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Everything posted by eberkain
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Indeed, I completely missed that. Explains a lot. :) Thanks I played around with some different mods and whatnot, but I think the needs mods just don't hold an interest for me anymore, I found it a little boring. So I think all I'm going to shoot for is the base STEP + Cloaks of Skyrim + Legacy of the Dragonborn and roll with it. I had no problem removing the book covers as masters from the STEP CR Patch and I installed the new mods, sorted with LOOT, rebuilt all the LOD files. I'm now looking at conflicts. When applying a filter for conflicts I see basically every mod has something. Should I only look through the new plugins I added and resolve things there and assume everything else is covered under the CR patch?
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I installed the 1.0 guide and everything is running good and seems stable, amazing job with it BTW. When you have arrows equipped, and then you equip a melee weapon, the arrows auto-unequip. Is that the vanilla behavior? I kind of feel like the arrows should remain equipped, but that may be from an old mod I used to use. I added All Geared Up Derivitive and A Matter of Time without issues. I would like to add Time Flies and iNeed Continued, but those are more complicated and I'm not sure about compatibility. It's been a long time since I messed with skyrim, how do I go about checking for issues and fixing them? What would it take to add Legacy of the Dragonborn to the base STEP install?
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pack A Real Explorer's Guide to Skyrim
eberkain replied to CJ2311's topic in Step Skyrim LE Packs (retired)
Should the guide note after Falskaar and Wyrmstooth that you should re-install Realistic Water Two and include the patches for those lands? -
pack A Real Explorer's Guide to Skyrim
eberkain replied to CJ2311's topic in Step Skyrim LE Packs (retired)
Do you think this would be a good fit for REGS? https://www.nexusmods.com/skyrim/mods/57979/? I have not tried it yet. -
pack A Real Explorer's Guide to Skyrim
eberkain replied to CJ2311's topic in Step Skyrim LE Packs (retired)
Does anyone have modgroups for TES5Edit setup for REGS or STEP Extended they would be willing to share? Also, any suggestion on mods to merge in REGS? I am really fighting the plugin cap. -
DROPPED Enhanced Distant Terrain (by SparrowPrince)
eberkain replied to z929669's topic in Skyrim LE Mods
Appears to not be on the nexus anymore. -
Thats kind of what I was thinking about doing. I found the improved ini file which made me wonder if it would work with all the other parts of SRLE. I want to find a difficulty mod that is going to be compatible, looked at sands of time, but im sure its going to have issues.
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If I use all of ASIS features, what should I be aware of? Disable the extra spawns in Immersive Creatures for sure.... Anything else that is going to conflict?
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Don't Want to Use Alternate Start
eberkain replied to maedrhos's topic in Skyrim Revisited (retired)
One of the alternate start choices is the default game start, something like "I was caught crossing the border" -
I spent about 8 hours playing yesterday evening. Not a single crash. I'm really amazed by what LOOT did, I have yet to see the first obvious bug. I have like 400 folders in MO activated, and 250 plugins, after I merged stuff. Full SRLE, Full REGS, plus these Hunterborn Animations Living Takes Time Imperious Races of Skyrim Death Alternative Clean up your corpses Functional Homes - DG, DB Glowing Ore Veins - Less Glow Dragon Combat Overhaul Apocalypse Magic Immersive Weapons Scarcity Gold Adjustment Imaginator Jaxonz Utilities Familiar Faces Perkus Maximus
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I want to thank you for posting this. I was using the LOOT stable build for a while, but as my mod list grew I was having more issues that I was sure were tied to load order. I tried the beta, but it kept sorting so badly that I couldn't even load TES5Edit, so I opted for switching over to BOSS. I spent a day doing that and getting everything setup, and it was much better, but I was still having a couple minor bugs that I was sure were tied to load order. After reading your post I decided to give the loot beta another shot since I still had a few more mods I wanted to activate. I threw everything at it, and after a few hiccups with staying under the 255 cap I managed to get everything patched and done. Booted the game, completely expecting it to crash, it did not, created a character thinking some of the mcm menus would be jacked up, could not find any problems. Started a game as a member of the college of winterhold, and it seems like everything works perfectly fine so far. I played for a few hours last night without any crashes, mainly testing out the functions on the new mods I added, everything seemed to work great. Planning to get a good long session in tonight and will see if I have any major problems. Again, thank you for posting on here and getting me to give it another shot.
