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DanielCoffey

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Everything posted by DanielCoffey

  1. You can make a copy of any mod in your load order, rename the copy to be the same as the missing ESP, use TES5EDIT to go into SR Conflict Resolution.esp, remove those records (and the Master dependency), run the TES5EDIT Sort Masters option and then save the SR Conflict Resolution. Once you have removed the dummy renamed ESP, you should be fine.
  2. In the current SR:LE guide there is a section in the SMIM instructions for an Update file and a Readme to ignore which can be removed... I have also noted that Relighting Skyrim (https://www.nexusmods.com/skyrim/mods/17609/) is up to 3.6b on the Nexus with some changes in early December but that we are recommended to take the custom ELFX version. Is this still advised?
  3. In an attempt to eliminate issues to do with my own Skyrim install, I have started a complete clean reinstall. While doing this I saw the .15 release of ModOrganizer is out. Apart from the listed errors on the Nexus to do with the Debug message popups, I spotted another problem. The left hand MO pane self-sorted every time I loaded MO or clicked Refresh. I have rolled back to .14 for now but wanted to raise this for you to check before updating the guide.
  4. Is it anything to do with the NPC Knockout Overhaul? That one caught me out a while ago when I was not used to the mechanic.
  5. I believe that Immersive Patrols II.esp needs a TES5EDIT Sort Masters note in the guide as Wrye Bash reports incorrect masters for it.
  6. On that note, we could make sure it is a 2xGPU system too in order to tempt him to invest time in optimising for SLI/Crossfire.
  7. Do you mean I should hide the racemenu mod's meshes\actors\character\facegenmorphs\morphs\ folder or just the *.tri files?
  8. How does Belethor compare with what you see? I have spotted the RaceMenu .tri files but there is only one version of the main file so I have not got the wrong one. I wonder if I have picked up the wrong face textures then? I know that Better Males body has a lot of options and sub-folders. It is both male and female so I will have a look tomorrow.
  9. For the dark interiors, I would say something part-way between post 412 and the current brighter interiors/nights would be a good balance. You could always include the post 412 setting as "Extremely bright (100% vanilla)". I am still intrigued to know *why* my interiors suddenly went so dark. It is a mystery. EDIT : actually - thinking about how annoying it is to maintain so many profiles, would it be easier to explain which parameters are being altered here and say which direction to push them so that folks can make up their own minds and learn how to personalise their profile?
  10. Here is the post 412 file - it is MUCH brighter. I had forgotten how light vanilla was...
  11. Here is the Sleeping Giant from the second dropbox set of files (post 413)- the blue smoke is fixed. Was the first dropbox set (post 412) different?
  12. These are with the RLO preset... While you can see better in the darkness below that bridge you drop in the Ratway, you do get magnesium candles...
  13. I understand that with NVidia SLI at least, one of the few remaining issues is that reflections and ripples on water are rendered on one card only so flicker. I think that Boris' last comment was that he didn't have a second card (either NVidia or AMD) so would not be working on 2xGPU testing.
  14. Here we go - test in the Sleeping Giant at 11:00 as requested (with Brighter Interiors and Nights)... I can confirm that all parameters in the skyrimprefs.ini were correct apart from iRadialBlurlevel which is at the default of 2. I didn't know that the LaL cell or Helgen were bad examples for lighting tests but the Ratway was so black in areas that I had to refer to the map to find out which way corridors went.
  15. I have a long-standing issue with NPCs having deep-set wrinkly eyes and tight, shrunken mouths when speaking - it is almost as though they have been sucking lemons! I would like to know if this is restricted to my SR:LE install or if everyone sees it. It is most noticeable when the NPCs speak or scowl - the corners of the mouth draw in too much and I suspect I may have the wrong head mesh or animations installed. Here is a picture of Belethor relaxed, Belethor talking and Arcadia talking. See the wrinkly eyes and the small mouth? Which mod controls the mesh and animation of the face?
  16. Mangaclub is on the blue smoke issue already and may be asking me to check my ImageSpace settings before making any changes to presets. I will report back when we have a consensus.
