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Setis

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Everything posted by Setis

  1. Found another little quirk. You need to make a custom BUM rule to sort Valor Armor.esp BOTTOM of SkyRe if you want to use it, otherwise SkyRe overwrites it with "Tsun's Armor" which looks like Thieves' Guild armor...
  2. BOSS doesn't show things like that. The only way to view conflicts is to load up everything in TES5Edit and poke through it (I'm pretty new to that myself).
  3. I actually tried DDSOpting my Immersive Armors and Immersive Weapons installs recently. I think I CTD/freeze MORE with them optimized, I'm not sure what I did wrong. They also didn't reduce in size as much as one user reported (IW went down to like 760MB with 2k textures/1k normals).
  4. Just thought I'd throw my (admittedly amateur) work up here in getting Crafting 300 - Armoury of Tamriel and SkyRe to play nice with each other. They mostly do thanks to the ReProccer, but there were a few issues that cropped up: Imperial-style weapons were all Steel-based due to the Imperial keyword. SOLUTION: Remove the "Imperial" material keyword from stats.xml.Nordic-style (Steel) weapons were all Steel-based due to the Nordic keyword. SOLUTION: Renamed all non-steel Nordic weapons "Norden" to bypass the keyword (in attached patch file).Orcish-style weapons were all Orichalcum-based due to the Orcish keyword. SOLUTION: Renamed all non-orichalcum Orcish weapons "Orcen" to bypass the keyword (in the attached patch file...I wanted to just call them "Orsimer" but that keyword is taken in the stats.xml too...)Redguard-style weapons were all erroneously reprocced as broadswords, as well as being Steel-based. SOLUTION: Rename Redguard swords as Redguard Scimitars (in patch file). Remove the "Redguard" material keyword from stats.xmlAkaviri-style weapons were tagged as broadswords and greatswords. SOLUTION: Renamed in patch file to katanas and nodachis.Silver weapons were tagged as Imperial material type to be sorted into the renamed Imperial section of the forge menu which caused several issues. SOLUTION: Rename "SILVER" section back to "IMPERIAL" and change the Imperial keyword to Silver on all such weapons. This unfortunately puts them under the MISC section in the forge menu now but I haven't figured out how to fix that. It does mean the reproccer properly generates Refined Silver versions of all of them now if you have the Deep Silver perk and they have the proper weapon stats.I also pulled forward any fixes from the USP that I saw, so it's really a combined C300-USP-SkyRe patch I guess. It took me a couple hours to do this, so I figured I'd give back by sharing my patch file if anyone was interested. You'll still need to make the two changes to stats.xml I mentioned above on your own (and back up the original before you do...I had a hell of a time editing it as every XML editor I tried would cause the ReProccer to choke...had to use Wordpad). Use BUM to sort the patch file "bottom" of "SkyRe" and place in your Crafting 300 mod folder. I'm sure someone will tell me I could've done this better, and especially that the names "Norden" and "Orcen" suck (and I agree!)...but all the appropriate ones were already taken up by stats.xml keywords :( This is my first major attempt at doing a compatibility patch with TES5Edit, using what I learned from SR! C300-SkyRe Patch.zip
  5. Mighty Magic can play nicely with both SkyRe and Apocalypse? How does that work out considering all the changes?
  6. Odd, I don't see the particle patch overwriting anything to do with Flora Overhaul, it comes before it (#29 in my load order). I can almost guarantee that infinite loading screens out of Markarth are exactly what Neo said. I struggled with them for a LONG time before finally discovering that.
