
Gutmaw
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Everything posted by Gutmaw
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Darth, just downloading the new Even Better Quest Objectives and see that it has an option for Enhanced Skyrim Factions – The Companions Guild. Don't know if it was in there before or if you've accounted for it already another way...but FYI
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Heya Darth, I'm doing some CR work of my own, and I'm noticing you're not updating XCLR - Regions records. Example is your CR for Worldspace -> 000003C -> 00000D74 Cell. Does this have something to do with Paper Map, which has the XCLR - Regions records blank as well, and is loaded after all CRs? Thx!
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Question on a point in guide. In Mod merges section, for Complete Alchemy And Cooking Overhaul merge you include CACO_GrayCowl_Patch.esp in the merge list. I dont see anything called CACO_GrayCowl_Patch.esp? is that maybe supposed to be CACO_GrayCowl_Patch_lvl list.esp? Also Darth, followed SRLE and your guide, but looking at your load order there's some significant differences (Your Faces Merged is near bottome of your load order, etc). Should this worry me? Thx!
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Also, is there any experienced DynDOLOD peeps out there? I've been reading the DDL forums and now I'm really unsure about the best LOD setup process, especially with the stuff they discuss around Falskaar, Additional player homes, the new video on DDL/Enhanced Landscapes, etc?
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I had the same skill screen lag, then i reverted back to SRLE Skyrim.ini and Skyrimprefs.ini and the problem stopped. try it and see if it fixes it...I'm starting to not trust spINI's auto-changes..
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Hmm, are we keeping High Quality 3D Map? I assume we remove it from SRLEX, but I don't see it in red in the Install Order page? thx!
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Just found this...not sure if it's important to include, or if you already account for it in CR or something... Wiseman303's Flora Fixes Optional Files: WMFF Inigo Patch
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FYI, finished my SRLEX build a few days ago, and have added few mods carefully. Played til about lvl 3 with a few issues her and there, then started crashing on load screens mostly. Troubleshot, couldnt figure it out. Then, I reverted back to the SRLE INIs, and everything working fine. So, not saying this is the issue, but there may be something with spINI itself, or the way it's configured in SRLEX.
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the one in Optional Files: Watchtowers Reborn Standalone Version
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I recently installed several mods on SRLEX...so far I really like them all... Watercolor for ENB and Realistic Water Two (https://www.nexusmods.com/skyrim/mods/48938/?). Definitely adds a nice effect to Water Two. Populated Skyrim HELL EDITION. Very cool to see even more traffic on roads, prisons, etc. Very few conflicts. doesn't seem to be affecting performance. https://www.nexusmods.com/skyrim/mods/73315/? The WatchTowers Reborn fueled by Genesis, non-Genesis version. https://www.nexusmods.com/skyrim/mods/69290/?
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Heya, planning on continuing to use SFO with Enhanced Landscapes. Per Enhanced Landscapes page..."Make sure Enhanced Landscapes has a higher priority in MO as any other landscape mods & LodGen billboards! If using NMM let Enhanced Landscapes overwrite all necessary files.". You have Enhanced Landscapes set to load near the top of the order...Metadata instructions: Cutting Room Floor.esp - Load After Enhanced Landscapes - Merged.esp. CRF has Metadate -99800 and loads right after the ESMs...I can't even change that in Loot. I'm confused? Thx!
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Heya, I just posted this on SRLE forum as well... Below is My relevant Loot-driven load order, with Metadata info in parentheses... 218. ELE (set to global priority 990100) 219. CCO (set to load after ELE) 220. Alternate Start (set to global priority 990000) 221. Immersive Citizens (set to load after Alternate Start) Based on above the load order should look like this right?? 218. Alternate Start (set to global priority 990000) 219. Immersive Citizens (set to load after Alternate Start) 220. ELE (set to global priority 990100) 221. CCO (set to load after ELE) Any idea what I could be doing wrong in Loot or anything else?? EDIT: Figured it out. I gave CCO priority when I should have given CCO TrueWeaponsLvlList.esp priority... Thx!
