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mikegray

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Everything posted by mikegray

  1. Huh. Coming from you, that means something! I wonder whether there's anyone out there who could create a CACO patch for Trade Routes. I actually tried once but I quickly realized that that mod is waaaaaay past the kind of stuff I (sort of, vaguely) understand. (I.e., you can't just prod it around in TES5Edit and expect something good to happen.)
  2. One thing I dearly hope to see before I grow old is that CACO-fueled update to Trade and Barter with regional pricing. Since CACO appeared I've had to stop using Trade Routes (btw, a piece of sterling work - but not updated very often) - but I sure miss it ...
  3. I'll piggyback onto this thread: I've noticed that there's a loverlab thread where people do actually get a lot of input on those dumps. (It's worth mentioning that you need to use the following online analyzer: https://www.osronline.com/page.cfm?name=Analyze) The OP in that thread seems to know how to get a lot more out of those report files that I could ever get, which leads to a couple questions: - Why the heck does that thread have to be on LL?! I mean, obviously, the OP has every right in the world to post wherever he wants. Still. Understanding CTDs is about as important an issue in Skyrim modding as there is, and it's a crying shame to severely reduce the number people who can be involved in such a crucial line of research! - Is getting more meaning out of those osronline reports something we non-programmers can learn how to do or does it require a deeper background? - Any chance some of those whiz-kids here on STEP could host a crash-dump-clinic?
  4. Any chance you could go so far as to mention specificcally that it has issues with SkyTEST? Giving that information a little more air would be a sort of public service announcement ...
  5. The compatibility issues with SkyTEST are nasty! I know that SkyTEST isn't part of STEP, but it is a very commonly used mod, and one I'd (personally) rather have in my load order than B&F. Anyway: If you have both of them in - including the non-scripty, non-extra-spawny version of SkyTEST! - you will get CTDs. It took me a veeeeeeeerrrry long time to realize where those CTDs were coming from. After realizing what was causing my CTDs, I dicded to play around with the full version of SkyTEST (I'd been using a neutered one) - and all of a sudden there were all kinds of lovingly thought out animals - like geese and a bull walking about in Riverwood - and so many other cool, totally lore-friendy things. I'm definitely sticking with SkyTEST full in the future.
  6. Is there any chance you could throw together an .ESP to add a little of your magic to one of the following? - The bandit camp right below Helgen Dungeon exit - The bandits just outside OR just inside Bleak Falls Barrow - The various draugur in the very final section of Bleak Falls Sanctum (before the word wall) For those of us who run mods to improve combat AI (in my case: Combat Evolved, Mortal Enemies, Vigor, TK Dodge, Combat Behavior Improved) - and mods that add extra critters and NPCs (in my case: SoT, OBIS and RoW), there might be some conflicts involved - but I'd really love to see this mod at work on some enemies that I've already fought in 100 different variations ...
  7. Huh. I could have sworn I reinstalled DynDoLOD and TES5Edit from scratch (always do before rebuilding) - but maybe I missed a step. I was a bit tired.
  8. OK, I'm pretty sure this will set the record for All Time Stupid, but can someone venture a guess as to where the heck I got THIS from?! https://drive.google.com/file/d/0B-75ii8q8eebcEJsNzJPdFRXMm8/view?usp=sharing I'm guessing that it somehow happened when I had DynDOLOD run TexGen.pas on its own before running DynDoLOD.pas with the TexGen output activated in MO. I don't even know where that structure comes from - let alone why it has suddenly turned up in Riverwood - but my best guess is that the thing is inside a mod that doesn't actually activate it - and that TexGen, having found it, decide to add its collection of stuff - and that DynDoLOD then figured it would look pretty in Riverwood. (EDIT: Is that tower MAYBE something from Hearthfire??)
  9. Oh yeah, I have a medium build and a light build set as distinct MO mods - switching between them out of game is no issue.
  10. Would there be any simple way - maybe even in game! - of switching between DynDoLOD light and DynDoLOD medium? Probably not - the idea sounds ridiculous - but I guess someone has to prove that there really IS such a things as a dumb question! The rationale: I have a pretty powerful rig, and I like my pretties, but sometimes - particularly when I get into a fight! - I'd like to keep those FPS at 60. In the distant past, I actually used HiAlgoBoost a lot and like it. For the most part, it stayed out of the way, but when I needed full-on performance I had it. I wouldn't go back to HAB at this point, but the idea sounds sort of cool, at least in principle ...
  11. Sigh. Reading a paragraph like that pretty much sums up why I am, after all these years, still a mod users, not a mod maker. My hat's off to you people that actually make this stuff!
  12. Thanks for the replies! On (1) got it. Is there a tutorial out there that would teach us mod users how to create LODs and maybe contribute them to the community? I'm a looong way from being good at anything related to graphics - but I wouldn't mind takign a stab at it ... (2) Ah - that explains it. So, do I understand correctly that my MO folder with the results of the TexGen.pas script should have been activated while World.pas was doing its thing - and that, for best results, I should activate said folder then re-run World.pas?
  13. Two questions I've been meaning to ask for a long time. 1) It seems like I have a frumpy boat problem. Is it just me - i.e., am I doing something wrong in the way I build my DynDoLODs at medium settings (+glow settings) - or is it a general limitation of DynDoLOD. So many other things look soooo gooood, but those boats are a bit of an eyesore. https://drive.google.com/file/d/0B-75ii8q8eebUWxnS1A0dFdaUDA/view?usp=sharing 2) Long ago, in some earlier iteration of the mod, I used LODGen.exe from inside TES5Edit to build a bunch of dds files based on my complete modset BEFORE running the DynDoLOD script. At the time, I thought it was supposed to provide a basis for DynDoLOD work a bit better. I can't find anything of the sort in current DnyDoLOD documentation - and, knowing me, chances are it was never there in the first place! Anyway, the resulting folder is still in MO, though I have currently de-activated it. If I activate it, it seems to have a few files (all with some form of *lod*.dds in the title) that are NOT overwritten by DynDoLOD. Should I just erase it or does it have some use??
