
FCqt
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Everything posted by FCqt
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If you are not careful it is true that some part of requiem on his own can be bad in a vanilla environment.The perk system, the creature/beast starting attribute, weapon damage increase, armor increase, game setting tweak for combat ai, etc. These are all tied together and cannot go without eachother. Same for the increase value of pretty much everything and the increase cost for carriage, hireling, etc. On the other hand, the module I'm using could pretty much be mods on their own and fit well in a vanilla environment. For example the Requiem - Loot & Requiem - Harvest are very identical to Harvest Overhaul but Requiem made several additional change that I actually consider "fix" like no loot on burnt corpse, no gold but bonemeal on draugr, armor on human corpse found in egg sac, no horker meat on forsworn, etc. After going through every single entry I can attest to how many amazing stuff Requiem is doing that could fit well in a vanilla environment. About your thread, that's a really ambitious undertaking my friend :) and something I would have liked to do if I had more time. In addition I'm overall content with SR:LE. I'm just trying to "patch" the hole here and there.
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I have watch the Requiem video and read a lot about it and found my self really interested with some part of it but not so thrilled about other parts. My biggest concern was the deadly combat change, and deleveled world/item. And of course the massive amount of patches to make it compatible with other mods which can lead to additional issue. After going through the Requiem.esp, I started taking requiem apart so I can use some part of it that I really wanted in my mod list. If you don't know the Requiem approach to the different element of skyrim please take a look at the mod page on skyrim nexus and watch the video because there won't be an in depth explanation as to what does what. Here's the Requiem component I have seperated into module: Requiem - Core.esp Holds all the new creation kit entry added by Requiem. New Leveled List, etc. It's only required if using Requiem - Loot.esp, Requiem - Harvest.esp or Requiem - Race Humanoid.esp. Requiem - Loot.esp Contains all the change made to container and npc looting. (No gold on animal, etc) It does not include ANY change that make the loot deleveled. It does not include ANY new items. Requiem - Harvest.esp Contains all the change made to harvesting ingredient through out the world. (Harvest more ingredients, etc.) Requiem - Factions.esp Contains all the change made to factions. (Wolf attack spider, etc.) Requiem - Race Humanoid.esp Contains all the change made to the playable race. (NPC preset, no HP regen, carry weight change, etc) Requiem - Lethal Trap.esp Contains all the change made to the traps. Requiem - Hand Placed Items.esp Contains all the hand placed items added by requiem. (Items, object & traps) Any non-vanilla item were replaced by vanilla couterparts. No NPC spawn have been added EXCEPT the one near the newly added item. Any non-vanilla NPC have been replaced by vanilla counterparts. No new cell added. Requiem - Higher Fence Gold.esp Requiem - Wait More Dragon Encounter x4.0.esp self-explanatory. There you have it my requiem modules for my SR:LE setup. Now the question is, would anyone be interested in having this and would it be useful? I'm not going blatantly make it available here if there is no interest and I'm also not sure if I need to ask the author permission for this.
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Skyrim Revisited Pre-Release Feedback
FCqt replied to Neovalen's topic in Skyrim Revisited (retired)
What is the exact setting to disable SSAO. There seemed to be several lines with it when I looked last time.. Also, what is it supposed to do? You can either do it through the enbseries.ini or in-game via shift-enter by setting EnableAmbientOcclusion to false or unchecking it.SSAO give shadow to pretty much anything in the world and make the object blend together with the world. In some ENB it's pretty obvious when you turn this on or off but with Unreal most of the time there's really not that much of a difference so in my opinion it's not worth the performance loss. The best way to see what it does is turning it on and off in-game via shift-enter. -
Skyrim Revisited Pre-Release Feedback
FCqt replied to Neovalen's topic in Skyrim Revisited (retired)
You can try opening enbseries.ini and and change the value of anything with "*Quality=" to 2. Disable SSAO. There is almost no difference with it on or off most of the time with Unreal. You'll gain about 5fps. I also disabled Skylightning because I heard it hurt the FPS and I don't really see the difference on or off. And make sure all the AntiAliasing setting in your enblocale.ini are set to false. With these tweak I run at about 40-50 in exterior and 50-60 in interior. Without the tweak I would be around 30-40 in exterior and sometime even drop below 30 in fights. -
Yea I see what you mean. I stripped my modlist to pure SR:LE with the addition of: Populated Lands Roads Paths, the Patrols only from Populated Forts Towers Places and Populated Skyrim Civil War, Burn Freeze Shock and Forgotten Magic Redone. with a uGrid set to 5, I was able to run around killing stuff at speedmult 500 for a good 1hour until I decided I was done testing. There was a ton of random fight everywhere I went and there is just no way that would have happen without CTD before the memory patch.
