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Everything posted by Astakos
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GUIDE W3R: The Wild Hunt Revisited (Witcher 3)
Astakos replied to Neovalen's topic in Unsupported Game Guides
Well, I will certainly try now for a new playthrough...actually I never finished it in the first place! -
Merging ELE plugins error
Astakos replied to Ivanotus's question in Mator's Utilities Support (archived, read-only)
Well, I think since MP did not give you any trouble when you merged these files you should be good to go. I would recommend though, form now on, when you want to merge mods load only the plugins that are going to be included in your merged esp. Not your entire load order. -
Merging ELE plugins error
Astakos replied to Ivanotus's question in Mator's Utilities Support (archived, read-only)
Try not to load all of your plugins. Only the ones that you want to merge and their Masters. Then try again. -
Druid's Den - Map Marker - Enable Parent links
Astakos replied to Nebulous112's question in General Skyrim LE Support
Hi Nebulous, Downloaded Druid's Den and had a very quick look at all of the above mentioned records. It appears that in order for the map marker to enable itself in world map you must: 1. FormID -> xx026832 <denmapmark> Remove the "Initially Disabled" flag 2. FormID -> xx026833 Remove the entire entry of XESP-Enable Parent (DenStuff) As you can see in the pics below the map marker is visible and you can fast travel to it. In my game Druid's Den was not visible when I fast traveled to it but I guess this is because I do not have high levels of magic skills nor have I done any quest. I do not know how this map marker was supposed to be, but it is visible from the beginning. Hope that this helps! -
Rock textures morphing
Astakos replied to NordPride_WorldWide's question in Guide Support & Bug Reports (retired)
IIRC, SMAA had some issues with Nvidia and/or Vivid Weathers. Try to disable it and see how it goes. -
The reason that the SR:LE base guide and thus Lexy and Darth and most people in here, suggest to disable the entire installation of the mods you are merging is because of 1 setting in MP..."Copy General Assets". If you are using this setting, which I assume you are, then you need to disable the entire mods as not to have fake conflicting assets. You will though have the assets actually installed twice but will not be shown in the "Conflicts" tab of MO. On the other hand you should always check what is included in your merged folder...usually when a mod contains more than one plugin (RSChildren comes to mind) and you are merging the one and not the other(s) then the unmerged ones will not end up in your merged folder. So you either manually copy them there and then disable the corresponding mod or you leave the mod checked and just move to the optional folder the plugin that you merged. In any case I am not following the "Copy General Assets" feature of MP; but this is just a personal preference. But ALWAYS you need to check what ends up in your merged folder and most importantly why. This takes a bit of time and practice to realize but I am sure you will get there soon enough!
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Rock textures morphing
Astakos replied to NordPride_WorldWide's question in Guide Support & Bug Reports (retired)
OK...another try...Are u using Crash Fixes by Meh321? If yes ensure that ExpandSystemMemoryX64=false in enblocal.ini. -
@dunc001 If I understood correctly yours posts above, and since you are still building up your mod list/load order; a piece of advice: Only load in MP the plugins you want to merge in a contiguous fashion and not you entire load order. That means, no matter if you have < 255 or 1000 esps...drag the ones you want to merge at the bottom or your load order (right pane of MO) as to be contiguous, arrange them the way you you want them to be merged, load up MP, deselect everything, scroll to the bottom, tick the ones to be merged, select (highlight) them -> right click Check Masters (iirc) , tick any other required masters not been enabled by the previous step until OK button becomes clickable...then load! This way MP will never complain about esp number limit. Hope this helps!
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Rock textures morphing
Astakos replied to NordPride_WorldWide's question in Guide Support & Bug Reports (retired)
Have you set FixParallaxBugs=true in your enblocal.ini? You are using an ENB, right? -
Druid's Den - Map Marker - Enable Parent links
Astakos replied to Nebulous112's question in General Skyrim LE Support
Well...ehm...what is in Den Stuff? A screenshot maybe... TBH, I will try to download the mod and have a look in both CK and TES5Edit as there are various references involved and by just following screenshots I can only guess and not be certain. Moreover, IA's response is not the most informative; so I guess a closer look is necessary. From the looks of it I would try removing the "Enable Parent" of XMarkerHeading and see how it goes. You can back up the esp in TES5Edit so you can quickly revert to its unedited format if something is not right. But as I said...this is only a guess! Will try to do it tonight if my son lets me! -
Druid's Den - Map Marker - Enable Parent links
Astakos replied to Nebulous112's question in General Skyrim LE Support
Hi Nebulous12, Zilav pretty much well-covered whatever I wanted to say; one remark though... In your first 2 images you are showing the MapMarker record...this is not the record that you want to edit/change. I believe that the record that should have the "Initially Disabled" flag and the "Enable Parent:" reference is the one below it called XMarkerHeading with FormID 05026833 (not shown in your pics though). Do what zilav says in this marker...not the MapMarker. The XMarkerHeading record is responsible for enabling the MapMarker (you can see in the MapMarker record that there is a linked reference to the record I am talking about). Hope this helps. -
Skyrim Revisited: Legendary Edition News
Astakos replied to Neovalen's topic in Skyrim Revisited (retired)
Thanks for this update Neo. Better Jumping is at v.1.3 not 1.0 as the guide indicates. A couple of remarks abt the fences plugin of Spice of Life - Clutter: 1. Needs cleaning (1 ITM, 33 UDR) 2. It uses injected records for all if his newly created assets/records. No idea why he is doing that but it is not quite right (it is meaningless for these assetes to be injected) I suspect that CK is doing its things again but in any case I have brought up both issues with the author on his Nexus comments page. Thanks! -
Skyrim Revisited: Legendary Edition News
Astakos replied to Neovalen's topic in Skyrim Revisited (retired)
I am using it...I am not quite sold on this mod as some idle markers in some taverns when crowded do not make much sense. Still need to give it so more time though. Also, not 100% compatible with latest versions of ICAIO (I would say like 80-90% compatible). You can check my discussions with Shurah and mrjentipede on both mods Nexus comment pages. -
You need to ESMify the esp using WB. Also you need to Redate them (use LOOT's function for that). CK will not allow regular esps to serve as Masters (as it is the case for your mod); thus the need for ESMifying them (do not forget to ESPify them after you finish with the CK). Also you need the redating feature because CL loads the plugins according to their creation date and not according to the order you specify them. Therefore, sort them in the order you wich and then redate them using LOOT. Hope this helps.