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SKYRIMLE Warburgs Detailed Paper World Map (by Warburg)
eberkain replied to Besidilo's topic in Skyrim LE Mods
I wonder if making a SkyProc patcher for that would work? I do know a little about java, but nothing about making skyrim mods. What record would need to be changed? -
SKYRIMLE Guide to run SRLE + REGS + ENB on Medium Systems
eberkain replied to Nearox's topic in Step Skyrim LE Packs (retired)
I think my TES5Edit is jacked up somehow. Still figuring it out, but the jist is I sort stuff in BOSS and close BOSS, check the list in MO and it matches the sort BOSS performed, open Wrye Bash, and its in the right order. Open TES5Edit and its all in a different order.... EDIT: found a fine in the Mod Organizer/Profile directory called plugins, deleted that and relaunched MO, reenabled all the plugins, and TES5Edit will finally load again, horray. PS: Sorry about posting my support question in the wrong thread, will get it sorted. Thanks! -
SKYRIMLE Guide to run SRLE + REGS + ENB on Medium Systems
eberkain replied to Nearox's topic in Step Skyrim LE Packs (retired)
I finished following the guide and wow, what a huge difference that makes. I really can't notice a drop in the way the game looks. Now just have to figure out a couple bugs. I went to whiterun and there were no guards to let me in the front gate. Using TES5Edit to check all the mods for errors, I find quite a few. How do you go about resolving these? I did some googling and did not find anything specific, how exactly does an Error: Could not be resolved occur? [01:20] Checking for Errors in [71] MoonAndStar_MAS.esp [01:21] [INFO:7100C054] ('No, but the way Bal talked about him, I figured he was important. Whatever your business was with him, I'm glad it ended peacefully. He seemed nice.' in GRUP Topic Children of MASSelyseDialogNerevarineAliveTopic "I found the man I was looking for. Did you know who he was?" [DIAL:7100C031]) [01:21] INFO \ VMAD - Virtual Machine Adapter \ Data \ Info VMAD \ Scripts \ Script \ Properties \ Property \ Value \ Object Union \ Object v2 \ FormID -> [0202CD4A] < Error: Could not be resolved > [01:21] [REFR:71011E88] (places MASPowerCore [STAT:71011E81] in GRUP Cell Persistent Children of KagrenarDepths "Kagrenar Depths" [CELL:7100C663]) [01:21] REFR \ VMAD - Virtual Machine Adapter \ Data \ Scripts \ Script \ Properties \ Property \ Value \ Object Union \ Object v2 \ FormID -> [02039A42] < Error: Could not be resolved > [01:21] [REFR:71011E84] (places MASPowerCore [STAT:71011E81] in GRUP Cell Persistent Children of KagrenarDepths "Kagrenar Depths" [CELL:7100C663]) [01:21] REFR \ VMAD - Virtual Machine Adapter \ Data \ Scripts \ Script \ Properties \ Property \ Value \ Object Union \ Object v2 \ FormID -> [02039A43] < Error: Could not be resolved > [01:21] [REFR:71011E82] (places MASPowerCore [STAT:71011E81] in GRUP Cell Persistent Children of KagrenarDepths "Kagrenar Depths" [CELL:7100C663]) [01:21] REFR \ VMAD - Virtual Machine Adapter \ Data \ Scripts \ Script \ Properties \ Property \ Value \ Object Union \ Object v2 \ FormID -> [02039A41] < Error: Could not be resolved > [01:31] Checking for Errors in [82] Hebrock_Der Schatten von Meresis - EV.esp [01:31] [INFO:82014BF1] ('Hmmm, fine, I have two more. Here, take them.' in GRUP Topic Children of AHebQuest01_Dialog04_Topic02BTopic "I'll take one, here's 100 gold." [DIAL:82014BF0]) [01:31] INFO \ VMAD - Virtual Machine Adapter \ Data \ Info VMAD \ Scripts \ Script \ Properties \ Property \ Value \ Object Union \ Object v2 \ FormID -> [0201515C] < Error: Could not be resolved > [01:33] AHebSecretCandle "Loose Candle" [ACTI:8205B03D] [01:33] ACTI \ VMAD - Virtual Machine Adapter \ Data \ Scripts \ Script \ Properties \ Property \ Value \ Object Union \ Object v2 \ FormID -> [0205B040] < Error: Could not be resolved > [01:44] Checking for Errors in [AB] imp_helm_legend.esp [01:44] DwarvenHelmetOrc [ARMA:AB0096A3] [01:44] ARMA \ DNAM - Data \ Weight slider - Female -> <Unknown: 2> [01:44] DwarvenHelmet [ARMA:0003F7FF] [01:44] ARMA \ DNAM - Data \ Weight slider - Female -> <Unknown: 2> [01:44] ARMA \ DNAM - Data \ Weight slider - Male -> <Unknown: 2> [01:44] Checking for Errors in [AF] quest_nomercy.esp [01:44] tos_VigilantPlinth "pedastal" [ACTI:AF007023] [01:44] ACTI \ VMAD - Virtual Machine Adapter \ Data \ Scripts \ Script \ Properties \ Property \ Value \ Object Union \ Object v2 \ FormID -> [02007024] < Error: Could not be resolved > [01:45] Checking for Errors in [B3] quest_seaofghosts.esp [01:45] [INFO:B3012C65] ('They met the fates that they deserved. Thank You.' in GRUP Topic Children of tos_SellusRewardBranchTheSeaOfGhostsQSTTopic "The men who betrayed you are dead." [DIAL:B3012C64]) [01:45] INFO \ Conditions \ Condition \ CTDA - \ Parameter #2 -> <Warning: Quest Stage not found in "tos_TheSeaOfGhostsQST "Ghosts and Keys" [QUST:B301214B]"> [01:45] [INFO:B3012C65] ('They met the fates that they deserved. Thank You.' in GRUP Topic Children of tos_SellusRewardBranchTheSeaOfGhostsQSTTopic "The men who betrayed you are dead." [DIAL:B3012C64]) [01:45] INFO \ VMAD - Virtual Machine Adapter \ Data \ Info VMAD \ Scripts \ Script \ Properties \ Property \ Value \ Object Union \ Object v2 \ FormID -> [02010B19] < Error: Could not be resolved > [01:47] Checking for Errors in [B8] Chesko_Frostfall.esp [01:48] _DE_CampVis_CampChair [ACTI:B802EE1E] [01:48] ACTI \ VMAD - Virtual Machine Adapter \ Data \ Scripts \ Script \ Properties \ Property \ Value \ Object Union \ Object v2 \ FormID -> [0201111B] < Error: Could not be resolved > [01:50] Checking for Errors in [C1] quest_pitfighter.esp [01:50] [INFO:C1012026] ('Please remember, my life is in danger while he lives.' in GRUP Topic Children of tos_ArenaBaseDialogueRedQuest05 "I can't help right now." [DIAL:C1012025]) [01:50] INFO \ Conditions \ Condition \ CTDA - \ Parameter #1 -> Found a NULL reference, expected: QUST [01:52] Checking for Errors in [D0] MzarkWonders.esp [01:53] [REFR:D005D3A0] (places _LW_Projector "Projector" [ACTI:D0080A9E] in GRUP Cell Temporary Children of __Mzarnumez2 "Mzarnumez Light Labs" [CELL:D000F45D]) [01:53] REFR \ VMAD - Virtual Machine Adapter \ Data \ Scripts \ Script \ Properties \ Property \ Value \ Object Union \ Object v2 \ FormID -> [030D2AD8] < Error: Could not be resolved > [01:53] [REFR:D002116F] (places MPSFireWallSparks [ADDN:0001C2B1] in GRUP Cell Temporary Children of __Mzarnumez1 "Mzarnumez Foundry" [CELL:D000F451]) [01:53] REFR \ NAME - Base -> Found a ADDN reference, expected: ACTI,ALCH,AMMO,APPA,ARMA,ARMO,ASPC,BOOK,CONT,DOOR,FLOR,FURN,GRAS,IDLM,INGR,KEYM,LIGH,LVLC,LVLN,MISC,MSTT,SCRL,SLGM,SNDR,SOUN,SPEL,STAT,TACT,TREE,TXST,WEAP [01:54] Checking for Errors in [D5] Brevi_MoonlightTales.esp [01:55] MT_DLC2LCharBanditBoss [LVLN:D5112098] [01:55] LVLN \ Leveled List Entries \ Leveled List Entry \ LVLO - Base Data \ Reference -> Found a NULL reference, expected: LVLN,NPC_ [01:55] MT_DLC2LCharBanditMagic [LVLN:D5112097] [01:55] LVLN \ Leveled List Entries \ Leveled List Entry \ LVLO - Base Data \ Reference -> Found a NULL reference, expected: LVLN,NPC_ [01:55] MT_DLC2LCharBanditMelee1H [LVLN:D5112096] [01:55] LVLN \ Leveled List Entries \ Leveled List Entry \ LVLO - Base Data \ Reference -> Found a NULL reference, expected: LVLN,NPC_ [01:58] Checking for Errors in [E3] FarmhouseChimneys.esp [01:58] [REFR:0A0380C9] (places TreePineForest01 [TREE:0001306D] in GRUP Cell Temporary Children of FalskaarDocks [CELL:0AA1D413] (in Falskaar "Falskaar" [WRLD:0AA1CF42] at 8,-23)) [01:58] REFR \ Cell -> [04A1D413] < Error: Could not be resolved > [01:58] FalskaarDocks [CELL:0AA1D413] (in Falskaar "Falskaar" [WRLD:0AA1CF42] at 8,-23) [01:58] CELL \ Worldspace -> [04A1CF42] < Error: Could not be resolved > [01:58] AmberCreek07 [CELL:0AA1D96B] (in Falskaar "Falskaar" [WRLD:0AA1CF42] at -12,-12) [01:58] CELL \ Worldspace -> [04A1CF42] < Error: Could not be resolved > [01:58] [REFR:0A0E55CB] (places TreeFallForestShrub02 [TREE:000AAE90] in GRUP Cell Temporary Children of AmberCreek02 [CELL:0AA1D8EB] (in Falskaar "Falskaar" [WRLD:0AA1CF42] at -12,-13)) [01:58] REFR \ Cell -> [04A1D8EB] < Error: Could not be resolved > [01:58] [REFR:0A0E55C4] (places TreeAspen05 [TREE:0007614B] in GRUP Cell Temporary Children of AmberCreek02 [CELL:0AA1D8EB] (in Falskaar "Falskaar" [WRLD:0AA1CF42] at -12,-13)) [01:58] REFR \ Cell -> [04A1D8EB] < Error: Could not be resolved > [01:58] [REFR:0A0E55C2] (places TreeAspen02 [TREE:0006C9D5] in GRUP Cell Temporary Children of AmberCreek02 [CELL:0AA1D8EB] (in Falskaar "Falskaar" [WRLD:0AA1CF42] at -12,-13)) [01:58] REFR \ Cell -> [04A1D8EB] < Error: Could not be resolved > [01:58] [REFR:0A019D73] (places TreeAspen01 [TREE:0006A9E6] in GRUP Cell Temporary Children of AmberCreek02 [CELL:0AA1D8EB] (in Falskaar "Falskaar" [WRLD:0AA1CF42] at -12,-13)) [01:58] REFR \ Cell -> [04A1D8EB] < Error: Could not be resolved > [01:58] AmberCreek02 [CELL:0AA1D8EB] (in Falskaar "Falskaar" [WRLD:0AA1CF42] at -12,-13) [01:58] CELL \ Worldspace -> [04A1CF42] < Error: Could not be resolved > [01:58] AmberCreek01 [CELL:0AA1D8E9] (in Falskaar "Falskaar" [WRLD:0AA1CF42] at -13,-13) [01:58] CELL \ Worldspace -> [04A1CF42] < Error: Could not be resolved > [01:58] [REFR:0A127C3E] (places HayMound01 [STAT:00019B13] in GRUP Cell Temporary Children of AmberCreek04 [CELL:0AA1D86B] (in Falskaar "Falskaar" [WRLD:0AA1CF42] at -12,-14)) [01:58] REFR \ Cell -> [04A1D86B] < Error: Could not be resolved > [01:58] [REFR:0A127C3D] (places HayMound02 [STAT:0003103A] in GRUP Cell Temporary Children of AmberCreek04 [CELL:0AA1D86B] (in Falskaar "Falskaar" [WRLD:0AA1CF42] at -12,-14)) [01:58] REFR \ Cell -> [04A1D86B] < Error: Could not be resolved > [01:58] AmberCreek04 [CELL:0AA1D86B] (in Falskaar "Falskaar" [WRLD:0AA1CF42] at -12,-14) [01:58] CELL \ Worldspace -> [04A1CF42] < Error: Could not be resolved > [01:58] [REFR:E3006D2E] (places FXSmokeChimney02 [MSTT:000B09ED] in GRUP Cell Temporary Children of AmberCreek03 [CELL:0AA1D869] (in Falskaar "Falskaar" [WRLD:0AA1CF42] at -13,-14)) [01:58] REFR \ Cell -> [04A1D869] < Error: Could not be resolved > [01:58] [REFR:E3006D2A] (places FXSmokeChimney02 [MSTT:000B09ED] in GRUP Cell Temporary Children of AmberCreek03 [CELL:0AA1D869] (in Falskaar "Falskaar" [WRLD:0AA1CF42] at -13,-14)) [01:58] REFR \ Cell -> [04A1D869] < Error: Could not be resolved > [01:58] [REFR:0A1957C8] (places TreeFloraHangingMoss01 "Hanging Moss" [TREE:000BB94F] in GRUP Cell Temporary Children of AmberCreek03 [CELL:0AA1D869] (in Falskaar "Falskaar" [WRLD:0AA1CF42] at -13,-14)) [01:58] REFR \ Cell -> [04A1D869] < Error: Could not be resolved > [01:58] [REFR:0A1957B9] (places TreeFloraSnowberry01 "Snowberry" [TREE:000BCF33] in GRUP Cell Temporary Children of AmberCreek03 [CELL:0AA1D869] (in Falskaar "Falskaar" [WRLD:0AA1CF42] at -13,-14)) [01:58] REFR \ Cell -> [04A1D869] < Error: Could not be resolved > [01:58] [REFR:0A1957B8] (places TreeFloraSnowberry01 "Snowberry" [TREE:000BCF33] in GRUP Cell Temporary Children of AmberCreek03 [CELL:0AA1D869] (in Falskaar "Falskaar" [WRLD:0AA1CF42] at -13,-14)) [01:58] REFR \ Cell -> [04A1D869] < Error: Could not be resolved > [01:58] [REFR:0A195788] (places Hoe [MSTT:0005B8F6] in GRUP Cell Temporary Children of AmberCreek03 [CELL:0AA1D869] (in Falskaar "Falskaar" [WRLD:0AA1CF42] at -13,-14)) [01:58] REFR \ Cell -> [04A1D869] < Error: Could not be resolved > [01:58] [REFR:0A195787] (places BarrelFood01 "Barrel" [CONT:00000845] in GRUP Cell Temporary Children of AmberCreek03 [CELL:0AA1D869] (in Falskaar "Falskaar" [WRLD:0AA1CF42] at -13,-14)) [01:58] REFR \ Cell -> [04A1D869] < Error: Could not be resolved > [01:58] [REFR:0A195786] (places BarrelFood01 "Barrel" [CONT:00000845] in GRUP Cell Temporary Children of AmberCreek03 [CELL:0AA1D869] (in Falskaar "Falskaar" [WRLD:0AA1CF42] at -13,-14)) [01:58] REFR \ Cell -> [04A1D869] < Error: Could not be resolved > [01:58] [REFR:0A019ACB] (places TreePineForest02 [TREE:00018A02] in GRUP Cell Temporary Children of AmberCreek03 [CELL:0AA1D869] (in Falskaar "Falskaar" [WRLD:0AA1CF42] at -13,-14)) [01:58] REFR \ Cell -> [04A1D869] < Error: Could not be resolved > [01:58] AmberCreek03 [CELL:0AA1D869] (in Falskaar "Falskaar" [WRLD:0AA1CF42] at -13,-14) [01:58] CELL \ Worldspace -> [04A1CF42] < Error: Could not be resolved > [01:58] AudmundsFarmExterior [CELL:0AA1D667] (in Falskaar "Falskaar" [WRLD:0AA1CF42] at -14,-18) [01:58] CELL \ Worldspace -> [04A1CF42] < Error: Could not be resolved > [01:58] FSSQ15ChickenSpawnRef [REFR:0A127C36] (places XMarker [STAT:0000003B] in GRUP Cell Persistent Children of [CELL:0A023974] (in Falskaar "Falskaar" [WRLD:0AA1CF42] at 0,0)) [01:58] REFR \ Cell -> [04023974] < Error: Could not be resolved > [01:58] [REFR:0A0E55CE] (places HorseTrough01 [ACTI:0005157A] in GRUP Cell Persistent Children of [CELL:0A023974] (in Falskaar "Falskaar" [WRLD:0AA1CF42] at 0,0)) [01:58] REFR \ Cell -> [04023974] < Error: Could not be resolved > [01:58] [CELL:0A023974] (in Falskaar "Falskaar" [WRLD:0AA1CF42] at 0,0) [01:58] CELL \ Worldspace -> [04A1CF42] < Error: Could not be resolved > [01:58] [CELL:0B03258B] (in WyrmstoothWorld "Wyrmstooth" [WRLD:0B000D62] at -8,-4) [01:58] CELL \ Worldspace -> [03000D62] < Error: Could not be resolved > -