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Heya, Editing my initial question because now I'm seeing an issue with metadata and load order causing this issue. Below is My relevant Loot-driven load order, with Metadat info in parentheses... 218. ELE (set to global priority 990100) 219. CCO (set to load after ELE) 220. Alternate Start (set to global priority 990000) 221. Immersive Citizens (set to load after Alternate Start) Based on above the load order should look like this right?? 218. Alternate Start (set to global priority 990000) 219. Immersive Citizens (set to load after Alternate Start) 220. ELE (set to global priority 990100) 221. CCO (set to load after ELE) Any idea what I could be doing wrong? EDIT: Figured it out. I gave CCO priority when I should have given CCO TrueWeaponsLvlList.esp priority... Thx!
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Mornin, I've been doing a ton of merges and I just realized that in my Merge Plugins settings, Merging tab, the "Handle script fragments" box isn't checked, and it doesn't give me the option to check it. On the Integrations tab, all my Papyrus settings are filled in correctly, but I do remember I had to manually type in the TESV_Papyrus_Flags.flg path (D:\Games\Steam\steamapps\common\Skyrim\data\scripts\source\TESV_Papyrus_Flags.flg) because it didn't auto detect it and it wasn't showing up when I'd try to navigate to it's folder, but I see it's in there in explorer?? Any idea what the issue is? Do I need to redo all my merges assuming I can fix this? (plz say no, plz say no...but I know it's gonna be yes)Thx!! Sorry, Solved...had scripts in wrong path
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- merging plugins
- plugins
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Thanks Darth/Dark, I'm honored by the credit, and happy to help wherever I can! I'm new to CR as well, just trudging through it best I can :P I'll ask Neo about the ELE CR stuff...his CR isn't picking some of them up either. Also want to say...a husband/wife team sharing this same interest/passion...AWESOME!! (I'm jealous)
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Darth, I'm adding mods to SRLEX and need to create my CR patch. I know how to do CR, but I'm unclear about a couple of things and don't want to screw it up... per the Install Order Guide... Conflict Resolution SRLE Conflict Resolution (SRLE Extended Version)- 02-05-16SRLE Extended Conflict Resolution - 02-05-16 Q1) When installing Enhanced Blood Textures - SRLE Extended, you have us make some edits to SR Conflict Resolution.esp to remove master dependency. a. trying to wrap my brain around why this needs to be done...did the name of the Enhanced Blood Textures.esp change? b. at this point should you be instructing the following PRIOR to these TES5Edit changes... 1. make a copy of the SRLE Conflict Resolution folder and the contained SR Conflict Resolution.esp 2. rename this "copied" folder to SRLE Conflict Resolution (SRLE Extended Version) 3. activate the new SRLE Conflict Resolution (SRLE Extended Version) folder and esp, and deactivate the original SRLE Conflict Resolution folder. 4. then make the TES5Edit edits to the new SR Conflict Resolution.esp. c. this is the only reference I can find in the guide where you have us edit SR Conflict Resolution.esp, and I assume why you're calling it the (SRLE Extended Version)...correct? d. as Neo updates the SRLE CR, how do we know when it's safe, in relation to the current SRLE Extended build and CR patches, to add the updated SRLE CR to our SRLE Extended profile, and do we need to make the above mentioned Enhanced Blood Textures edits every time we update SR Conflict Resolution.esp? Q2) In the Conflict Resolution section of your guide there seems to be a couple instructions missing, and may help to... a. change this...Conflict Resolution SRLE Conflict Resolution to this...Conflict Resolution SRLE Extended Conflict Resolution Q3) Should the Conflict Resolution section of the SRLEX guide be placed after the Mod Merges section, as it is in SRLE guide? Not trying to be nit-picky, but we should be building our merged plugins prior to building CR patches right? Q4) I'm seeing that there are still many instances where ELE_Legendary_Rs_Wt_Lite.esp hasn't been prioritized by SRLE/SRLE Extended Conflict Resolution. Should I leave those as long as it's not any of my new mods overwriting them? I'm assuming there's a reason they weren't added to previous CRs...the guide is directing CCO and a few other mods to load after ELE, but I don't understand why...do we not want those cells lighted by ELE? Thx!
