Jump to content

Iroha

Citizen
  • Posts

    253
  • Joined

  • Last visited

Everything posted by Iroha

  1. it is horisons gradient issue as I recall. can be eliminated by right settings in enb
  2. yes, but If you want to rename it - deactivate old scriptfix, load game, save in new slot, delete old scriptfix, rename new esp, activate, load. Now you can be sure that all corresponding values will be refreshed in save. P.S. Updated link in the guide to latest scriptfix post
  3. I PM'ed T3nd0 about it. But, pretty sure that he already know:) No problems, I will correct the guide then you will upload new version:)
  4. It's for Book Covers Skyrim from SR guide.Would be nice if you will add SkyRe-db too:)
  5. Good fix, thx. I will test Automatic Spells with it before adding link to guide. I don't think that ASIS will replace fixed values. UPD. I inspected asis.esp, and I don't see any possibility of breaking scriptfix - ASIS manages spelllists (adds spells to casters), no mechanics altered. There is AI package and factions conflicts in the main, but this is another story. Hey guys, would you mind, if I add your script-fix to my Miscellaneous patches? So you wouldn't have to worry about it being overwritten and you wouldn't have to load and extra esp for this. Pretty neat edit indeed by the way (you should probably tell T3nd0 about this) :3 Regards qotsafan Hi, qotsafan, I don't mind and I don't think that FCqt will be:) The less esp slots in use - the better:)
  6. try to optimize and resize Burn Freeze Shock effects(if more than 1024), Deadly spell impacts too.Also I must say that if you will use firebreath not in combat just for training:) - probability of freeze will be less:)
  7. very interesting post, will track it:)
  8. vanilla is 512px. medium 2048. wide step:)Phazer, I saw winterholddestruction.esm and ExpandedWinterholdRuins.esp in your bosslog attached to post. Check your plugins.txt and loadorder.txt under \ModOrganizer\profiles\Skyrim Revisited\
  9. as I recall there is only 2048px(med res), 4096px(high res). By "wicked AI" I mean mods with custom AI packages. Who knows how well it done. if it's use many skse functions it potentially can delay execution of other scripts, which can be vital for the moment. Your fnis log is normal.
  10. Well it depends so much on what you want to merge. For merging the patches you created for SR' date=' all you need to do is override all entries from all of them into one file and then disable the old patches and there won't be any issues. If you want to merge mods with FormIDs etc together you need to do a lot more work though, there is a guide posted here:Â https://forums.nexusmods.com/index.php?/topic/904953-how-to-merge-multiple-mods-with-multiple-master-files/[/quote'] thanks, Vond, that's what I wanted.
  11. probably you've run out from 255 esp/esm restriction
  12. time to time freezing can be caused by:1. spawning creatures with wicked AI packages/conflicts. Random. Wicked Ai packages can freeze game by themself. 2. too highres texture of some effects. I had these with unprocessed ultimate HD fire effects. Dualcasting "flames" often resulted in freeze until I resized textures. I find this strange. ASUS-GTX680-DCU2T can't handle it? No, that's the skyrim manner of working with resources. I can't blame bethesda for it - no one makes games with so high modding potential still. 3. FNIS. Howewer, if there is conflict with animations game usually CTD instead of freezing. But, I believe, in appropriate conditions modified mt_behavior.hkx can cause freeze. It doesn't mean we should throw away FNIS, only be cautious with mods that affects animations. well, there is more, but explanations is complicated, won't help directly, and I'm sure I don't know some things. As I see in your bosslog, 21 may you had WinterholdDestruction.esm and ExpandedWinterholdRuins.esp Now you don't? I don't know how for others but for me skse-alt-f4 plugin makes game crash on exit if to exit normally at least. So I deleted to evade possble stability issues. I don't use also DCF, BW plugins. Breaks immersion:D BlackSacramentArmor brought some problems for me long ago. It was conflict with some other mod. I don't remember which. SFO. I use basic edition, and I'm quite satisfied. Nothing more to say. Not all mods you use are familiar to me.
  13. I'm glad that you found freezing source:) Good to know about such exotic ghostmaster issue - haven't encountered it before.Your dds opt logs looks normal. But most of textures wasn't modified, 102 of 435 if to be precise. It can mean that others already optimized. Maybe you still have unresized to 1024px normal maps.
  14. ok, list masters for av.esp, attach skyproc debug log for AV and give some answers:1. Are you optimized textures and/or normal maps for installed av packages? do you have logs? attach if you have. 2. Are you selected packages as in SR Guide? Or made some custom choices?