pack A Real Explorer's Guide to Skyrim
eberkain replied to CJ2311's topic in Step Skyrim LE Packs (retired)
Awesome thanks, I added all those and redid the REPatch.esp and it looks like they are working great, neat to have that effect when using a tent. -
SKYRIMLE Guide to run SRLE + REGS + ENB on Medium Systems
eberkain replied to Nearox's topic in Step Skyrim LE Packs (retired)
I have a 3GB video card and SRLE+REGS is just murdering my memory in cities. Everything seems fine, even when I hit the VRAM cap its not really an issue, but there seems to also be a RAM cap of about 4.5 GB, when I hit that at the same time everything just dies and there are long pauses between each frame, the above log includes using the tweaks in this guide, so Its not a CPU/GPU problem, its simply running out of memory. I'm going to follow the guide you have here, but I think I'll keep all the ENB settings, and just install the reduced textures for fogs and water, but follow the rest. -
pack A Real Explorer's Guide to Skyrim
eberkain replied to CJ2311's topic in Step Skyrim LE Packs (retired)
What about SRLE + REGS, should you rebuild the Real Shelter Patch? It's not mentioned on the instructions page. -
pack A Real Explorer's Guide to Skyrim
eberkain replied to CJ2311's topic in Step Skyrim LE Packs (retired)
Yes, and the installer has patches for Falskaar, Wyrmstooth, Moon & Star, Cutting Room Floor, Live Another Life. Its not mentioned in the REGS-SRLE instructions, but I'm going to assume I should use all those. -
Thanks!
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Why use the Craft only version of WIC and not the full one?
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I am going to need a way to trim these down some, is there a tool that will allow me to move all the textures that are being overwritten by other mods somewhere else, or just delete them? My SSD is not going to handle much more.
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pack Perkus Maximus (PerMa - PaMa) Pack
eberkain replied to phazer11's topic in Step Skyrim LE Packs (retired)
the buckles showed up once i took the steel perk. -
pack Perkus Maximus (PerMa - PaMa) Pack
eberkain replied to phazer11's topic in Step Skyrim LE Packs (retired)
I got perma setup with my SR:LE install, i cannot make assorted buckles at the forge. Any patch for that? Also, only some items show a [type], not sure if that is correct or not. -
Not sure what level was but I had a spawn of an Iron Guardian when I was level 3, it seemed like a really hard fight compared to everything else I had done to that point.
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I am happy to report that I got everything setup and played for a few hours with no problem, the card run at 90%+ GPU all the time, but the 3GB seems to be enough, and the FPS is completely playable, 40-60 depending on what is going on. Absolutely amazed at all the work that went into get all these mods to function together.