  7. I have to say, I've learned a lot from putting together SR and SR + SkyRe et al. I've learned to be somewhat comfortable using TES5Edit to find conflicts, such as when I just discovered that I could not upgrade Dwarven Bolts at the forge despite having the relevant perks. I tracked it down to Skyrim Immersive Creatures having its own "Dwarven Bolt" record that was marked non-playable, and that was the record that the Reproccer was turning into the upgraded bolts. Easy fix! Add "Skyrim Immersive Creatures.esp" and "Skyrim Immersive Creatures - DLC2.esp" the Reproccer Blocklist.txt file and presto, Dwarven Bolts are upgradeable. I assume nothing in SIC is meant to be player-usable anyway so there's no harm in excluding it. Now there's just the question of why all the stats.xml files everyone's distributing for the ReProccer has steel and dwarven projectiles the same damage. Kind of defeats the purpose for bolts when there's only two choices anyway...
  8. Think I discovered the problem, it's the new version of Block Steal. Looks like the author has taken 1.3.1 and 1.3.2 down and is working on it.
  9. So I updated my SR install with the latest updates mentioned in the changelog, then made a new profile and added some of the ASIS/SkyRe stuff from that thread plus a few extra mods that I run with. Strangely, doing the Dawnguard start, I cannot pick up ANY weapon or armor in Fort Dawnguard (interior or exterior). The item disappears like I picked it up, but it does not appear in my inventory (and my carry weight does not change). Non weapon/armor items could be picked up normally. I tested again from my save right before leaving the Live Another Life room and chose to start in Proudspire Manor in Solitude, and I COULD pick up the weapons in the bedroom on the chest normally. The only two mods I added this time aside from ones I've run in the past are Crafting 300 and Dodge Mod. I disabled Crafting 300 and redid the Bashed Patch/SUM, did not fix the issue. The only other thing I'm thinking might have done it is that I merged most of the SR mod compatibility patches into 1 with TES5Edit, but I did not do the form ID renumbering. Might that cause this?
  10. What if you don't rename it? You'd run both?
  11. try to optimize and resize Burn Freeze Shock effects(if more than 1024), Deadly spell impacts too.Also I must say that if you will use firebreath not in combat just for training:) - probability of freeze will be less:) That would go against the whole concept of my character currently though :) (Ka Po' Tun) It's not just fire breath either, I switched to frost breath for a bit to see if perhaps it was just fire, and got a freeze (heh) on that too. Just now I froze before I even got fire breath off (I was in mid-inhale when it froze up, with a draugr hitting me with frostbite). I already took out the DSI esp long ago and just left the textures, I guess I'll try optimizing those too. Doesn't seem like I get any random freezes anymore, they're pretty much always when entering combat. Actually I just looked, and I didn't even have BFS checked at the time. It looks like I do have the DSI high textures, so dropping that to medium. Stupid Skyrim.
  12. So much for that idea. Still freezing on shouting fire breath frequently. :(
  13. Oooo, I'm going to have to try resizing those textures then. I've been getting a lot of freezing lately when shouting fire breath, I bet that might be it. Did you resize them to 1024?
  14. Nevermind, found the issue. It's caused by the "Temper Scaling Fix" in SkyTweak.
  15. So I noticed that for whatever reason, I cannot temper Dragonscale Gauntlets above Epic quality (150 smithing skill), whereas I can temper all other Dragonscale to Legendary just fine (also tested with Ebony gauntlets in case it was a gauntlet thing, they made Legendary fine as well). I looked in TES5Edit to see if there might be some conflict and for the life of me I can't find any. The 000EB0BF form ID for TemperArmorDragonscaleGauntlets shows no conflict and looks basically identical to the other Dragonscale tempering recipes. The only files it appears in are Skyrim.esm and Reproccer.esp. Any ideas?
  16. That seemed to help. My memory is still running dangerously high (makes me nervous!), but I did several laps of that Windhelm test and did not crash. I'm probably skirting right on the edge.
  17. Thanks for the Windhelm Test FCqt, I've been able to reliably test with that. Still hitting the limit so I'll have to see what else I can pare down.
