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Everything posted by Astakos
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Hi Dunc, You shouldn't do that if what you are looking for is to examine the plugins to see differences/similarities or additional records. Applying filter for conflict losers will show you...well...conflicting records only. What happens if there are no conflicting records but identical or new records? Just saying...I am not using SkyTEST for the time being so I haven't looked into it in xEdit to be sure.
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XP32 Maximum Skeleton Extended Suggestion
Astakos replied to glarabel's topic in Skyrim Revisited (retired)
This overriding nif comes from the Werewolf skeleton which is 100% compatible with XPMSE. IIRC, Groovtama has also verified that somewhere among his posts in comments forum in Nexus. So there is no issue with that particular override. -
GUIDE W3R: The Wild Hunt Revisited (Witcher 3)
Astakos replied to Neovalen's topic in Unsupported Game Guides
13 GB for a patch via GOG??? WTF??? !!! -
GUIDE W3R: The Wild Hunt Revisited (Witcher 3)
Astakos replied to Neovalen's topic in Unsupported Game Guides
Another patch???!!! Oh boy!!! I am sure that it will be the patch breaking the mods...again!!! -
Hi dunc, No you do not have to start from scratch. Sort you order as per your latest LOOT rules and see which plugins will change their order. Obviously ELE will be one of them. Then check only these plugins to see if there are any CR records that are not needed (or needed) due to change of position. Amend your CR patch accordingly (remove or add CR records) and then Sort Masters accordingly. Just FYI, checking for errors on your CR patch for redundant records will not show anything because basically there are not errors.
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GUIDE W3R: The Wild Hunt Revisited (Witcher 3)
Astakos replied to Neovalen's topic in Unsupported Game Guides
Paul, you can ignore that if using the "All Quest Objectives Compatible" version of Colored Map Markers. Both mods need to edit the same file but there is no compatibility issue. -
Dynamic Distant Objects LOD - DynDOLOD 2.00 to 2.15
Astakos replied to sheson's question in DynDOLOD & xLODGen Support
Sure thing! Here is my load order: It happened around 16th-17th minute and while generating LOD for Wyrmstooth World. Using Medium settings, Candles, FXGlow, Windows, High, and Fake lights in child worlds I must say that I am running DynDOLOD twice. The first time for getting Darkend done, then Restart and then the rest of all my worldspaces. Thanks! -
Dynamic Distant Objects LOD - DynDOLOD 2.00 to 2.15
Astakos replied to sheson's question in DynDOLOD & xLODGen Support
I was facing exactly the same problem as user @dropadred (for a different worldspace though), even with 2.09 beta. Setting FasterCreate=0 helped go through the entire process successfully. Thanks for that sheson! -
Dynamic Distant Objects LOD - DynDOLOD 2.00 to 2.15
Astakos replied to sheson's question in DynDOLOD & xLODGen Support
I am freezing as well. Twice at Soul Cairn LOD generation. -
Oh yeah!! Forgot abt this one....being a while since I used them...so yeah!! Apologies for that! Well, if you find a good lawyer let me know pls. We might be living in different countries but you never know where my wife will end me up if I keep on with Skyrim/Witcher 3 like this!! Poor wife indeed!!
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Thanks Dunc! Well, personally, I avoid merging plugins that serve as Masters to other plugins. This will generally produce problems/more efforts down the road. You can merge ETaC-Complete No Inns with the 3 Immersive Settlements plugins. No problem as long as you follow all the "NAVI" rules outlined (well, that was more than an outline ) above.
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GUIDE W3R: The Wild Hunt Revisited (Witcher 3)
Astakos replied to Neovalen's topic in Unsupported Game Guides
It works great Darth! -
Adding mods onto SR:LE, advice, which to drop etc?
