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Cameron9428

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Everything posted by Cameron9428

  1. Hey Gernash, First of all I want to say thank you for the great guide. I was wondering though, how did you get the Fallout 4 themed icons/background for MO? I'm using your green preset but I'm not sure where to place the "Pip-Boy" folder.
  2. Yikes, that's worrisome. I've been playing since release and haven't had any large dips in performance or crashes on my system (8gb ram). Hopefully it's not as bad as Boris makes it out to be...
  3. Gotcha, thanks Neovalen. Really appreciate your help :)
  4. After merging this mod's patches using the merge plugin standalone tool, I always get a warning that there are several navmesh errors. Is this to be expected? I know Neovalen denotes that there will be 3 errors during the merge, but he didn't specify any navmesh errors. I just wanted to make sure I haven't messed up.
  5. Yeah I figured. I can't imagine how many hours you've put into testing all of these settings, thanks again for all your hard work :)
  6. Ah I see. Thanks. :)
  7. Thanks for your hard work on this DoubleYou. I am a bit confused on a couple of settings though. Specifically the following: SkyrimPrefs.ini [Display]fMeshLODLevel1FadeTreeDistance=6144fMeshLODLevel2FadeTreeDistance=4096fTreesMidLODSwitchDist=8192In the step SkyrimPrefs guide, it is recommended to set these settings to 10000000. So then which is better? 10000000 or the tweaks listed above?
  8. I have a similar question to Gustappo. This tweak used to be in STEP: fVisibleNavmeshMoveDist=12288.0000 Does anyone know why it was removed?
  9. Thank you Double You. What about the order of the INI parameters, are they safe to rearrange alphabetically?
  10. I was wondering if it is OK to remove all of the ".000" at the end of lines in skyrim's ini files. For example: fPostLoadUpdateTimeMS=2000.0 ---------> fPostLoadUpdateTimeMS=2000 As you can see I did away with the .0. Would it be OK to do this with every line? I'm trying to simplify my INI and was wondering if this is safe to do... EDIT: One more question...does the order of the INI parameters matter? Like, is it OK for me to rearrange them so that they are in alphabetical order? I'm very OCD when it comes to this stuff... :p
  11. Same warning here. Also having the missing Tamriel issue. Going to try again without enabling the glow maps and see if that works.
  12. https://www.nexusmods.com/skyrim/mods/70395/?tab=1&navtag=http%3A%2F%2Fwww.nexusmods.com%2Fskyrim%2Fajax%2Fmoddescription%2F%3Fid%3D70395%26preview%3D&pUp=1 Not sure how this one has slipped through the cracks. From the mod's nexus page: "A simple mod to provide display stands for your dragon claws. People like to display their collectibles in their homes. I am no different, but I've always wanted a way to do the same with the dragon claw keys used on the Nord ruin puzzle doors one they're of no use anymore. It always seemed silly to just toss them in a chest and forget about them since they're among the more unique things about the game. So the idea came up to make a display stand for the claws, but not just any display stand. One that was somewhat unique and fitting with their style and purpose. Thanks to some help from the folks at AFK Mods, this is now a reality :) Each vanilla player home, as well as the 3 Hearthfire homes, and Severin Manor in Raven Rock, now have display stands in various numbers. Simply have one or more of the claws in your inventory and activate the stand. If you have only one, it will be automatically displayed. If you have more than one, it will ask you which one you want to display, in much the same way the Paragon Gem platform in Falmer Valley does with Paragon Gems. If you should want it back for some reason, simply activate the stand a second time and it will be returned to your inventory. Under the hood, the mod takes the claw from your inventory, puts it into a hidden chest, and then places a clone of it in the visible world. When the claw is removed from the stand, the original copy in the chest is placed into your inventory and the clone is deleted to ensure there is no save bloating from creating multiple claws repeatedly. This is done in case the claw is marked in a quest alias somewhere so that the alias is not disrupted. Not all houses can display every claw due to limited space. Severin Manor is the only one with enough space to hold all 10 in the same cell. The Hearthfire houses split them up between the Main Hall and the basement, and all of the vanilla houses can only hold some. For example, Breezehome only has room for 4, while Proudspire Manor can hold up to 7. The placement of the stands are also tied to certain room upgrades, except for Severin Manor where they all get enabled once the player owns the property. As an added bonus, if other mods add more dragon claws, they can be added to the formlist used to track the vanilla game claws. All they would need is a script to access the formlist and add their base object to that list. The only condition is you would need to be sure the mod added claw is the only one in your inventory when you want to place it. This is due to limitations on how the menu works when asking for a claw." Haven't actually tried it yet, tbh, though it certainly looks like a good idea.
