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Zegorzalek

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Everything posted by Zegorzalek

  1. Awesome. I have not used SKYtest... good to hear on the Falsakaar. No worries, and thanks! Will keep looking at good stuff to consider!
  2. As I am looking through mods, I found a couple items to submit for consideration: Couple items I believe fit in the Fixes Category: https://www.nexusmods.com/skyrim/mods/38400/?tab=4&&navtag=http%3A%2F%2Fwww.nexusmods.com%2Fskyrim%2Fajax%2Fcomments%2F%3Fmod_id%3D38400%26page%3D1%26sort%3DDESC%26pid%3D0%26thread_id%3D1037688&pUp=1 Overwritten by Cloaks of Skyrim if I understand correctly, so will need sorting after. https://www.nexusmods.com/skyrim/mods/22765/?tab=1&navtag=http%3A%2F%2Fwww.nexusmods.com%2Fskyrim%2Fajax%2Fmoddescription%2F%3Fid%3D22765%26preview%3D&pUp=1 I never play without this hotkey helmet toggle. An enhancement for Faalskaar that fits with the current wildlife embellishments (not sure how the FPS hit is, should be fine, no scripts) https://www.nexusmods.com/skyrim/mods/50246/?tab=1&navtag=http%3A%2F%2Fwww.nexusmods.com%2Fskyrim%2Fajax%2Fmoddescription%2F%3Fid%3D50246%26preview%3D&pUp=1 In the Travel category: https://www.nexusmods.com/skyrim/mods/38465/?
  3. Sounds like you have quite the lady there Darth. Keeps you busy AND is a gamer. Definitely a keeper. Thanks again for all the effort and dedication to this project. It is looking awesome!
  4. DarkladyLexy, thanks very much! That is what I thought... when I needed to leave Skyrim last time, I was learning TES5 and beginning the process of CR patching for myself. You did not come across as overbearing... you are doing a great bit of work and I am well aware we cannot make everyone happy all the time... just the nature of public modding. Many thanks again! I did want to further my own understanding of the process for CR, and will look forward to further contributions to the thread and development of this pack! Knowing I was on the right track regards CR and that I can remove dependencies myself is a great relief. Thanks again!
  5. I concur. This development is awesome. Fantastic work and comments. This said... I am mildly concerned about the move to include more "realistic and gameplay difficulty increasing" type requirements vs general gameplay improvements and tweaks that SRLE does not include. This is fine if that is the direction Darth wants to go. Please understand I am not asking for a change... My question is: with the growing dependency list on some of the mods I will not use, if they are required.. will it keep me from using the larger pack and the CR all together? I have to brush up on my CR dependencies stuff (been over a year) but not sure if I can use a CR patch without the associated masters? DarkladyLexy, can you shed a brighter light on this for me please and clarify? Is there a way around this or is that directly linked to the "multiple CR" discsussion? Many thanks!!! PS. and though I am not a Dark Brotherhood fan, I did find this that I am thinking about including in my collection: https://www.nexusmods.com/skyrim/mods/38386/?tab=4&&navtag=http%3A%2F%2Fwww.nexusmods.com%2Fskyrim%2Fajax%2Fcomments%2F%3Fmod_id%3D38386%26page%3D1%26sort%3DDESC%26pid%3D0%26thread_id%3D1037428&pUp=1
  6. Hello to all and welcome DarkLadyLexy. I am returning to Skyrim after about a year of absence and came back to my favorite SRLE forum... to find this. I am excited to see many of my favorite addons (after the base SRLE install) included in Darth's list. Even better... ongoing development and a CR! WOOT! This said... looking to add constructive comments here... I am a follower collector and armor hound. Most of the additional things I add are textures... like JK Skyrim. Not sure that helps here.. other than when I get settled in this New Year that I will take the base from here and add about 75 armors and 15 followers to it! Lol. Also, Darth's Argonian mage may like Rayeks End Revisited (Mazz's version). It is a favorite of mine, and has a wonderful current update. https://www.nexusmods.com/skyrim/mods/71081/?tab=1&navtag=http%3A%2F%2Fwww.nexusmods.com%2Fskyrim%2Fajax%2Fmoddescription%2F%3Fid%3D71081%26preview%3D&pUp=1
  7. If I could send you a coffee for this picture, I would. I did have scripts installed through MO... but for some arcane reason had my skse.ini in the base folder along with the meta file. No separate "SKSE" sub folder. Not sure where I missed that in the instructions, and frankly, and not going to pour back through that 45 minute video again today... because it WORKS! Bottom line... made SKSE sub folder in the MO managed directory as above... and I get: block one 512, block 2 256 *joy* edit* --- Oh... going to have to make an output folder in left side of MO in order to clear the overwrite directory... named mine "SKSE Mem Blocks Log Output" and checked it. as an addendum... looking at the "data" pane on the right side of MO... down in SKSE>plugins.... there are a lot of items directly loaded into the plugin directory... moreHUD, FuzRoDoh... and my SKSE ini is now showing up over there. **edit #2** just got to do some testing... loaded up all the followers, AND JK's all in one cities...(which was unplayable previously at about 1fps) and tore around Whiterun at speedmult 400... not a stutter... AMAZING. Went outside, set speedmult to 1000, tgm and tcl... picked up aggro from every fort and settlement between whiterun and windhelm... and finally locked screen on the far east side of windhelm docks... MB Log was still only 408 and 197~. < color me a HAPPY camper.
