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Vond

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Everything posted by Vond

  1. The warning about automatic perks is covered in the guide with edits you need to make to automaticperks.ini Use SUM instead and you shouldn't need to worry about disabling esps when running the dynamic patches, and it's quicker/easier too
  2. You may want to incorporate that somehow into your guide. Not sure if in SR installation process BV is overwritten by anything - if it is, it would cause a problem with mod install order. There's no such conflict between them anymore as SkyRe doesn't mess with vampires. It used to do so pre-Dawnguard (and perhaps for some time after) but not anymore
  3. Noticed this little typo in the list of perks to exclude in AutomaticPerks.ini: xxxALTBloodSacrice should be xxxALTBloodSacrifice
  4. Setting uGrids to anything above the default value WILL cause stability issues sooner or later, it's not really recommended to use for anyone even if it seems to work fine for quite some time. As for the rest I can't really look into it too much from my phone so will let someone else answer :)
  5. One thing to not forget with project enb is to pull the ingame brightness slider down to minimum, it will look strange otherwise. On your screenshot it looks like you didnt do this or/and you might be trying to use the preset with a enb dll other than 0.119. It's mentioned several times on the nexus site as well as the readme but can still be easy to miss if you don't read it properly :) (been there done that)
  6. I use the "realistic" preset, I believe the author said that's the version that works best with current CoT/RLO as of now. ANd yeah, grass/tree loads can be changed in the skyrimprefs.ini (might've been skyrim.ini, don't quite remember)
  7. Better males is nice for, well obviously, males. I use that with UNPB for females and think it works perfectly. SkyRealism isn't updated properly for latest releases of CoT/RLO yet, the 0.153 beta works decently with it though. I use Project ENB, it uses ENB 0.119 but is for the latest versions of CoT/RLO and looks amazing. Plus side with 0.119 is I can use supersampling AA too.
  8. Could you check out the Winterhold area whilst using those 2 mods? I would do it myself but not in a position to do so this weekend most likely. Read some reports on the nexus page that there's a lot of grass in that area as well, and sadly not the white grass
  9. That's what I've been trying to figure out by posting the errors I get in tes5edit here and on nexus as well as Beth forums :P Doing what Iroha suggested (open ASIS.esp in CK) didn't work, as I feared it's not a good idea to so with dynamic plugins like ASIS
  10. It will overwrite certain Cell-settings from any lighting mod you have may have installed, that's fixable by changing it to load before RLO/CoT or what you might be using however. I've also seen some worries that it might have issues due to being edited with tes5snip back in the day, but haven't actually heard of any issues arising from it thus far.
  11. Ah you meant that comment! Yeah I just decided to use the EnemyScaling module as High Level Enemies IS compatible with it if you don't use the Scaled option, and if you add relev tags to the files. :)
  12. Hm where did you see complaints about the PreASIS patch? I could not find any on qotsafans thread and I've been quite active there as I tried helping him sort out the EEO issues with 3.5.1 (I'm ztrathego on Nexus) As for opening ASIS in CK, I'll give what you said a shot and see if I can work something out. :)
  13. O_O How did you do it?? The way we build some of compatibility patches during SR install TES5Edit adds masters to patches in incorrect order (of load), and patches lightened with orange checkboxes in WB. Any way of altering master files order for esp files(TES5Edit/CK) can lead to unpredictable results - CTD, freezes, apocalypse:) But if you mean that just font of mods is normal green or black then nevermind:) Forgot to ask this when it was mentioned few days ago, but are you saying the Sort Masters function in TES5Edit doesn't work as intended currently? I've been using that for some time without noticing anything bad happening from it Edit: Had a look at the tes5edit nexus posts, and even Sharlikran recommends using the Sort Master function when creating override patches so should be just fine to use
  14. So with everything installed and ready, I decided to go over files in TES5Edit to check for errors, including the Dynamic patches. Here's some errors I find rather weird that pop up in ASIS (I have only checked the Perks/Spells/Potions, and yes I have proper ini edits for SkyRe and Deadly Dragons as well as the Pre/Post ASIS patches from qotsafan): https://i.imgur.com/vZTugN6.jpg That shows up on all 3 LLI entries On top of that there's some things that for some reason refuses to get copied over properly. One quick example is the EncBandit01TemplateMelee, that refuses to load IWLIBanditLHWeaponOrShield properly from Immersive Weapons and instead just spits out an " Here's a list of errors I receive: https://i.imgur.com/cbay8C0.jpg Any ideas what can be causing these? The errors from IW are quite easy to fix in TES5Edit, the potions less so.
  15. As for 2., there is no instability caused by Apachii if you grab the optional download from RaceMenu. :) And no, NPCs won't use those hairs unless you have a mod that specifically tells them to do so
  16. nm me, quick search found the answer
  17. The only reason i mentioned it was for using detailed shadows without changing anything else, as I see that as the most vital effect :)
  18. Interesting read about the merits of using .BSA: https://forums.bethsoft.com/topic/1456992-why-are-vanilla-bsa-files-necessary-for-gameplay/ Posted here since the SR guide recommends unpacking every .bsa file, but judging from that there might be some merit to sticking with BSA files for faster loads and such. I wonder, can MO read content from a BSA to check for conflicts? Worth looking into anyway
  19. Just noticed that Interesting NPCs (https://skyrim.nexusmods.com/mods/8429) has not been suggested here, for some reason. I'd consider it an almost vital mod, with voice acting that is beyond what I've ever seen in a mod as well as being extremely well written. There is also a patch to only use the voiced actors (will remove some quests that include only partial/no voice acting). The only issues I've had with it is that it overwrites quite a lot of cells from lighting mods and such, so creating a patch or two in TES5Edit will be required to keep those values correct.
  20. Nope, the UseOriginalPostProcessing=true makes sure of that
  21. https://skyrim.nexusmods.com/mods/35196/ Haven't had a chance to try it out myself yet and won't tonight. Will update the post with my findings once I've had time to do so, but figured I'd post it now incase others want to try it out before I can.Â
  22. Yeah it's a mess. He says he has just clicked a flag setting for the NPCs in the CK, and judging from comments in the thread doesn't seem to know too well what he's doing, yet. Seems very active with the updates though so with some guidance might make it fine eventually, but no reason to consider it right now. :)
  23. Would love to see it come back as well, I accidentally removed mine when deleting mods I wouldn't use before sorting out my latest install. Uploading it publicly without authors consent is usually not allowed though
  24. Tried hitting the dragon-corpse with a weapon? That sometimes works. If it doesn't, then it's quite likely you have a lingering script from a dragon-mod that isn't compatible with Dragonborn, which has been known to cause that issue. It's not a problem with USKP
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