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Vond

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Everything posted by Vond

  1. Yes and it works fine. Just remove the leveled list entries if you use a bashed patch and have it load just before the bashed patch (or where it would be) Sent from my iPhone using Tapatalk 2
  2. The main benefit of SUM is that you dont have to disable mods etc when you're running skyproc patchers. Merging the skyproc patchers in SUM doesn't seem to work for me anymore since the AV update as sum.esp gets automatic variants.esp as a master even though it has imported and deleted the file Sent from my iPhone using Tapatalk 2
  3. Interesting read about Duel that I figured should be shared here, considering it's currently the combat overhaul of choice for SR: https://sites.google.com/site/grimyskyrim/mod-critiques/duel Quoting only the last part:
  4. Seems radeonpro is the culprit indeed. Which is odd, since overlay as mentioned works on every other game that has radeonpro profiles. Oh well. :)
  5. tes5edit wasn't updated yet, he's using the pre-release version
  6. EEO is back online as of right now, so I'd expect the other mods to be available once again soon.Â
  7. In regards to SkyTEST, SR guide only mentions cleaning needed for the main file. While the Dawnguard module is clean, Dragonborn module has 17 ITMs
  8. I personally doubt any glass armor will be included at this point since next version of Book of Silence will have it
  9. Well, I'm definitely seeing a positive difference thus far using cleanmem, but my playtime with it running has been rather limited however. There are areas where I'd normally hit the 3.1gb ctd when running with 2k SRO rather than 1k (switched back to 2k when I grabbed cleanmem, just for testing) where I don't anymore, and that's good enough for me for now.
  10. He posted a changelog for 1.3 2½weeks ago, that included fixes to the bugs that's causing me not to play on my SkyRe setup. I suppose he wants to add new features along with it however since he's not releasing, which is a bit sad since 1.2 brought a few too many issues
  11. Heard reports about the updated reproccer making armors end up with 0-1 armor rating. Haven't tried it myself yet as I'm using my SPERG install until SkyRe 1.3 is out (1.2 has way too many issues for me to fully enjoy it)
  12. Like I said on the page before, there's a very easy way to save another 3 esp-slots compared to what SR has right now as well. ;)
  13. Yeah same, just figured it's worth pointing out as some people might not notice. :)
  14. It auto-checks Better Skill and Quest Books Names even if not installed atm, atleast for me
  15. Yeah it's enabled for Skyrim and in general for all games (and does work for all other games), and nope no SweetFX either. :/ For a while I was thinking RadeonPro might be the culprit, then remembered I have radeonpro profiles for pretty much every other game as well and overlay still work for them. Just tried launching Skyrim via Steam, ie vanilla-Skyrim as I use Mod Organizer so nothing is installed in steams Skyrim-folder, and that way the overlay works. But not when launching skse via MO
  16. Nope, I stick to ENB v119 to be able to use hardware AA as I can't stand the shimmering I get without SSAA. Should've mentioned this as you're right to bring it up. :)
  17. It's actually very easy to clean a file from dependencies in tes5edit, esp for something like this. Considering most of the mods need approx 1-5 records patched, if that mod is removed you'd just delete those 5 records from the mod with tes5edit and then use the "Clean Masters" command and it's good to go again.
  18. Open TES5Edit and when it is done loading select a mod, then right click and select "Apply Script", and select the "Bash tags Autodetection" script. It doesn't necessarily list all the appropriate tags, but it is a good start. It also includes some tags that I don't think have been added to WB yet. Yeah no tags except for delev/relev work for skyrim yet sadly. They're for Oblivion only Sent from my iPhone using Tapatalk 2
  19. As I'm posting from my phone ill just link you a post where I explained it with a picture few days ago: https://forum.step-project.com/showthread.php?tid=1392&pid=35385#pid35385 Don't forget to rebuild bashed patch after :) Sent from my iPhone using Tapatalk 2
  20. Tried that earlier today, didn't work. Then I tried uninstalling Steam (which to my surprise also uninstalled all games and removed every subfolder there was - damn I'm happy I moved over to MO as when I used WB for installing I had it all under SteamApps\Common\Skyrim Mods..... ) and it still doesn't work. It works for every game except Skyrim which is why I find it so odd.
  21. Neo: Your main reason for removal of Bashed Patch usage was that it took up an extra esp-slot as well as issues with Trade & Barter + RND, correct? As both those mods are fine to use with Bashed Patch as long as Relev and Delev tags are added, you could actually save a minimum of 3 esp-slots (possibly more depending on what the new patches will look like) by using bashed patch. 1. Traps Make Noise.esp - Deactivate and import into bashed patch 2. ABT - Progressive Damage (with Nord Hero Arrow).esp - Deactivate and import into bashed patch 3. moveitLWT.esp - Deactivate and import into bashed patch 4. Realistic crime report radius.esp - Remove completely and use the Tweak Setting > Crime: Alarm Distance [1000] when building the patch for the same effect That alone means 3 slots saved as you'd add one :)
  22. Shouldn't be too bad as if you don't install mod X, you won't patch the stuff for mod X
  23. Tbh closer quivers shouldn't be used with the cheskos version, it causes some clipping as cheskos mesh already puts the quiver closer to the body
  24. Sounds good to me, there's a few too many currently if you follow the guide and want to add extra mods. :) Personally I just used TES5Edit to make a merged patch that loads before the Bashed Patch (I need to use it due to extra mods over SR), removed leveled lists from it and then merged all your recommended patches as well as some I had myself into it. If I remove a mod I've tested and don't like, I just edit it out of that patch before I remove it completely. I've moved the General Patch to dead last, after dynamic patches and merged in some gmst mods to it such as the moon-size tweaks (two .esps for 2 entries...), real rain etc etc
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