  8. Well... after all the working, tweaking, and load checking... wife looks at me tonight and asks, "why are you still NOT playing???" And I say, "Because the damn game keeps crashing every time I hit Whiterun." My memory blocks are 256/256. I have checked my extensions (no text file, made my own INI... skse 1.07.02) [General] ClearInvalidRegistrations=1 [Memory] DefaultHeapInitialAllocMB=768 ScrapHeapSizeMB=256 [Display] iTintTextureResolution=1024 I added "-forcesteamloader" to my SKSE executable I tried the option from poster #2, putting the skse.ini into the main skyrim folder where the loader is... Still getting MB 256/256 for blocks one and two. Any ideas? What beats all hell, is I had this working in NMM before swapping to MO and STEP by following the instructions in Gopher's video and I rarely ILS'ed anywhere, or CTD between cells. And that was with a jacked load order. So I KNOW the fix works, just not sure why it is not being properly applied in my system. Thanks in advance.
  9. @ Nozzer... thats what I originally DLed about a month ago when starting this process... and then dropped it when I saw all the moving pieces. may have to look at it again. I have a decent idea of what/how I want to play, but Hades, its taking forever to get the load set and checked....
  10. Thanks for the input and links. @ Keith... had not quite gotten there yet, next step... opening side by side and looking at what changes. Thanks Mator...will have to take a look at that. @ EssArrBee... brain cramping... what is CRF please?
  11. Sage advice. Going to look at the current "don't mess with these" threads, and "look" in tes5... I believe the lion's share of what I have should be stable since it is CORE and SRLE. More learning ;p Wife asked me today when I was going to actually PLAY the game... can't say I had a good answer. And thanks for the input!
  12. Indeed, helpful. hehehe.. I have BOTH of those linked pages open on my desktop and bookmarked. I am attempting to digest them, so your post is good confirmation I am going in the correct direction. I don't currently have any bold text, but do have some red background/red text.. even some fuchia/red.... stuff like the pic....well.... that one is fuchia/orange meaning the last plug in wins... I would think the author has done this intentionally? many of the red/red are from the water and fog values.... I will take the above posts and weed through what I really need to look at, then follow Sharlikan's override patch video to make my own patch for resolution.
  13. Well, more digging about in the forums! Glad I found this spot. I have installed SRLE, modifying with SRLE + REGS on Med Systems found here... I have not DDsopt'ed anything yet, mainly utilized the lower value installs to save VRAM. I originally wanted to run some REGS stuff (JK Skyrim) but opted for smooth game without. So this brings me here... I have added a couple tweaks and esp's from CORE, and a few of my own. Before going forward, I wanted to check for conflicts with what I added. I have looked at the linked conflict resolution video in SRLE, as well as this thread https://wiki.step-project.com/Basics_of_Resolving_Conflicts... https://www.afkmods.com/index.php?/topic/3940-skyrim-tes5edit-records-that-merge-at-runtime/... https://ck.uesp.net/wiki/TES5Edit_Documentation... plus some others online. I am looking at my load order, and am getting a bunch of red and a couple fuchia colored backgrounds (critical conflict?) but not bold print.. mainly centered around CCOR. How do I know what to REALLY look for in conflict resolution and what can I ignore?... I know the last plugin wins the conflict so is there anything that shares where to look for game crashers or is it "experiment" some more? Is the bold print the "trigger"? Please forgive me for asking basic questions, I am just having a heck of a time finding a comprehensive "how to" on the net... lots of old stuff from 2013... feel like I am doing a college term paper for "fun". Input is much appreciated!!!
  14. @ Erenar - thanks for the info list. I have about finished my "weed" through the variety of CORE and SRLE mods + a few personal faves that I wanted.... narrowed a lot down for ease of resolution. Only thing I am taking from REGS is the JK All in one I believe. @ Phazer, thanks for the encouragement/advice. Next up on the docket is to make a conflict resolution between the added items and the SRLE setup I believe. Sounds like Perma will work... but may need some tweaking. Have not completely decided yet. I have been messing with this load setup for about 6 weeks and would really like to get playing the game again. If Perma needs weekly tweaking, not sure I am interested in that and after playing with SkyRE I am not sure I can tolerate the vanilla perks... aw heck the decisions...