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By the way Darth, thanks again for all you're doing on SRLE-X!! I did my SRLE instal and got it working after some troubleshooting, and am looking good on SRLE-X so far. I'm now in "gutmaw" customizing mode, and looking at adding the below mods. I'll let ya'll know how it goes...and also if anyone has any experience in modding/merging these into SRLE/SRLE-X plz let me know. Mods to add/integrate... - All my mods (https://www.nexusmods.com/skyrim/users/9671587/?tb=mods&pUp=1) - Environment - Watercolor for ENB and Realistic Water Two (I'm curious why this wasn't already added?) - Unbelievable Grass Two or - Verdant - A Skyrim Grass Plugin - I merged these into your armor merge... - Ancient Draugr Armor UNPB TBBP - Celes Nightingale Armor UNPB TBBP - Emfy Cleric Robes UNPB TBBP - Tembtra Thief Armor UNPB TBBP - New Weapons, Armors, Clothing - Elven Dresses by Naihaan - Female Blades Light Armor - Dragon Carved Armor Set - Farinelli's Hammerfell Armoury - Fudou Myouou Katana and Tachi - People - Populated Skyrim HELL EDITION - KS Hairdos - HDT Physics - Companions - Celestine Healer + Customizer - Garm the Husky Companion - Player Homes (Will end up choosing only a couple) - Eli's Shack + Provincial Courier Service patch - Pinegrove Lodge - Moonwatch Manor Returns - Dovahkiin's Vault - Elysium Estate (If it integrates well I may make a quest to obtain it) - "Gutmaw Manor"...coming soon - Hearthfire Multiple Adoptions (This one may be tricky?) - Retextures - Horncandles by Kajuan - HD Banners v2 - Unique Textures (unless someone knows a better one aside from Designs of the Nords?) - Ingredients Retextures by Achronos (Merged texture mods) - HD Ruined Book Retexture - birdnest HD Natural - better prisonerstuff - Knapsack and Satchel Retex - Realistic HD Baskets - Realistic HD PickAxe - Realistic HD Woodcutter's Axe - Realistic HD Ores - Honey pot - Real Gold Trophies - Creature Retextures by Kajuan (Merged texture mods) - Vampire Lord Retexture - Seeker and Lurker - Creature Retex - Gameplay - Ordinator - Dragonborn Respec Patch (Any reason this wasn't used?)
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Is there a version of the Install order (to be clear like this...https://wiki.step-project.com/User:Darth_mathias/SRLE_Extended_and_SRLE_Intergration#Install_Order) that you keep more updated? It's a huge help for me to use as I go along and check my work. Thx!
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Couple questions... 1) Does the TES5Edit script AT QuickChange 2.5 need to run on Scarcity every time you create a new Bashed Patch? 2) You list Realistic Room Rental Enhanced - SRLE Extended as a Modified SRLE Base mod, but I can't see anywhere in the guide where you modified it? What am I missing? Thanks!
