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Nebulous112

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Everything posted by Nebulous112

  1. Unfortunately not. Many textures cannot or should not be optimized. Either because they are already optimized by the mod author, or the textures will get screwed up. You should only optimize textures for mods that you know will work, unless you feel like experimenting. See here: https://wiki.step-project.com/Guide:DDSopt/Skyrim Under the mods section there is a list of mods that are recommended to be DDSopt'ed. There is also a link to a spreadsheet IIRC with info on all the STEP mods that were tested for DDSopt back in the day.
  2. I heard SkyTweak doesn't always use the values from mods. I was looking at it for my own playthrough and decided it wasn't worth it. But if it's trying to fix a bug maybe it will be worth it for you.
  3. If it is SR:LE support related, make a new thread in the SR:LE support subforum. If it is a general question about SR:LE or SR:LE Extended (not support related), maybe make a new thread in the SR:LE forum. If you are giving Neo a heads up about something, maybe post in the SR:LE News thread. That is kinda how I see it, anyway.
  4. That could be fixed in the final CR patch, couldn't it?
  5. Makes sense. Do you know if we would we still need the DBM_HeavyArmory+IWIA_patch.esp from the Patch Central 04d - HA IWIA folder? Or does that cause an issue with the True Weapons version of the HA Patch?
  6. Yeah, the SRLE instructions require you to set it up per that link. The processing instructions differ, but the initial instructions for setup point you to that page.
  7. Yeah, those aren't in Falskaar IIRC. As long as you set it up per this you should be fine (making sure you used the updated INI, and set the program up per the screen shots - except for the Behave foliage settings which should be disabled for any mods). The only way I can think to "test" is check the log file and see the changes, and compare the sizes of the optimized textures to the unoptimized ones. Also, in-game if you have purple missing textures then something went wrong, obviously. ;-)
  8. I think I already voted, but I have been playing with these for a while and love them. I also vote for Core.
  9. See this thread I just posted in the general advice forum. Basically, Worldspace records for NAM0 and NAM9 object bounds do NOT follow the rule of one. If you have a mod that changes them, likely it was done by accident (a wild edit). They need to be corrected per mod (a winning record won't suffice), or you will experience additional stuttering in the area. To quote Arthmoor from the thread TES5Edit - Records that merge at runtime: Going through my mods in my different profiles, I see some that need fixing. Below are the SR:LE records that were affected. ELFX - Exteriors.esp: (Confirmed by author not to be intentional here.)Worldspace \ 00016BB4 <RiftenWorld>Object Bounds \ NAM9 - Max \ X --> Change to 45.000000Worldspace \ 00037EDF <SolitudeWorld>Object Bounds \ NAM9 - Max \ Y --> Change to 30.000000ELE_Legendary_Fs_Lite.esp (Confirmed by author not to be intentional here.)Worldspace \ 00020DCB <BlindCliffCaveWorld>Object Bounds \ NAM0 - Min \ X --> Change to -37.000000Object Bounds \ NAM9 - Max \ Y --> Change to 8.000000SR Conflct Resolution.espWorldspace \ 00037EDF <SolitudeWorld>Remove recordWorldspace \ 00020DCB <BlindCliffCaveWorld>Object Bounds \ NAM0 - Min \ X --> Change to -37.000000Object Bounds \ NAM9 - Max \ Y --> Change to 8.000000
  10. PSA: See this topic by Arthmoor on the AFKMods forum: TES5Edit - Records that merge at runtime To quote Arthmoor: This is important. Some mods like ELFX - Exteriors *do* change the Worldspace object bounds...doing a search on the Nexus forum topic, the author states that these edits were NOT intentional. If this is the case with just this single mod I looked at, other mods may have the same issue. As these records do not follow the rule of one, they need to be corrected for any mods that do this (unless by chance it was an intentional edit - likely it was not). It is not sufficient to forward the correct object bounds in a patch. You must correct it so that every mod for a particular Worldspace record shows the same NAM9 and NAM0 values.
  11. Yeah, early on in the SR:LE guide it has a big warning saying to make sure you extract everything. Every mod in SR:LE can be extracted, I believe. There are a couple in SR:LE Extended that cannot.
  12. The Choice Is Yours legendary version was reuploaded by Kryptopyr to use the old plugin name. I think you have an older copy of the file, SJ. From changelog: Thanks for the merged patch, man. :-)
  13. Here is a link to their reporting page for meshes: https://www.afkmods.com/index.php?/tracdown/categories/20-meshes/
  14. STEP Extended patch has a whole ton of stuff that would need to be removed. More work than doing it over again. Plus downloading a huge compilation to just use a patch is kinda silly, IMO. :-P
  15. You are too nice of a guy, SJ. Just a heads-up, I think Darth is on the fence about using Immersive Lichdom (which would change things up for Undeath). If you are just going to the trouble of a patch for our sake, it might be worthwhile to wait and see how things shake out.
  16. Nice, man! Thanks! I bet Darth and Lexy will appreciate that. A pre-built merge of the Legacy patches will be a big help, I think. :-)
  17. Both the Heavy Armory patches are replaced by the single one from the True Weapons folder from the Patch Central mod. Edit: Ninja'd by the patch master himself. ;-)
  18. Nice, Paul! :-) Thanks for this. A CR subguide will be extremely useful for me and many others. I think I owe you some beer. But then again, I already owe Darth and Lexy a case. And Neo. Plus all the other STEP staff for the main STEP guide... Man, sending all this beer to the States and overseas is going to bankrupt me. Maybe I had better stick to well wishes instead. ;-) Plus you Europeans have better beer anyway...lol.
  19. For sneaking, Stealth Skills Rebalanced makes light more of a factor in detection, so it should help this issue. It also does a lot of other things, though, so read the description page thoroughly to see if you think you will like it. Personally, I really like the mod. :-)
  20. Nice! Just downloaded it. :-)
  21. I think the only one that adds displays that is missing (and available) is Mad Masker. The LotD Supported Mods Article links to a MediaFire download for it, Darth, if that mod is something you were interested in for the guide. Wyrmstooth also adds displays but the mod is no longer available. The only other relevant supported mod (and it's only kinda useful) would be for the original Dev Aveza Airship. LotD already includes a static version of the airship, but with the original mod the full version is used instead. The full version has two interior options (the classic interior option has storage which links with the LotD safehouse, just like the integrated LotD instanced version does). The airship also has additional secrets if you use the full version. More secrets sounds cool, but we would have to use the classic interior anyway to link with the safehouse. Not sure if extra secrets is worth another plugin.
  22. Yes, 2K recommended. The guide just hasn't been updated with the new FOMOD style.
  23. Download it to your "[...]\Mod Organizer\downloads" directory.Right-click the mod in the downloads tab and choose "Query Info".Double-click the mod to bring up the manual installation dialogue.Right-click "<data>" and choose "Create directory...".In the name dialogue window, type "Meshes" (without the quotation marks).Left-click the "auxbones" folder and hold the button, drag it into the new "Meshes" folder.Click Install.Edit: Ninja'd... Either method works. :-)
  24. ENB binary v0.308 is out, and Vividian ENB updated. Vividian now supports Enderal.
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