  15. Is there a rough mod order available for this setup I can compare my list with? I have the SRLE set up and running.... mostly. I have a 2GB GPU and made revisions/tweaks based on this thread: https://wiki.step-project.com/Pack:Guide_to_Run_SRLE_with_REGS_on_Medium_Systems Additionally I removed a couple items all together, namely Footprints, Frostfall, INeed, Bathing in Skyrim. After doing this I noticed a significant improvement in game smoothness and no more endless loading screens. I have not optimized the armors as yet. In reading this thread with a desire to add Perma (I enjoyed SkyRE) on top of my choice of setup, am I to understand I may need to drop ASIS to best incorporate the Perma setup? I am mainly looking at the possibility of time saving measures as I add a couple CORE mods into the SRLE setup, JK's town textures from REGS, and some of my own personal choices. I am looking at the conflict resolution tutorial and pages, and figure if I am rebuilding patches and such, if I need to remove ASIS, now would be a good time. Thoughts?
  16. I have no idea how I missed this in the setup process and my digging around in the forum.... thanks VERY much for the link.
  17. Ok, forgive me being dense... maybe I need more coffee... This is what the end of my load order looks like. Are you meaning to move items into the data folder ... or in explorer... I am confused... which is part of why I am asking this here ;] Thanks for the help.
  18. Ummmm.... move esp to relevant output folder.... I usually just right click the overwrite folder and select "create mod". Please explain what you are referring to?
  19. Ok, had to take a couple days break... work cutting into my modding time. ;] Thanks for the read below. Finished my 3rd run through of the install... only took about 8 hours on and off... MUCH smoother on this run. Actually getting to know the programs a bit. Nozz, thanks for the tips.. let me see if I got this right.. here is where I am at... 1. stable SRLE up and running 2. add in personal esp desires (for example: Ningheim race, multi floor sandbox, sexy walk animation, birds of skyrim, dogs of skyrim, freckle mania and a couple others, 15X UNP armor mods, 2 x house mods, some followers: Vilja, Inigo, Bjinn Warmaidens and a couple eyecandies) Next: sort with boss (as normal) run FNIS for animations load tes5 and merge 15x armor mods (per previous instructions like the CoT merge, uncheck masters, activate one esp) load wryebash, rebuild bash patch (clean out overwrite) run SUM for ASIS and Dual Sheath (overwrite again?) Q1: Did I get this correct? Q2: Do I need to bash tag (DELEV/RELEV) the armor mods individually/at all/only the merged esp?? ( I need to go read on this as to WHY I bash tag stuff... missed this somewhere in the tutorials). Q3: I think I may need to do conflict resolution between FNIS and merging... can I incorporate those in the SR patch or should I make my own for the mods I added? (My spidey sense tells me make a separate conflict resolution patch to keep messing up to a minimum... then add a "load after" rule load this after SR? Q4: When I run SUM, both ASIS and Dual Sheath come up together. I have ran them together, Dual runs last in the order, both dump to overwrite. Can I do this, or should I run them in separate instances of the SUM patcher? Thanks for all the support and answers... I loaded the game for a test character in Riverwood... OMG it is beautiful.... the lights, textures... amazing!
  20. Coming back for more... on my second run through of this SRLE install.... got to looking at textures and determined my system will be happier on the SRLE for Mid range systems... so am doing the walk through again from the start, carefully considering various files. Want to note that when I load the Vividian ENB optional file for Extended Weathers, it causes Boss to crash every time. I have tried it with fog and windy clouds, and with the Mid recommendation of no fog... crashes either way once I enable the esp. If I disable the optional esp, Boss sorts just fine. I have tested this out after reinstalling BOSS because I thought I had borked my install somehow.. lesson learned... uncheck the esp first. Just thought it may save someone else some work.
  21. Heh, yeah, problem is now I know *JUST* enough to think I know a little bit... and am dangerous.... Because now I have the idea from the install process and tweaks (like the arrow aiming tweak) that I think it makes sense that I can incorporate the "multi floor sandboxing" mod directly into the [General] Skyrim.INI files and save myself an esp... fSandboxCylinderTop from 150 to 576, and fSandboxCylinderBottom from -100 to -576....but then I think... Zeg... GREAT way to jack it all up....you JUST got it running after two weeks...
  22. Statmonster, Thanks for the "more clear" rundown. And no, I am not removing anything at the moment as I am just getting my SRLE up and running. What I wanted to confirm was the process for the future. I am currently looking at any STEP and SRLE related differences... considering any additional items I want from a functional standpoint, and then considering what armor/house/followers I want to add with a minimum of conflict. SOOO... still reading and learning. Lurking through the forums tonight reading some of the guides and tips/advice. Not much playing going on atm. And to think this all started with the desire to modify a house mod to accomodate more followers.... Neo, hope you got your vid cards in the mail?
  23. To make sure I am understanding the process... So in doing this... or removing any mod from the lineup for that matter... (looks at esp's without running back to instructions)... need to re do the RS patch, run boss, redo bashed patch, SUM, and dual redux last?
  24. I believe I have all this running now... however after starting the game... when I come back to MO, I have an skse > plugin > "hdtphysicsextension" log file in the overwrite directory. Did I mess something up or am I supposed to convert this to a mod as normal from the overwrite?
  25. Issue with KS Hairdos... does anyone have a good site to DL this from? I have not found any mirrors that work save for a heavy warning site that is torrent based... Can I substitute SG256/Apachii? (though would love to have KS also....)
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