  15. how? not always mods are problem. I have a story. In one wonderful day I had 2 copy of skyrim, one heavily modded and one fresh, for use with mod organaizer. Driver settings was set up per step guide.Then I started vanilla fresh install or with mods (mostly texture) I always had gamebreaking bug, so called "intro carriage glitch", but heavily modded skyrim always passed thru intro (via Alternate Start-LAL, or without AS-LAL) without problems. Resetting driver settings for skyrim cured the issue for fresh install, heavily modded copy worked without problems too.Strange? It's not the word.
  16. if you are Nvidia user - try to reset gameprofile driver settings to default.
  17. Good fix, thx. I will test Automatic Spells with it before adding link to guide. I don't think that ASIS will replace fixed values. UPD. I inspected asis.esp, and I don't see any possibility of breaking scriptfix - ASIS manages spelllists (adds spells to casters), no mechanics altered. There is AI package and factions conflicts in the main, but this is another story.
  18. Are you tweaked gameprofile in videodriver options?
  19. I'm not sure that it will help, but try to delete skyproc folder in your documents and settings\my games\skyrim\before running SUM
  20. Thank you, very much. I did miss that, because I changed my mind part way through about using SkyRe_EnemyAI.esp and forgot to go back and do that.  I changed the master file of ReProccerDragonborn.esp from Reproccer.esp to SUM.esp, and that's the only one I could see that was reproccer dependent.  Everything seems to be working fine now though! And no apologies necessary. Thanks again for all of your work and sharing the fruits of your labor with us. I had wanted to try Skyrim Revisited for months but didn't want to give up my SkyRe. Was very happy to see this thread. (P.S. I don't know why but changing ForgottenMagic_Redone.esp to ForgottenMagic.esp seemed to mess it up. All of the entries in the configuration menu were unintelligible. I just changed it back and left it near the bottom of the load order and it seems to work fine so far. Fingers crossed.) no problem, glad that guide useful.About Forgotten magic I meant that Forgotten magic Redone (FMR) can work with Forgotten magic. 2 mods at once, with 2 esp of course. They works in different ways, so no conflicts, but in my opinion forgotten magic is not needed if installed FMR. Will add note to guide later for clarity. FMR should be loaded after forgotten magic. but if to load at bottom - fine too, mechanic of mod is very independent. Create rule for placing FMR after forgotten magic.esp as Vond said, order is good.
  21. I choosed not to use belt-fastened quivers at all:) as default position almost perfect for me:) hehe one minus - clipping with backpacks, but bow will clip anyway. I just hide weapons while no need in:)
  22. That look about right? Those that are disabled are disabled because of the instructions that said:   However, I didn't disable the automatic variants .esp because I didn't have one, nor did I disable the dual sheath redux .esp because it was way above the bashed patch. Should I disable it anyway and redo the bashed and SUM patch?disabling plugins is just reassurance and scribed because guide is a consequence of Skyrim Revisited (where av.esp was generated already)You should enable all esp before running game. You missed creating override rule for SkyRe_EnemyAI.esp. You merged dynamic patch so you must rename SUM.esp to reproccer.esp or change master file of reproccer-dependent patches from reproccer.esp to sum.esp Sorry for tautology.
  23. Can you explain a bit further Iroha? I've been sticking with the 1.6d xpms + cheskos quivers mod for now because I couldn't figure out this crash. I'm sure I'm not using anything more than you are, I'm using SR and a subset of the mods from your post (SkyRe etc) so the cause must be something we have in common. If you've fixed it I'd like to know the details please :) I don't use chesko's variant personally cause it's good for UNP females and not for my females bodymesh (awful clipping), but in general you should install it via external installer (not integrated in MO), choose Skeleton Rig Map, Vanilla, Bolts Quiver - Chesko, Back Hip Dagger and Back 1H Sword - Chesko Actually it's a quote from SR guide. My error was choosing bolt placement options(any non-vanilla) without choosing chesko's variants - I selected BHD only. Once I installed Skeleton Rig Map, Back hip dagger equip/unequip animations, Vanilla (it is bolt placement option and dependent from next choice), Back hip dagger - crashes dissapeared.
×
×
  • Create New...

Important Information

By using this site, you agree to our Guidelines, Privacy Policy, and Terms of Use.