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I got a CTD while doing my stability test. I ran and killed random enemies for a good 30+ min with speedmult 1000 then I fast-travelled to Windhelm and I got a CTD while running down the bridge outside of Windhelm. I'm running full SR:LE build with several additional texture mods and uGrid 7. There's no doubt that this is much more stable then before and in a normal playthrough it would be much harder to make it CTD however I wouldn't say it's 100% CTDProof. I got a total of 2 CTD's but for the first one I'll leave the doubt on my modding setup. Here's my crashdump: https://pastebin.com/yudSnMwR
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CTDs, Freezing, randomly, and anywhere.
FCqt replied to DatsiK96's question in General Skyrim LE Support
I wouldn't touch Skyrim Revisited non-Legendary Edition with a 10 feet pole. There is just too much bells and whistle to expect something stable out of it. You can't simply use ton of high resolution texture in combination of several script-based mods and expect a CTD free experience. If you want something that look stable on paper take a look at the Legendary Edition. Opt out: Frostfall, Wet and Cold and Skyrim Immersive Creatures. And I can guarantee that you'll get a CTD free experience. It might sound like a boring mod list gameplay wise but in my opinion the only must have mod that improve gameplay is OBIS & Deadly Dragons. To replace Automatic Variant, I simply use Bellyaches Animal and Creature in combination with StarX Detailed Monster. An alternative that is at first look a bit "meh", yes, but it's also a solution that is much lighter and doesn't require SkyProc. By the way, I have an HD7950 3gb with latest driver and I have no FPS or freeze issue. Unless you have a defect video card or corrupt driver installation, your video card should run #1 with latest driver. -
How do i disable one-handed wps on back?
FCqt replied to Southman's question in General Skyrim LE Support
You can choose if you want the 1h sword on the back and/or the dagger on the back from the XP32 Skeleton NMM. -
@OMGoblins You perfectly resumed what I was saying in godly manner. :) Enhanced Enemy AI should have been named Enhanced Enemy Combat Style to avoid confusion. :facepalm: @Gandaganza I checked Duel v5 Duel v6 in TES5Edit and it does not include [combat styles] hence EEAI cannot override Duel only alter it as OMGoblins explained. I have not checked Duel v6 Duel v7 but I think it's the same as Duel v5 Duel v6 except with deadly locational damage.
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It does not replace Duel AI.It alter it in either a good or bad way. :P
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Guys, EEAI does not replace Duel - Combat Realism. The term "AI" can be confusing it seems like. EEAI only edit the Combat Style. In Skyrim, every NPC are assigned a Combat Style which basically make them either aggressive or defensive. It also affect how they will fight. Likeliness of using melee, range, spell, etc. EEAI is 100% compatible with Duel - Combat Realism since the latter only edit "Game Settings". (basically make the NPC bash or block more often amongst other things) Duel does not touch "Combat Style" at all. In my opinion, EEAI was meant to be used in conjunction with combat mods like Duel. As OMGoblins described EEAI behavior, it's pretty hard to get a feeling of what exactly EEAI does and if it does it well. The Combat Style setting are pretty vague to understand unless you do a lot of testing and even then it seem unpredictable.
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Once you get used to Windows 8 you don't need the start menu button. At first it might be confusing but once you are used to using the Windows 8 search feature you no longer need a start menu. When you want to open a program just press the Windows key and then start typing the program you want to open. I.E: You press Windows key then type "Moz" and Mozilla Firefox should show up and then you just press enter to launch it. It's much faster then navigating through the start menu. If your program doesn't show up in the search function you can add a shortcut for it in: C:\ProgramData\Microsoft\Windows\Start Menu\Programs\ I.E.: You press Windows key and then type "Skyrim" and let say it doesn't show up. You just add a shortcut to Skyrim inside the directory C:\ProgramData\Microsoft\Windows\Start Menu\Programs\ and afterward it will show up when you type "Skyrim". With this you can launch anything by just typing the name of the program you want to load. I.E: I personally added shortcut to all the Control Panel tools so I can quickly open them. Of course it require some memorizing but once you are used to it, you can open anything in a split second.
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Iroha's Guide: [basic Guide] Installing ASIS and SkyRe with some additional stuff Dynavsion should be OK aslong as you don't remove it from a current save. It stores several global into the save file which, I think, can lead to save game bloat. That's my understanding of it anyway.