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Skyrim Revisited Pre-Release Feedback
Gutmaw replied to Neovalen's topic in Skyrim Revisited (retired)
Just a couple comments on Better Stealing. While I like the concept, I think as it's currently set up it has potential to really break immersion. Ex. People see you go in a room, you steal all the silverware, food, etc. people see you come out. When they figure out they were robbed blind wouldn't it make sense that you get fingered? Ex. You enter a merchant home, quickly run upstairs to loot all the chests and cabinets before they can catch up to you, and since they didn't see you take their stuff you get away with robbing them blind...of course they wouldn't suspect anything right? Also, you can just take any stolen item, put it in a container, and as long as u take it out again with no one looking it removes the stolen flag...hmmm. I've been excited to play through SRLE/X for the new immersive challenges, just seems like this one, as it's configured, doesn't fit with SRLE. With some tweaking I think it could fit much better. Like... - Move the 500 value threshold to like 25, and/or make it a total of 500 value per day, - Always give a small chance to be caught by someone in the same cell, with the chance increasing the more you steal...like they didn't see you take the stuff, but they know it was there before you went in/out. I'd offer to make these changes but don't know scripting well enough. Just my 2cents... -
Looks like Weapons and Armors Attributes new version: Final.11 was updated on 4/29. Should we use that or the older version: Final.10? Edit: sorry...i spoke too soon. looks like you have 2 entries for this mod...one using v.11 and the next one using v.10. ALSO...looks like Blowing in the Wind got another new revision today, with support for Falskaar and No snow under roof
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Question, has anyone tested the Merta Assasin armor as it's set up in the guide? I ask because I got this from the author regarding a different one of his armors, but with same setup... My Question: I Really want to use this mod (and others of yours), and trying to figure out how to install as non-High Heels, UNPB HDDT. Can I accomplish this by... 1. Download Main file A. Emfy Cleric Robes High Heels UNP 2. Download Optional file A. Emfy Cleric Variations - Fomod. Choose: Robe Variant - Light; Install HDT High Heels? No 3. Download Mini Armor Collection - Emfy Cleric Robes UNPB TBBP. I think this downloads the High Heels version, but not sure? Do I also need to keep the boot NIFs that I downloaded from the FOMOD, and/or do something in TES5Edit with form IDs or something? Author Response: The esp file contains the High Heel requirement. Leaving the nifs wont affect your game so long as you're using the correct esp file and you shouldn't need to modify anything yourself. The Mini Armor Collection contains it own esp file (We didn't create that mod and I'm honestly not sure why they've chosen to include an esp at all) which will override your non HDT option from the FOMOD. So to achieve a non High Heel, UNPB version you should: 1. Download and install Main file A. Emfy Cleric Robes High Heels UNP from this page. 2. Download Optional file A. Emfy Cleric Variations - Fomod. Choose whether you want heavy/light/robe and then select NO for high heels. Allow it to override anything it asks. 3. Download Mini Armor Collection and manually install only their nifs, ignoring the esp. So the guide is having us use the Mini Armor's esp (which is high heels) instead of the original mod's esp, which is wrong per above. Thx!
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Just finished SRLE install...crashing on startup
Gutmaw replied to Gutmaw's question in Guide Support & Bug Reports (retired)
FIXED!! Issues was I had the Vividian ENB files save wrong in ENB Manager. All looks GREAT now!! With ENB on getting 30-40 FPS outdoors and 40-50 FPS indoors. -
Just finished SRLE install...crashing on startup
Gutmaw replied to Gutmaw's question in Guide Support & Bug Reports (retired)
all BSA's are checked -
Just finished SRLE install...crashing on startup
Gutmaw replied to Gutmaw's question in Guide Support & Bug Reports (retired)
Thx for response Noz. That would make sense as when I open my map in beginning scene my game crashes. I reinstalled both Atlas map mods according to guide and tried again, same thing. I disabled both map mods and tried again, this time woulnd't let me in game at all, and I see DYNDoLod has this as a master, so now I assume it's my DynDoLod that's messed up. I'll try and rebuild it... Update: So I deactivated any trace of Map and DYNDoLod from load order, re-ran Loot and Bashed patch, then tried new game again. Still CTD when I open map?? I'm stumped. Could it be an MCM issue?? Or ENB issue? What else would cause CTD when pulling up map? I'm also reading that CTD on startup can have something to do with too many strings, If I followed the guide exactly (as far as I know) is there some issue that could be increasing my strings to a point where I CTD?