Astakos replied to uncleseano's topic in Skyrim Revisited (retired)
LoS isn't entirely compatible with ELFX-Exterior. They are both adding lanterns/light sources in some same places introducing either light flickering or overly bright lighting. The patch for LoS & ELFX (exteriors) is indeed outdated. If you feel a bit comfortable with TES5Edit you can create a more general patch by loading up both mods and deleting from ELFX-Exteriors all the parent Worldspace cells that both mods have in common. As I said this is a generic patch and will not combine lighting from both mods for the same place but will prevent any conflicts. I really do not know why STEP leaves out SMIM lantern meshes as I do not have STEP installed. If using Vividian ENB grab the preset for LoS nad merge it together with he other plugins that SR:LE instructs. -
Hi Dunc (not dinc001 ), MJB's guide is a bit outdated (just a bit)...you can ofc use Merge Plugins Standalone without any issue. Cross out the instruction abt not renumbering the FormIDs when merging the main plugins from ETaC-Modular. FormIDs of the main ETaC plugins cannot be renumbered. They are all unique and MJB is one of the very few mod authors that developed her mod with merging in mind. So choosing "Renumber Conflicting only" FormIDs will basically be the same as the old feature of Merge Script (Do not Renumber) because they cannot be renumbered. You can also check that in the "Merge" folder that is created after you run Merge plugins standalone. There is map.txt (or so cannot remember it exactly) where it shows which FormIDs have been renumbered and which the new ones are. You will notice they will all be 0 meaning that nothing has been renumbered. Now, after your main-plugins merge has finished...You will receive (IIRC) a message form MErge Plugins Standalone that you need to re-generate the NAVI record in CK. NAVI record (Navigation Information Map, IIRC) exist in every mod that touches (edits/creates) navmeshes. This record holds valuable pathfinding (and more) information about the edited/created navmeshes of the plugin in question and it is relevant only for this specific plugin. For the various NAVI records that exist among all your mods there is no such thing as conflicting records etc. All the NAVI records from all of your mods get merged at runtime so the game has pre-compiled information about everything that relates to navmeshing. This is needed for correct behavior of your used NPCs, Quests etc. As you know when you merge plugins and there are "conflicting" records only the records of the last plugin will make it into the merge. This is also the case for NAVI. Example: You are merging ETaC-Winterhold and ETaC-Dawnstar in this order. They both have NAVI records...Your final merge will have all records and navmeshing records from both plugins but the NAVI record of ETaC-Dawnstar since it was the last plugin before the merge. This is not right because the resulting merge esp will have navmeshes form both towns but a navigational map (NAVI) from Dawnstar only, resulting in erroneous re-compiled information when the game is merging NAVI records at runtime. Therefore, the solution is to load up your merged plugin in TES5Edit, delete the NAVI record, save your plugin nad load it up in CK to regenerate it. CK generates NAVI records automatically when you save the plugin while in CK's environment. But...in order for the CK to load up your merged plugin it needs to have its masters as ESMs. This is why your must ESMify the masters of your merged plugin that are not EMS using WB or TES5Edit. Then you need to arrange them in the order that you had your initial LOOT order. Then you open LOOT and you Redate them. The reason that you need to Redate the ESMified masters is because CK loads up the plugins in a chronological order and not following any LOOT or individual order you might have set in MO like TES5Edit does. After your have done all that and you open up CK just tick your merged plugin and then "Set As Active"...click Yes to All error messages that will appear (Ignore to one of them)...then save your plugin in CK...you will see a message in your status bar that CK is regenerating navigational info...when it's finished you are done. Close CK and get your saved merged plugin for the Overwrite folder in MO and bring it back to your Merged Mod folder. Almost same procedure for the ETaC-Patches but in the patches some FormIDs will be renumbered. You really do not care about that as you can again choose "Renumber Conflicting FormIDs". The main difference will be that you will have more plugins to ESMify as patches contain far more masters. Do not forget that after you finish each NAVI regeneration to revert the changed ESMs back to ESPs. This is needed before you conduct another merge. Dunc, for your sanity and piece of mind I suggest the following, as ETaC-Modular and ETaC-Patches merging can be quite frustrating in the beginning: 1. Create a MO profile especially for merging ETaC and only for that. Use (tick) only the mods listed and arrange them according to the LOOT order they have in your main profile. 2. Then first merge the plugins you choose from ETaC-Modular. 3. Delete NAVI, ESMify, Redate plugins, generate the NAVI in CK. 4. Check for errors the final CK-generated plugin in TES5Edit. 5. Rinse and repeat for the patches adding mods in your ETaC profile according to their Master dependencies. 6. According to which ETaC patches you merge, there might be a case that the final plugin will need to "Clear masters" in TES5Edit. Check if needed. All of the above may sound a bit hard but trust me after you do it a couple of times you'll get the hang of it. Unfortunately this is the only way to merge plugins that contain more than one NAVI record and this is strictly the case for ETaC. If you are using ICAIO I would suggest using only the ETaC Towns that are compatible with it. Hope this helps!
