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Vond

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Everything posted by Vond

  1. Dark dungeons for ENB and revamped exterior fog can both be made to work with RLwC quite easily by changing their loadorder. I've considered adding this to the BOSS masterlist as it's very easy to do, but for now people can just move them manually or add an override to the userlist.txt. :)
  2. Most of it should be fixable via the RLwC ini, I haven't really looked at it myself though as I only download other presets to get inspiration for my own, and I have interiors/dungeons/nighttime all done there anyway. :) One tip could be to have a look at the ini from redguard216's RLwC preset and mimic nighttime/interior/dungeons from there
  3. Sorry, old MMO braindamage. :P Loadscreens
  4. It's a nice preset, but I personally find the decision to make interiors/nights so damn bright sad as that's a 100% no-go for me. It's ofcourse customizable just like any other ENB though so nothing I can't sort myself with some work. :)
  5. It's not that anything is wrong with the d3d9.dll, it's just not supposed to be compatible with all other 3rd party programs that use overlays etc. The injector was built specifically for that, and also gives a sliiight performance boost for a lot of people.
  6. Most of them are compatible if you use the Injector version of ENB rather than the wrapper. Also, MSI Afterburner is fully compatible as long as you don't use the overlay function.
  7. I only tried CT very very briefly before going back to EBT, mainly because the CT blood felt a bit "unrealistic", the color and the size of bloodpools etc. That was a long time ago though so no idea if CT is better nowadays, as I'm happy with EBT anyways.
  8. It's a very nice mod, but I found I had to either set the fasttravel chance to 0% or something close to it due to annoying loadtimes. The problem when fasttraveling is that it first lets you finish the loadscreen, then ambushes you and sends you through another loadscreen again. You fight off the ambush and then get yet another loading screen, becoming very tiresome. The sleep-ambushes etc are an excellent addition though, esp when using a bedroll in the wilderness. :)
  9. Ah finally someone confirms it! :)
  10. One major reason 1.5 had worse performance was the grass shadows. With 1.6 those can be disabled. :)
  11. That's not even a choice though, Skyboost hasn't been used in forever anyway since what it used to do was done by Bethesda. The new version would most likely have brought some new optimizations (or it would've been pointless at all to work on :)) but we're not missing out on something we currently have. :)
  12. @skwareballz: Skyboost author is not the same as ENB author ;) They're both russian though, and I believe they know eachother
  13. STEP mods shouldn't break with the patch anyway except for minor stuff, while the navmesh fix is HUGE. So I know what I'll prioritize personally atleast once it's official. :)
  14. Just to make sure, after you opened the file to remove the deleted records first time, after setting as ignored you saved the file, closed it and loaded it up again right? As the change happens after you re-load the file. Anyway it's pretty hard to explain properly :/
  15. According to Arthmoor's testing using his own mod Open Cities Skyrim, which was plagued by the navmesh bug and thus put on hold, it appears to be fixed. Ofcourse needs further testing before we can know for sure though. If it indeed is fixed then it's the best news Skyrim could get, much bigger a deal than mounted combat as it means proper content mods can finally be released without glaring issues.
  16. Be careful with the betapatch though, as obviously a lot of mods will not function properly with it yet. SKSE for example will need an update (coming tomorrow or so they said), and Script Dragon will most likely not work for a long time, if ever. That's not a huge deal though now that SKSE has papyrus support so old SD-mods can be rewritten for SKSE anyway eventually. Also Wrye Bash does not work with the update due to changes made to Update.esm
  17. Hm yes, that is not necessary and only harmful. :)
  18. You should've never had a Bashed Patch, Skyrim.esp in the modlist at all unless you moved it there yourself. WB will create a Bashed Patch, 0.esp the first time it's run (and any other time it starts and does not find one available). One issue with 295.5 was that it would sometimes create it from Bashed Patch, Oblivion.esp rather than Bashed Patch, Skyrim.esp as it should. I hope you do use 296 though Neovalen, as you mentioned the old file was from 295.5. :)
  19. That sounds very odd. Could try deleting them, finding them items that are now marked as Ignored in the same list and then marking all of those and hit delete again. Think that might do the trick!
  20. Do what fri says first, also go into your Mopy\templates directory and delete the Oblivion file in there, just to be sure. Only 24 mods active, do you mean that "only" 24 were imported to the bashed patch in total? Or does it say "Mods: 24/54" in the lower right corner?
  21. Ah, even more awesome! Atleast something quality-wise comes out of it aswell then. :)
  22. That's why I mentioned earlier that I'd understand if you wouldn't want to do it for this mod, since it's a loooooot of work. :) So if you do it: awesome! If you don't: atleast you know what to avoid for your next mod!
  23. This is from a post another post on the matter and explains it very well: set PlayerREF as the enable parent of the stuff you want gone, then tick the "Set enable state to opposite of parent" flag. The player is persistent and is never disabled, so the parented references will assuredly not render even if saved as enabled. To remove "deleted" references from a plugin, open it with the CK, then File > Data > Details and sort by "Deleted", select/multiselect any and all "Deleted" cell children noting their FormID's, then hit the delete key to mark them "Ignored" and save. The next time the CK closes, all "Ignored" forms will be removed. From there, one can revisit the forms and remove them via enable parentage as described above
  24. Depends, if you use 295.5 WB it won't always auto-update tags from BOSS. Latest SVN will
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