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I have gave Unreal Cinema a try and although it is probably the most amazing looking ENB preset I have seen, performance wise it is pretty pitiful. I would not recommend anyone to use it for a walkthrough unless they don't mind the constant FPS fluctuation. In Dawnguard Castle, I was getting 30-45fps with Unreal vs 55-60fps with RealVision. Hopefully Neo's will provide a way to improve Unreal performance. :)
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Enhanced Enemy AI is 100% safe to use with SR, it only edit the vanilla combat style to make them more aggressive. I put it waaay down in my loadorder to be sure it overwrite any mod that change the combat style. (last in loadorder) for Dynavision, when I tested it a while ago the effect wasn't that good and in addition it uses script to work. You are better off using a ENB for depth of fields. IF you must absolutely have it then you'de be happy to know it's compatible with SR, but beware of potential savegame bloat.
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Is there any reason to use ELFX over RLO beside having to edit cells? There seem to be a lot of spotlight effect with ELFX. RLO without post-proc: https://static.skyrim.nexusmods.com/mods/images/27043-1-1372181752.jpg ELFX with Enhancer: https://static.skyrim.nexusmods.com/mods/images/27043-2-1372181860.jpg How can a candle cast that much light? I use RLO and RealVision with Dark Dungeons for ENB. It's dark enough for the need to use torch/mage light when roaming in caves/dungeons/ruins. I used to enjoy very dark night/dungeons but after a while it got annoying and even freaked me out sometime when I had no idea what was going on. I remember fighting a dragon in pitch black. All I was seeing was a breath of fire in my face from time to time.
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If you want to keep Frostfall and Realistic Needs and Disease. I would also recommend removing Wet and Cold and just use the lightweight Get Snowy mod for the snow FX on armor. When you have several script intensive mod being used simultaneously papyrus become more and more irrelevant unless there is one or multiple mod with blatant script issues. The freeze will just be related to the scripting engine not being able to process all the script call. Wilderness CTD could also be related to mod that add spawn like SkyTEST or Immersive Skyrim Creature. Combat in Wilderness CTD could be related to any script mod affecting combat like SkyRe. For example with SkyRe all the vanilla spell have script attached to them. Also there is a possibility that massive usage of leveled item list might cause issue. IM Weapon/Armor, JaySuS Sword, SkyRe Weapon + Asis. Thats pure speculation coming from a freeze paranoiac though. :P The bigger the modlist, the bigger the issues. :)
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but this was the first I had seen Travellers mentioned. Which travellers mod are you guys talking about?The ones included in ERSO?
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SKYRIMLE Realistic Lighting Overhaul (by The Realistic Lighting Team)
FCqt replied to Kelmych's topic in Skyrim LE Mods
ELFX is not compatible with RLO but Relightning Skyrim is compatible for the most part. Just open RLO and Relightning Skyrim in TES5Edit and remove all the conflicting cell/worldspace from Relightning Skyrim. Relightning Skyrim add, replace or move light source where it make sense. It is a great addition for area untouched by RLO. -
If you are really tired of having stability issues the easy solution is to remove potentially problematic mod from ur modlist. Mods that add new spawn: SkyTEST, Immersive Creature. I experienced freezes when aggroing mobs from these mod and crossing a river. Mod with constant script update: Frostfall Realistic Needs & Disease Wet & Cold SkyRE combat rely heavily on scripts. If you use SkyRE + deadly spell impact + burn freeze shock. That's a lot of combat based script spam. If you use all these listed mod together there's a high chance you will freeze. In my opinion the 3.1 ram limit is not the only skyrim engine limitation. The number of papyrus script that can be executed simultaniously does not seem to be infinite.
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I remember CTDing when using the tanning rack in riverwood. I never figured out what exactly caused it.
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I saw this in another thread: "Should be noted that borderless window does not let you use SLI/Crossfire. I remember it took me a while to figure that out last time, ha. " Try without borderless window if you have it. Worth a shot. :)
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WB or MO- Switching from STEP to SR
FCqt replied to Luisangre's question in General Skyrim LE Support
Definitely MO for mod management. It allows you to play around with multiple different mod setup easily. i.e. you can have both STEP and SR. Only downside is a minor delay when launching Skyrim if you have a lot of mod installed. -
As owner of a HD7950 and previously having this issue with Skyrim without ENB and with ENB (amplified 10x with ENB). Artifacting in DX9 based game is somewhat common for older ATI driver. Like 13.1 and below. Updating to the latest driver fixed it for me. Current one is 13.4, there is also 13.5 if u want to try the beta. If you already have latest driver then it's probably related to Crossfire which I read it doens't play too nice with Skyrim.
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