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I am not at my gaming rig right now so I cannot check the CACO Vigor Patch. From memory...the BNAM-Workbench is missing as to create bandages using the campfire menu i.e. not to have two different sources creating the same material. But I could be wrong...I need to check that.
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Are you using the Campfire version? I do not think thre is anything wrong with that version TBH.
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Rock textures morphing
Astakos replied to NordPride_WorldWide's question in Guide Support & Bug Reports (retired)
Have you try to revert to vanilla inis if they are changed? -
GUIDE W3R: The Wild Hunt Revisited (Witcher 3)
Astakos replied to Neovalen's topic in Unsupported Game Guides
I do not think it is 100% compatible with 1.21 and definitely not with B&W. I used to use it but now I am seriously looking at ProMods Well...as I have said previously your mileage may vary of what this limit is. I am using all of your textures Neo (not merged) plus another 5 or 6 additional texture mods. Still have not reached the limit. From what I have understood back in time, there is no pattern as to how and why this happens or a finite number of texture mods. In any case I am plannig to add a few more so I will need to merge some sooner or later. -
GUIDE W3R: The Wild Hunt Revisited (Witcher 3)
Astakos replied to Neovalen's topic in Unsupported Game Guides
Guys just to be clear...you do not need to start merging Texture mods unless you are hitting the limit. You will know when you need to do so...you will get ILS when the you try to load you save. I assume Neo has done it for consistent purposes (and for the users to start practising the idea) of the various components of the "ALL" mod. -
SRLE Extended Mod Suggestions
Astakos replied to Darth_mathias's topic in Skyrim Revisited (retired)
Darth it is not very compatible with EL. Not game breaking issues but needs some tweaking in CK. -
No problem dunc001!! Glad I could help! Well, basically this is the way to go with conflict resolution. Building up experience as you go along reading the guides and then do your own stuff! Getting your plugins down by 120?? How many esps do you currently have? A piece of advise when massively merging mods...try to merge mods of relatively similar nature...i.e. landscape mods, weapon-armor-items mods, NPC overhauls, etc...don't mix them all together as this can result in problems when you need to decide their load order. TES5Edit is your friend for deciding this. Also try to not be overoptimistic with merging MCM scripted mods...massively doing this can result to problems. If you are having a lot of standalone weapons-armor mods you can merge a vast number of these together without any major concern. Also, going back to an oldest post of mine to you regarding merging...always (I mean always) load up ONLY your "wanna be merged" esps into TES5Edit and look for any conflicts between them. If there are conflicts between them, you will have to create a custom patch to accommodate the conflict resolution for these plugins and merge it together with your initial "wanna be merged" list for these mods. This will ensure a smooth merge without any hidden/missed conflicts.
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Skyrim Revisited: Legendary Edition News
Astakos replied to Neovalen's topic in Skyrim Revisited (retired)
+3 -
Skyrim Revisited: Legendary Edition News
Astakos replied to Neovalen's topic in Skyrim Revisited (retired)
Me too and I am loving this combination! -
Hi dunc001, A good starting point will be to load up your plugin order and choose "Apply Filter to Show Conflict Losers". That will give you a very good initial idea of what needs patching/resolving and what not. It would filter out all the non-conflicting records, thus concentrating to all the general ones that need attention. As you build up your experience with TES5Edit and conflict resolution you may find out that none of the filters will be of so much use as going through each record individually. This is what I am doing and I believe this is what Neo is doing to a certain extend. There are some indirect conflicts between plugins that will be surely missed by filtering as they cannot catch everything. I suggest you start building your conflicting resolution by reading the notes of both SR:LE base and SR:LE Ext (this way you should start building up experience) and then when you have finished both guides and you want to check for mods that you personally add, load up you entire plugin list (inc the 2 CRs) and go through your added esp record by record. This will show you every conflict that there is with your new plugin in comparison to your entire load order and the conflict resolution patches. Therefore you will have a much clearer view of what is to be patched, removed, etc. Hope this helps!
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GUIDE W3R: The Wild Hunt Revisited (Witcher 3)
Astakos replied to Neovalen's topic in Unsupported Game Guides
Yes this is an issue that, IIRC, CDPR introduced with their 1.10 patch. Rumor has it that you cannot have more than approximately 20 texture mods but depending on your mod list your mileage may vary. I remember that with 15 texture mods in my mod list I used to have ILS when starting the game. So yeah...merging the textures mods is the only way to go. I used to use a modKitchen method which member Utopolyst had also posted in this thread: Merging Texture Mods Hope this helps!