  14. Say, any chance Boris related to Yoda is? Russian Yoda with bad temper. Very very smart, very scary also.
  15. Is there a sort of ... not tutorial, but at least *intro* out there for those of us trying to learn about this tool? I took a stab at creating a "smash patch," and I did end up with a patch; however, it seems to be pretty similar to what I would have got using TES5Edit to generate a merged patch - only the "smash patch* is limited to armors. Or is this pretty much par for course, so far?
  16. Doesn't it have a problem with enbs? Edit: Oh. I just saw the second link. Cool. Down it comes! (Obviously, this stuff is going to have trouble with mods that change the position of forges - and settlement expansion mods have really, well, expanded since those days.)
  17. Aha! I THOUGHT I had a vague recollection of once having used something that looked like that - that must be why. Something I've often thought is that maps is one area of Skyrim modding that has received considerably less attention than, say, bosoms.
  18. I'm pretty happy with my 4gb 2x 290x setup. The 20% clock OC nets some nice gains - though I wouldn't be getting it without a pretty significant investment in watercooling ... At this point the only things I'm really missing are (a) being able to use an ENB DoF and (b) being able to play in windowed fullscreen mode. What *is* the word on the street about performance 290x CF vs. single 980ti? I can imagine you'd have an easier time with ENbs and a generally less fiddly setup - but there ARE a lot of other games where CF pays dividends.
  19. Hey guys - Could you have a look at this progression of jpegs? I got it by whacking on the INSERT key as fast as possible after hitting the "m" key to look at my Skyrim map. The final two jpegs show the standard Quality World Map with Roads that you see in the UI as the map finishes opening. Nothing special. But the first two pictures are screenshots of a sort of in-between level that appears between the moment I press "m" and the moment the map has fully opened. They flick past so fast that I'd never even been sure what I was seeing. I tried asking about it on reddit and didn't get much further - but I did realize that I could try hammering the screenshot key - and now I at least know that I wasn't high on something! Anyway, I really like that in-between level, and I'm wondering if there wouldn't be some way of making a UI compatible map using it ...
  20. Thanks Hackfield! Yeah ... I have actually seen Auto Unequip Shield before - but since I'm an Immersive Armors user, it would be missing A LOT of shields. (And something tells me that IA's shield-customization trick would really mess up any attempt to support their shields in this mod.) All Geared Up looks interesting. Would you say that it is less demanding on your savegame than DSR? Also: Isn't it just for the PC?
  21. It bugs me when NPCs wander around carrying their shields in their left hands, particularly when they stroll into a tavern. OTOH, installing XP32 + FNIS + DSR just adds a little more craziness to my savegame than I can stomach. I recently dropped a few pretty mods - those, plus Footprints, plus burn-freeze-shock - as well as a few gameplay mods (Frostfall and Trade Routes and Warzones 2015 were all casualties), and I've ended up with a solid savegame. And, as it runs out, playing Skyrim without CTDs is FUN! Still. Those stupid shields ARE bugging me. Almost enough to go back down the DSR rabbit hole. But not quite. All things considered, I'd rather prefer it if EVERYONE (PC and Follower and NPCs alike) would simply un-equip shields when they are not in hitting each other. Having a bunch of shields materialize at the start of combat WOULD be a little odd, but I could live with it. But is there a mod for that? I haven't seen one! - I seem to recall a mod that makes the PC unequip his shield - but, as I recall it, it didn't do NPCs. - I also think some of the follower mods can do stuff like that (I'm running EFF), but that's only followers. (And I THINK it was AFT that did it, not EFF.) Or is there some other kind of "DSR lite"??
  22. Oh yeah. Them. Neovalen already guessed it, but yeah. There's something about spectres in that game - they took me to the cleaners early on. However, they're not actually all that hard to take out, *once you get the hang of it* - and "the hang" is mostly a matter of using Yrden and strategic retreats so they can't gang up on you. And the right oil helps, presuming you have it already.
  23. Hey edynacio - Yeah - "more trouble that it's worth" is pretty much the conclusion I came to - though I REALLY don't want to come across as trashing the work that went into that mod. I understand that it works extremely well for some people, and actually stabilizes their games. One thing about the getting stuck after bleedout issue - there are various ways of getting stuck, and I expect they all have their own causes. My problem was being stuck in a kind of T-Pose animation after blackouts. After spending A LOT of time looking for solutions, I found the following that actually worked: In the first page of them MCM menu, setting "Perc. Health Large Hit" to 0. More here: https://www.reddit.com/r/skyrimmods/comments/3h4gzg/help_death_alternative/
  24. Odd. Which fight was that? I don't remember having much trouble with the Bloody Baron quests, but at that point I was playing at normal difficulty level (I raised it later on), AND I'm pretty sure I was above level 5 - more like 8-9 or so. I think my experience of W3's boss fights was made simpler by wandering around doing A LOT of little stuff before hitting the mainquest fights. I'd say that W3 stays true to the Witcher series' tendency to have s steep difficulty curve early on that flatens out - maybe too much - as you level up. (I ended up changing to the second highest difficulty level about halfway through.) BTW, couldn't you have just turned down difficulty for that one fight? (I HATE doing that, but I'm pretty sure you can do it.)
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