
tanzplagen
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Everything posted by tanzplagen
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Hi, Did something change in the guide -- didn't there used to be a section on the Finishing Line page with a list of bash tags that need to be added to plugins? There are a bunch of mods that still have the 'BASH' tag in the mod installation pages, and the pre-requisite page still makes reference to tags that have to be added in some cases, but I can't see them on the mod installation pages, and on the wrye bash section on the last page it just says "Once the Bash tags have been updated locate Bashed Patch, 0.esp" and then to build the patch. The guide should be clarified if they are somewhere else... because I cannot find them. Regards, dan.
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Hi Lexy, I was reading the Nexus page for Ljoss ENB, and one of the settings changes that is suggested there for nVidia users is from the Change Resolution menu in the nVidia Control Panel -- changing "Output Dynamic Range" from 'Limited' (this is the setting with a default nVidia driver installation) to 'Full'. I don't know if you have played with this setting yourself, but I found it makes a world of difference to how everything looks. It changes the overall colour balance a lot-- it makes black things actually look black, instead of just a dim grey. It makes the outdoors look MUCH better I found. ...on the flipside it also makes indoor areas look darker....a lot darker in some places. Anyways, just thought I'd give my 2 cents on how to improve your already awesome guide. dan.
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This happened to me too. At first I fixed it just by removing the 'Graphics' bash tag from Consistency Patches Merged. But after a few days of searching I found the real cause of the problem. In my case it was because I installed a file from the LOTD Patches Installer ("New Treasure Hunt SSE Patch") that is not part of Lexy's guide. So, when I included that new file in my LOTD Patches Merge the FormID Renumbering made one of the Armor items from the Consistency Patches Merge override the wrong item from LOTD Patches Merged. (In my case it was EbonyGlovesAADBM) So to fix it I had to renumber the FormID for EbonyGlovesAADBM in the consistency patch merge to be the same as the FormID for iEbonyGlovesAADBM in my LOTD Patches Merged. After I renumbered that FormID I was able to create the Bashed Patch successfully. dan.
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Hi, The ESP and ESL versions of MajesticMountains.esp use a different FormID for TXST\LandscapeSnowRocks01. This record is overridden when Majestic Mountains - Northside is installed. But it only works is the ESP version of Majestic Mountains is installed. This was fine for us for Majestic Mountains 2.71. But the update to Majestic Mountains 2.72 is an ESL flagged file only. This means that if once Majestic Mountains is updated to v2.72 Northside Tweaks.esp no longer does anything. One of the FormIDs for LandscapeSnowRocks01 -- either in MajesticMountains.esp or Northside Tweaks.esp needs to be changed so that they are the same again -- Northside Tweaks.esp should be overriding this record. dan.
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Hi, The 'Dungeon Delving' quest that has you retrieve Amran's sword also runs concurrently on other NPCs -- Ie Noster's helmet and 2or 3 other npc/object combinations. If you went to another city before Whiterun and triggered the quest there, it will not give the next npc's quest objective until the previous item is found and returned. I believe Ysolda's quest has a similar constraint. The full list of npcs and items is probably on the skyrim wiki. Dan.
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Hi, Question about the SRO install...the guide has it listed as SRO v1.8 and lists the 3 download files - Part 1, 2, and 3. But on the actual download page parts 1, 2, and 3 are only listed as SRO v1.7. To get it to SRO v1.8 there is a 4th file that has to be downloaded - SRO 1.8 Update. Was this an oversight in the guide - should it only be v1.7 that we install, or should the 1.8 update be downloaded too? Or are there v1.8 downloads on that page somewhere that I am not seeing? Thanks, dan.
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Hi, I can't unzip the Wrye Bash archive that the download link is currently linked to: Wrye-Bash-307.201908101741-Standalone-Executable I keep getting an error message "Unsupported Compression Method" with every file listed in the archive. I have tried 7zip 19.00 both 64 and 32 bit versions, as well as a few older versions of the program, and none of then let me unzip it. dan.
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Hi, I think I found a missing texture Ref ID: 000AAE8E - in the Solitude courtyard just at the bottom of the stairs down from the blacksmith the mesh is Landscape\Plants\ReachShrub02.nif - no ESP file changes the base object the Vanilla game uses the same model as ReachShrub01.nif - which is textures\plants\ReachShrub01.dds but the model if overwritten by SFO (LE) , which changes the texture to textures\plants\vurt_reachshrub.dds the folder \textures\plants\ is deleted from SFO (LE) according to the special instructions, and it is not installed with SFO SE, and I cannot see it in any other mod. I''m pretty sure I installed it right, but please let me know if I did something wrong dan.