  17. Here we go... MOD LIST : https://www.dcoffey.co.uk/images/misc/modlist.txt LOAD ORDER : https://www.dcoffey.co.uk/images/misc/loadorder.txt Here is a shot taken in the Alternate Start prison cell standing to the side of the Statue of Mara looking towards the bed. I can only see it if I crank up the brightness a lot... I did notice that BOSS changed its load order a fair bit the other day so let me know if there is a specific TES5EDIT record you want examining.
  18. Hello folks - thanks for the ongoing updates. I have a couple of issues with 6.30 - one significantly affects gameplay indoors and the other is just cosmetic, 1. Unlit areas indoors are too dark. Using SR:LE (CoT, ELFX), Vividian 6.30 and the Brighter Interiors and Nights preset, poorly lit areas indoors are very dark indeed, often to the point of total blackness. This issue occurred with 6.30 and anecdotally with the previous version too. I had originally raised the issue with Neovalen in his support thread and he has added some screenshots of his own experience corroborating the issue. A specific example is the escape from Helgen. In the exit tunnel after you encounter the bear, there are supposed to be some braziers emitting light but they no longer do so and that dogleg tunnel is pitch black. In Riftem, thre are areas in the Ratway that are pitch black and in the Bee and Barb, the ceiling light only emits its light in a small radius - it falls off too fast. Even actors standing underneath are poorly lit. 2. The Blue Smoke issue is back. If you recall a good few months ago we had an issue with the smoke from braziers and forges being too blue and you rebalanced the colour. It appears to be back. Here is a screenshot of the area outside Whiterun at 07:30 under weather 0x0005B7F9 (Broken cloud and bright sunshine)... The first issue above with the too-dark areas is the important one but I thought you would like to know about the blue smoke too. I am subbed to this thread in case you want questions answered or shots taken.
  19. Thanks for the screenshots - that is exactly how I see things. I am glad it is not just me. As it stands at the moment, I cannot play the game when it is daylight in my room as the screen is simply too dark. I will investigate to see which mod is extinguishing the braziers but will increase monitor brightness to compensate for now. Oh, and I see the old "blue smoke" issue is back - I will let him know too.
  20. I am having an issue seeing in dark dungeons despite using the Vividian Brighter Nights and Interiors and I wondered if I am getting a conflict somewhere. I noticed that in the escape from Helgen, some of the braziers are out and not emitting light - specifically the ones after the bear when you approach the exit tunnel and it was totally 100% black. Do you have any idea if one of the mods or Vividian options is turning these light sources off? I have verified that I am using the contents of the Brighter Nights and Interiors folder in the Vividian Install since I compared the ini file with NotePad++. I appreciate it is possible that the Vividian 6.30 install has the incorrect profile in that folder so will check that tomorrow. Another very dark area was the Ratway - it was pitch black in there unless in the vicinity of a light source. The Bee and Barb was very dark with some ceiling sconces not emitting light at a distance either. It is as if the light is falling off too much with distance. I have not adjusted my monitor since my last playthrough so I have a reasonable idea of what to expect.
  21. EDIT : lighting issue moved to Support forum - apologies for mis-post.
  22. Dwemer Pottery has been added in now too.
  23. It might be a good idea to have a SR-PERMA Conflict Resolution.esp to load after SR Conflict Resolution.esp so that Perma issues can be dealt with but not impact the regular SR:LE players. == EDIT : The PaMa Installers tells us to use Names, Stats tags for the CCOR patch and once I did that, the names of the enchanted items were displayed correctly. I have also tracked down why I could not temper the Nord Light Mail. While the Item Create and Item Breakdown recipes requires Material: Steel, the Item Temper recipe requires Material: Corundum (formerly Advanced Smithing) which is a lot higher up the Light perk tree. This sounds reasonable.
  24. Ah, I noticed that in my PerMa profile and assumed that moving ESPs for PerMa was the cause.
  25. You are probably getting events triggered by PerMa Wayfarer which are mis-labelled as Lockpicking. Are you using PerkusMaximus_Thief.esp?
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