  18. You mean the 2k LODs for Skyrim Flora Overhaul? Yeah I already did that. I HAD to do that in order to be able to leave Markarth at all once I was inside (without it, it was infiinite loading screen every single time). Luckily I found this thread showing that I wasn't the only one. You might want to add a note about that in your guide. As far as settings and folder structures, I went by the DDSOpt guide on this site, did everything in a working folder and then moved the textures back with the exception of the 1k normals for SRO and Skyrim HD, which I added as separate "mods" right underneath their originals so they would overwrite in MO as suggested. I installed and configured Automatic Variants as described in the guide. I *am* using the additional information in Iroha's post about using SkyRe and ASIS (not all of it though) with increased spawns checked.
  19. I did everything according to the SR guide, and so far I haven't left the Reach area around Markarth. All my 3.1 CTDs have been in that area.
  20. So (I think) I've properly optimized SRO, Skyrim HD 2k, Snow and Rocks HD, AOF Detailed Mountains, Real Ice and Trees HD (basically all the stuff with "Note 6" in the STEP guide) to 2048 with 1024 normal maps. Yet I'm still hitting the 3.1GB crash fairly regularly when outdoors. Any recommendations for other good stuff to optimize? I don't want to just do EVERYTHING as I'd like to maybe keep armor and weapons that are higher that way, mainly terrain stuff.
  21. As a note, I blew away my Skyrim this past week and went with Neo's Skyrim Revisited setup. With the patch, the two appear to be compatible again. Perhaps this needs to be added to STEP?
  22. I keep seeing people talk about "half sizing normals" but I really have no idea what that means. I get resizing textures down to 2048 if they're higher with something like Skyrim Texture Optimizer, but I haven't seen anything about "normals" yet. Any explanation or link to one for a graphics dummy?
  23. Any quick guide on how to do this? I've installed your SR guide recently (plus a the SkyRe/ASIS stuff and a few extras), and after starting out in the Markarth area I'm hitting the 3.1 crash fairly easily. Also, I thought I'd add that I found something you might want to add to your guide. Skyrim Flora Overhaul has an optional file of 2048 LOD textures -- without them, I actually became unable to leave Markarth at all (infinite load, every time). Found the solution here.
  24. You probably have the wrong animation. You should have Dual Sword Wield -- Swords on Back. (The shield takes the place of one of the swords if you have sword + shield). If that does not work try adding the IAN Dual Sword Wield from Back optional file after the other. If that fails - Do you have the right skeleton? IAN Dual Sword Wield from Back optional file fixed it. Not sure why as this is not in the SR instructions. Oh well, thanks for your help.It is.Immersive Animations Author: Berzgore Version: 2.0 Optionals(Via Installer): Main, Sneaking, Strafe, Greatsword Sprint, Dual Sword Wield -- Swords on Back, Dual Axe Wield, Dual Dagger Wield, Dual Mace Wield, Rogue Stab Overrides: Better Turn Animation - Only One Pose Yes, and I reinstalled Dual Sheath, XP32 Skeleton, and Immersive Animation 3 times to no effect and yes I did select Dual Sword Wield -- Swords on Back from the installer. The animations put the sword on the hip and then popped onto the back. Not until adding the IAN Dual Sword Wield from Back optional file did things work and that was after using dual sword wield -- swords on back from the installer. But the installer had greatsword sprint listed twice and I selected both, perhaps that was the problem. I do not know. Thanks for your hard work.The happens if you use the integrated FOMOD installer in MO (I ran into this last night). Don't use it for installing Immersive Animations, and you won't get the double Greatsword Sprints and the dual wield animations will actually install.
  25. I only saw one when I looked in the archive, and when I loaded it up in TES5Edit, it only pulled in the Bethesda .esms, SkyRe_Main and SkyRe_Combat. I didn't see another PostASISPatch.esp. Also, I noticed that this compilation still uses Ars Metallica with SkyRe. I thought I had read somewhere else that the two were not compatible, or is this something that is overcome with the bit of editing? I had previously run STEP with SkyRe and some other mods, and had left out AM after reading that.
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