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I remember one of the 'crash fixes' mods for Oldrim -- one of the things it would do after a crash is spit out a list of the last few mesh files that the game tried to access and how many milliseconds before the crash it was used. It helped me find quite a few corrupted meshes when I was building my mod list. Does anyone know of such a mod for SSE? Alternatively can anyone convince one of the Skyrim DLL Wizards to re-make such a plugin? Regards, dan.
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Hi, I get a lot of Access Violations while creating merges if I have "Debug Renumbering" enabled in the settings. If I enable that setting some merges work fine, and some never complete successfully, no matter how many times I re-run the program -- and whether or not any records are renumbered doesn't seem to effect it whether or not it gets an error. I still get a lot of Access Violation errors too, but all of mine happen after the merge has been created and I am trying to close the program - haven't found a way to stop those. Regards, dan.
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Hi, There are a few error in some esps that I have come across. In the LightBladesArmor.esp Replacer ESP when Ordinator was added as a master the mod index of the Form IDs did not get incremented -- as a result records that were originally being defined in LightBladesArmor.esp have all turned into injected records. Next, in LustmordVampireArmor - Consistency Patch.esp there are 2 Projectile records -- the Gravity, Speed, and Range values have been shifted down (in SSEEdit) -- the Gravity value should be 0.2, Speed should be 8100, and Range should be 60000. Regards, dan.
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Hi, Where can I download this new version of Wrye Bash, is there a link anyone can provide here? I tried downloading from the links posted on Discord, but the Mediafire page said that the file was removed. Also does this new version allow me to have more than 255 files in my load order without automatically deactivating them? Any help is appreciated, thanks. Regards, dan.
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Hi, The Farmhouse Chimneys installer has a few errors in it. If you select 'Merge Patch' when installing the merged plugin that gets installed leaves out the Cutting Room Floor plugin. Also the installer cannot install the merged plugin "Helarchen + MaS" because the folder in the zip file is named wrong - "03- Helarchen + MaS" -- it is missing the space after the '03' before the hyphen that all the other folder names have. In order to get all the plugins properly you need to select them all individually -- or else select some of the smaller merges, then Helarchen and Moon and Star separately -- and then make the merge yourself. Regards, dan.
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Hi, Regarding the "Landscape Environment and Clutter Merged" merge -- MajesticMountains.esp has a coresponding .ini file "MajesticMountains.ini", which the merge currently does not mention.After the merge is mage should this ini file be copied into the merged mod and renamed "Landscape Environment and Clutter Merged.ini" ? Regards, dan.
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Hi, I'm thinking that the hard disk itself is probably smart enough to not read the same file over and over. It would cache the file and read from there -- and the cache reading speed of HDD vs SSD is going to be the same. The main difference in speed I think would be whether the disk driver itself does additional caching and brings the cached file into RAM, instead of disk cache memory. Regards, dan.
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Hi again, I have a question about how the Wrye Bash makes the merged plugins portion of the bashed patch. So after I made my bashed patch and it deactivated the mods that it 'merged' I viewed all the deactivated mods together with the Bashed Patch in SSEEdit -- mainly because I have quite a few mods I have added to my own load order and I wanted to see if there were any conflicting records in the Bashed Patch that needed to be sorted out before the mods were deactivated and gone. But when I did that I found that not all the records in the mods that were selected to be merged were actually copied. It seems that any records from the mods to be merged that were overrides and were in yellow in SSEEdit were copied into the Bashed Patch, but any records in red that were conflicts were not. Essentially the result is that the conflict is won by the second to last mod that changed the record, instead of the last. The easiest group to see this from is the Soul Gem group -- both Immersive Sounds - Compendium and RUSTIC SOULGEMS - Special Edition modify these records, RUSTIC SOULGEMS - Special Edition is the last on the mod list and also is deactivated after being included in the Bashed Patch -- but the Soul Gem records are not copied into the Bashed Patch -- leaving Immersive Sounds - Compendium as the conflict winner. Is this the intended behaviour of the Bashed Patch? Or a bug? Regards, dan.