  13. Okay, thanks a lot hishutup, you're super helpful :)
  14. Firs of all thank you for your hardwork on this great tool. I have a question, though - Is Champollion PEX To Papyrus Decompiler still required? If so, how does one go about installing it / where should it be installed?
  15. Thanks guys. I've been using the tes5edit plugin... I guess it's time to switch over to Merge Plugin Standalone. Not sure where to find a download for it though - been looking for the 2.0.1.33 PUBLIC BETA but can't find it :/
  16. Ok, I want to make sure I'm doing this right so bare with me. When you merge plugins toghether, it creates the merged plugin and other files (i.e. textures and meshes) in the overwrite folder of MO. Now, my question is this: do I only need to copy the merged ESP, or do I need to copy the other files as well? To be more specific, after merging Vividian - Extended Weathers.esp and Vividian - Extended Weathers CoT.esp, the following files are in my overwrite folder: - textures - meshes - Vividian ENB - Extended Weathers.esp Do I need to copy those meshes/textures in addition to the newly created ESP? Please let me know, thank you <333
  17. okay thanks for the help guys, really appreciate it
  18. For some reason that I can't ascertain I can't get SMAA to function at all with ENB. I've followed the step guide. Here's my ini files: enbseries.ini: [PROXY] EnableProxyLibrary=true InitProxyFunctions=true ProxyLibrary=d3d9_smaa.dll enblocal.ini: [PROXY] EnableProxyLibrary=true InitProxyFunctions=true ProxyLibrary=d3d9_smaa.dll ^I really don't know which one I'm supposed to write this in, so I put it in both. According to STEP enbseries.ini doesn't even have a [proxy] section, but lots of people say to put it in enbseries anyway, Not sure it's redundant or not. I have skyrim's aa turned off as well of course. SMAA injector, SMAA.fx, SMAA.h and d3d9_smaa.dll are all in the skyrim root folder. Pressing pausebreak yeields no difference in quality. Anyone have an idea what I could be doing wrong? Thanks xD
  19. Has anyone had any success enabling Temporal Antialiasing in enblocal.ini? I get really bad flickering/ghosting on my character's body when I enable it (even when I'm maintaining 50+ fps). Is it worth it to enable or do most people leave it disabled?
  20. Hi, I'm pretty new to this whole merging esps thing, so if anyone wouldn't mind helping me out I'd be really grateful^^ Basically I'm wondering if it's safe to merge the following ESPs: ClimatesOfTamriel-Dragonborn ClimatesOfTamriel-Dawnguard CoT-WeatherPatch What do you think?
  21. I noticed some ESPs are given a lower priority than Dyndolod.esp in SR:LE so that it is no longer the last esp in the load order. Is it supposed to be like this or am I mistaken?
  22. I agree Sparrow, that inventory model is pretty atrocious. I do however value inconsequential mods like these. It's all the little things that add up to a great immersive experience, you know? But yeah, it probably is too small and not done well enough for most people to even consider it for their game.
  23. A nice retexture of the ice bolt in skyrim. This texture is not covered by any other mods as far as I'm aware. I've given it a try and it looks better than vanilla IMO. Only issue is that Smaller Ice Spike makes the differences less pronounced due to the size changes. What do you guys think? https://www.nexusmods.com/skyrim/mods/29897/?tab=1&navtag=http%3A%2F%2Fwww.nexusmods.com%2Fskyrim%2Fajax%2Fmoddescription%2F%3Fid%3D29897%26preview%3D&pUp=1
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