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Custom .nif appears in NifSkope/CreationKit "perfectly" but no in game.
Astakos replied to GamerPoets's question in Creation Kit Support
@GamerPoets I do not know if reading this thread is the "unfortunate" answer to your nif problems but it sounds like it. I maybe wrong though, but still it is a quite informative thread. Mind you I do not have FO4 so I cannot be of any better assistance; just came across that Beth thread and thought it might help you! -
Dynamic Distant Objects LOD - DynDOLOD 2.00 to 2.15
Astakos replied to sheson's question in DynDOLOD & xLODGen Support
Thanks! Although I am pretty confident of using the proper overwrites; I will run the patcher again and post the results. BTW, does it play any role that I am running the patcher twice (without saving and exit after the first run)? I am doing this because of Darkend... -
Dynamic Distant Objects LOD - DynDOLOD 2.00 to 2.15
Astakos replied to sheson's question in DynDOLOD & xLODGen Support
When I run DynDOLOD my exact load order was as shown in the pic. Last overwrite was SR Conflict Resolution.esp. I checked all other parent worldspace records. It is not happening to anywhere else except the persistent worldspace I mentioned above. Any further thoughts? Thanks! -
Dynamic Distant Objects LOD - DynDOLOD 2.00 to 2.15
Astakos replied to sheson's question in DynDOLOD & xLODGen Support
Hi sheson, I do not know if it has been mentioned before but for some reasons the resulting DynDOLOD.esp fails to copy forward the XCLR-Regions from Dawnguard.esm at \ Worldspace \ 0000003C <Tamriel> \ 00000D74. https://imgur.com/Frl3TIY Any particular reason for that or is it a bug? Thanks! -
Try the link I gave you. It usually resolves most of the issues (and ofc you can choose not to cheat!) It contains just an altered script; therefore the rest of EBT's brawl bug patch interpretation is still in place. This script must override everything in you load order.
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You turned them off before the brawl starts or in the middle of a brawl? These mods should be deactivated before entering a brawl otherwise the scripts/magic effects stack. Have you tried the one that has been posted in Brawl's Bug Patch comments page (it is actually a cheat but it can do your job perfectly if you choose not to cheat)? EDIT: Here you go: https://www.mediafire.com/download/84p92x4fkyxlnuu/Brawl+Bugs+Cheat.7z
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Actually I would say drop it from the guide until this sprinting/stamina animation bug gets resolved in the next version or suggest to use v.7.xx. TBH, running Vigor, WAA, and Combat evolved can really bring up combat to a very satisfactory level; thus not needing another scripted combat mod. I have begun testing my game without duel (and not any other big combat overhaul such as DC or UC) and I am really liking what I see...
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or Duel!
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Dynamic Distant Objects LOD - DynDOLOD 2.00 to 2.15
Astakos replied to sheson's question in DynDOLOD & xLODGen Support
Thank you sheson! -
Dynamic Distant Objects LOD - DynDOLOD 2.00 to 2.15
Astakos replied to sheson's question in DynDOLOD & xLODGen Support
Hi sheson, Regarding latest versions (2.0+) of DynDOLOD and mod Darkend...do we still need to run it in its own session separately from all other worldspaces and not ticking "Generate Static LOD" while keeping all of other options intact? If that is so I assume that the way to do it would be to not Save & Exit after I have generated all other worldspaces, but to hit Rerun. Is that so? (Btw, I cannot find an old setting to keep cached elements). -
Darth, IIRC correctly there have been reposrts in the very past for FPS drop and even CTD while walking towards the center of the settlement if coming from Whiterun. Author did try to fix that but reports kept on coming even after his alleged fix. I was using this mod back in time and I remember encountering more or less the same issues. A somewhat frame drop nad a non-reproducible CTD while walking within the settlement's limits. Can't remember exactly where and how...but I have ditched that mod for quite some time.