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Hi, Thank you everyone for your hard work on this project!! But I have a question about using Wrye Bash to make the final merge, instead of MergePlugins. Does ReLinker pick up mods that have been merged into the Bashed Patch? There is at least 1 mod (RaceMenu) that is being merged into my Bashed Patch that has a script that references its own .ESP file name. there may be more, especially if people add their own mods to supplement this guide. When we were using MergePlugins to create the Pre Smashed Patch merge, then ReLinker would recompile affected scripts updating from the mod's original .ESP filename to the merged mod's filename. If we create a Bashed Patch instead of the Pre-Smashed Patch from a previous version of the guide, will ReLinker still be able to recompile the affected scripts accordingly?? Any input would be appreciated. Regards, dan.
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Game play only alternative to this?
tanzplagen replied to jldkrocks's question in Guide Support & Bug Reports (retired)
Hi. For gameplay only mods, my current favourite is Legacy of the Dragonborn (Dragonborn Gallery) (ID 52248) + several of the 'Locate and retrieve all of the unique _______'s hidden somewhere in the world' mods that the Dragonborn Gallery mod natively supports. In terms of the low framerate you mentioned, you can get a big performance boost by using smaller texture sizes for several mods. I've got a 4GB nVidia 980 video card, and an old I7 980 CPU, and I can generally maintain 50+ fps, usually 60 indoors. My mod setup is STEP Core + most of SRLE + Dragonborn Gallery and supported mods +3DNPC (ID 8429)/Inc NPCs (ID 36334) + most of Kryptopyr's other mods + lots of NPC makeovers (IDs 23755, 24273, 70194, 70547, 63473, 40038, 71054, 72626, 37861, 56599, 53152, 67359) However, the first time I did a word for word SRLE installation I was getting a framerate similar to yours - about 20, maybe 25 -- this is at 1920x1080 resolution. I have found that 1K-2K textures at constant 50+ fps looks a lot better than 2K textures at an inconsistent 25fps. So I removed Immersive Patrols and OBIS, and the more tedious Survival type mods, as adding groups of additional NPCs -- especially outdoors -- uses a lot of extra memory. And the rest of the framerate increase I got by just using smaller texture sizes. Using the size below the SRLE suggested texture sizes for: Vivid Weathers, Vivid Landscapes AIO, and Noble Skyrim made a huge difference in performance for me, and it still looks fine. To a lesser extent, the next size down texture for Realistic Water Two helps, but not as much as the 3 above, and it is a bit more noticeable in terms of loss of quality. A few of the other, less important mods I used the next smaller size, or performance size, especially for outdoor textures, or body part mods -- beards, brows, skin. For any of the 2K textures that also had a 2K-1K combined version, I used that version. I kept SMIM + all other mesh improvement mods, Skyrim Flora Overhaul, DynDOLOD, and most indoor-only textures at the full recommended size. You can also get more fps by turning off some ENB effects, by turning Deferred Rendering off in enblocal.ini, or else by selecting Performance, instead of Normal Quality during Vivid Weather or Vividian ENB installation in Mod Manager. Dan. -
Lights flicker when changing directional view
tanzplagen replied to jonnrev's question in Guide Support & Bug Reports (retired)
Hi, I fixed it! (in my setup, at least....) So I have always had this problem with the lights in the AS-LAL start room flickering as I turn slightly, and its always annoyed me. It happened regardless of my INI/ENB settings -- using default settings, STEP settings, or SRLE settings. But I have managed to fix it in my Conflict Resolution file. There are 2 Initially Disabled lights in CELL 00021594 (AbandonedPrison01) in EnhancedLightsandFX.esp: 00057C5C: [REFR:00057C5C] (places CandleHornTable01 [sTAT:0001F24A] in GRUP Cell Temporary Children of AbandonedPrison01 "Abandoned Prison" [CELL:00021594]) 00057C5D: [REFR:00057C5D] (places BleakFallsCandleLight01 [LIGH:0002EE04] in GRUP Cell Temporary Children of AbandonedPrison01 "Abandoned Prison" [CELL:00021594]) Alternate Start - Live Another Life.esp overrides these records, reactivates, and slightly moves these 2 lights. I fixed it (in my setup) by carrying forward the elfx.esp record for both of these FormIDs to my conflict resolution file. I haven't had a hint of flickering in that room since doing this. YAY! Dan.