on the way up.well, your follower maybe finished him:)Also some enemies are immune to soul trap, some don't have souls. By the way, I finished adapting mighty magick to SkyRe
  3. perhaps some scripts running in that moment have too small delay, and with logging enabled, which slowdowns skse, they processes properly:)
  4. Do you use it with your SR-Skyre-ASIS build currently? No, but currently working on resolving conflicts. Soon I will:)
  5. merging is not the problem, but I like your humor:)
  6. try without skyrim project optimisation.
  7. there is a mod for that, called "Real shelter".
  8. your skyrim isn't dead.if you want to add some patches to blocklist - then keep \My Games\Skyrim\SkyProc\SUM Mod Blocklist.txt but kill consistensy technically sum blocklist isn't necessary for SR+SkyRe&ASIS because we have all needed mods in other patchers blocklists. if newer version of PostASISPatch.esp doesn't need asis or dependency - it's strange, mine have. But they are identical from inside as I see(i looked throu the notepad, hehe, and it seems identical besides masters), so you can use any I think. if sum includes duel sheath redex and automatic varients - just kill parasite esp's. kill it with fire. if you have somethiing like [15]                                      [sUM] Patch needed: true [16]                              [Run Changes] Running jar: ..\Automatic Variants\Automatic Variants.jar [17]                              [Run Changes] Successfully ran jar: ..\Automatic Variants\Automatic Variants.jar [18]                              [Run Changes] Running jar: ..\ASIS\ASIS.jar [19]                              [Run Changes] Successfully ran jar: ..\ASIS\ASIS.jar [20]                              [Run Changes] Running jar: ..\Dual Sheath Redux Patch\Dual Sheath Redux Patch.jar [21]                              [Run Changes] Successfully ran jar: ..\Dual Sheath Redux Patch\Dual Sheath Redux Patch.jar [22]                              [Run Changes] Running jar: ..\T3nd0_ReProccer\ReProccer.jar [23]                              [Run Changes] Successfully ran jar: ..\T3nd0_ReProccer\ReProccer.jar in ModOrganizer\overwrite\SkyProc Patchers\SUM\SkyProcDebug\=--Debug Overview--=.txt  you shouldn't worry
  9. sum should be loaded like this: over9000esp's Bashed Patch, 0.esp ASIS-Dependency.esp SUM.esp PostASISPatch.esp change master file to SUM.esp from ASIS.esp via wrye bash qotsafans Ars Metallica Patch.esp qotsafans WIC-CraftOnly ReProccer Patch.esp qotsafans Miscellaneous ReProccer + Destruction Tweak Atronach 50 Patch.esp ReProccerDragonborn.esp change master file to SUM.esp from Reproccer.esp via wrye bash other patches don't have dynamic patches as masters as I recall. so you need: 0. delete skyrpoc patchers from documents and settings\.blah-blah...\skyrim\   delete skyprocdebug folders for all patchers except sum in MO\overwrite\skyprocpatchers\   it's just in case. 1. build patches without merging. make backup 2. build with merging dynamic patches 3. make sure all your dynamic patches and sum in overwrite folder of mod organaizer, and change master files for patches written above 4. delete all dynamic patches except of sum from overwrite folder and you should be capable to run sum again and merge dyn.patches without problems.
  10. keep native resolution then
  11. There is a trick that help to reduce RAM usage, and keep it stable for long time. It's just a way of exploring - never "jump" from one location(cell) to another too fast, especially if it is exterior, good if you don't miss your chance to visit interior cell if you see it nearly, interiors also is very nice for saving. Skyrim engine keeps # of cells in memory, and always loads # neighboring cells, but it purges cells that is unused also, just give it some time, CTD and haste are best friends:)
  12. Hmm...does this mean we can also remove the Tsun mods since he's added it to Book of Silence? I'm specifically referring to, Valor Armor - Playable Tsun, CBBE Tsun Female Armor and UNP-UNPB Conversion of CBBE Tsun Female Armor? Or do we still need those because of the UNP body? I am thinking that's the case. We can however remove aMidianBorn Tsun when updating to 1.85, correct? can't answer on first question, as I don't use it, but BoS provides only textures. So on second question - yes, Tsun is included now, you can remove old package:) my patince was awarded, hehe
  13. 1.your hardware configuration is too powerful for skyrim:D. SLI is cool but can be one of reasons of CTD with ENB or vanilla skyrim, tweaking driver settings for skyrim per STEP guide with SLI is dangerous IMO.2. 3,1 RAM is limit for skyrim. it's originally was developed for x86 architecture, with all consequences. 3. scribed papyrus errors are common and harmless in general. Only Predator vision from SR guide starting to work randomly - perhaps its delayed too long sometimes in critical moments during game start due to extremely high skse scripts count. It can activate itself properly, but may not as well. In second case it won't work until you will do "clean save" and activate mod. 4. Never saw white horse tails.
  14. hehe, definetly it's "intro carriage glitch". Try to reset videodriver settings for skyrim and remove threaded tweaks if you didn't already
  15. If you really want to reduce draw distance - I suggest that you should reduce only actor fade distance to value about 70-90% from default, object fade distance to 80-90% from default, item fade distance to 70-90% from default. If you using FOV tweak - set 75 instead of 85.Â
  16. aMidianborn_Skyforge_Weapons.esp v.1.85 provides changes from USKP now. ASW-GDO Patch.esp isn't necessary now too, no conflicts with GDO even without Weapons and Armor Fixes - Remade.:)
  17. Installing SR will take it's time, true, but you will be much more competent in modding after:) Sharing patches would be a good way if they were not so hard to track through the time and many SR users wouldn't merge them to make installation of many other mods possible:) Your way of fixing SIC potentially can leave SIC weapons and armors (if there is any of them:)) untouched and, therefore, unbalanced - too weak for player enemies. As about bolts - I don't know, seems strange to me too:) but we can alter damage modifier for it in stats.xml, or better - ask Qotsafan to do it:)
  18. it is, however, can be used with  any installation, but user should pay more attention to compatibility issues. Only most of (if not all) SR-specific conflicts with SkyRe and ASIS resolved, with other than SR-based install additional patches can be required.
  19. doesn't contain now
  20. besides SSAO such thing can be done by too low value of curve and/or desaturation of lightsource
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