Jump to content

Ewookie1

Citizen
  • Posts

    28
  • Joined

  • Last visited

Everything posted by Ewookie1

  1. Question: Could I use an ini Tweak in a separate "fake mod" an empty mod created especially for ini tweaks in the mod list in the left pane of MO? In other words, if I create a folder in the "mod" folder of MO called STEP ini Tweaks, then put all the tweaks from the 1.D.1 Skyrim INI and 1.D.2 SkyrimPrefs INI sections of the STEP instructions into the ini Tweak section of the Information/INI-Files tab under say, STEP_start_ini of my "Fake" mod folder STEP ini Tweaks then tell MO to "Ignore missing data". That way, I would be able to easily reset to default (ini's included) within MO by deactivating all except the default esm's and esp's and my "fake" STEP ini Tweaks mod. Would that work? The reason I'm asking about this is because the last time I setup Skyrim using the STEP Core and Extended guide, I kept getting a CTD when I tried to open the 'map' ingame. I admit that I added some mods that weren't listed in the STEP Core, or Extended guide, but they shouldn't have affected the LOD's or Map. And, I also did not install ALL of the Core, or Extended mods. But, I tried to make sure the ones I left out would not have any detrimental effect. The ones I left out were minor and explained as "optional". The ones I added effected game play (not the map) or armor or interior textures. The only real exception was "Climates of Tamriel".In an attempt to track down the problem, I tried deactivating my additions. When that didn't work, I tried running the default game from inside, and even outside MO, and still got a CTD when I tried to open the "map". I'm hoping that by keeping as much as I possibly can in carefully isolated modules within MO, it will make it easier to troubleshoot potential problems.This plan will, where possible, include separate 'mods' for any optional pieces that need specific patches to work with optional mods that affect the same things, such as interactions between different mesh or texture mods that require different installation options according to what 'other' mods you intend to install.In STEP, there were several mods in the earlier stages that required specific installation options to be installed IF using another optional mod much later in the STEP setup program. Because of this, I found I was unable to test run after different sections without crashing because a required esp was missing. This made for a problematic install. Mods affecting terrain, water, and especially SMIM related stuff were some of the best examples. Thank you for your feedback in advance. P.S. If that would work, perhaps instructions for doing so could be added to the next STEP update. Perhaps, even creating a copy and paste insert for all those initial tweaks.Also, I plan on trying this "tweak" plan, and if I don't hear back and it works, I'll come back and update, or add reply to this post with the results.
  2. Is the GTX 777 card, one of those dual GPU cards. In other words, two GPU's on one card? If so, that 4GB is actually split between the two GPUs, supplying only 2GB to "each" GPU. I'm not familiar with the 777, but I had read about another card that had 2 GPU's and 4GB, but it was actually two individual GPUs with 2GBs each on one card, running as an SLI setup (built into the card).
  3. SkyUI.esp - I usually put this near the top, because their are a lot of mods that rely on it. Dual Sheath Redux.esp - I don't know about anybody else, but I never seem to have any luck with this one. It doesn't seem to want to play well with others, except what it was designed to play with. Also, this needs XP32 Maximum Skeleton (Recommended) or other skeleton which supports left hand weapon, shield on back, and staff on back nodes. EnhancedLightsandFX.esp and ELFX - Exteriors.esp may not be playing well with: ClimatesOfTamriel.esm AND RelightingSkyrim-FULL They all manipulate the lighting and are probably conflicting with each other. Do a little research between all three of them to find out what their compatibilities are (or are not). CoT and ELFX may have some patches to help tie them together. But, I believe Relighting Skyrim specifies that it conflicts with ELFX, and possibly CoT This might not destabilize things, but you might want to put "Complete Crafting Overhaul_Remade.esp" after "Cloaks.esp and Cloaks - Dawnguard.esp" If I remember correctly, I think it's suggested to have "Complete Crafting Overhaul_Remade.esp" towards the end of the load order. Might investigate compatibility between "EFF" and "Follower Commentary Overhaul" Another potential problem - "Enhanced Lighting FX, Climates Of Tamriel, and are going to conflict. All three want to control the lighting. Try using one at a time, then maybe combining two. And if that will run stable, then try the third. I believe ELFX and CoT have a patch to allow them to work together, if you use only the basic options of CoT (I believe). A good rule of thumb is that if two or more mods modify the same, or similar aspects of the game, research them closely to see if they can be run together. They may not specify whether their compatible with other specific mods, but they'll usually indicate whether they may, or may not be compatible with other mods of a similar nature. A couple of the lighting mods specify that they should NOT be used with other lighting mods. One final note about TES5Edit. If you've used it for simple cleaning, try running the cleaning load with all the mods in the list, checkmarked for reading. If there is a conflict, it will stop running when it hits the conflict, with a message telling you what is missing. Others in this forum may know more about what I'm referring to and could clarify the exact instructions. Anyway, these were some things that I recognize as having questionable compatibility. Hope this gives you some helpful directions to look. Ewookie1
×
×
  • Create New...

Important Information

By using this site, you agree to our Guidelines, Privacy Policy, and Terms of Use.