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Everything posted by Nebulous112
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SRLE Extended Mod Suggestions
Nebulous112 replied to Darth_mathias's topic in Skyrim Revisited (retired)
Have you guys seen this: Tentapalooza for Campfire. Looks pretty neat. -
Broken Loadscreen NIF in Vivid Landscapes
Nebulous112 replied to Taverius's question in Guide Support & Bug Reports (retired)
See here for the reasoning behind this decision. -
Should be fine. Just make to copy your enblocal.ini settings from the old .ini file.
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For STEP Core you need the LOOT rules for ELE, Relighting Skyrim and AOS. The Book Covers Skyrim rule is not needed because that mod is not in STEP Core (only Extended). Run LOOT through MO. In LOOT, find each of the mods in question. You can use the search bar at the top to make it easy. Then click the icon with the three vertical dots on the side of the mod you want to add the LOOT Metadata rule to. For ELE and Relighting Skyrim, you need to add a priority number. To do this, in the "Main" tab after you click the dots icon, you will see a slider with Global Priority. Move the slider so that it turns blue (this will turn on global priority). Then under Priority Value, enter the value specified by the guide. When you are done, click the save button (looks like a blue floppy disk). For AOS, you need a load after rule. After you click the dots icon, click the "Load After" tab. Click the "+" sign, then input the name of the plugin. It needs to be spelled correctly, and include the ".esp" at the end. If you include an extra space, or anything like that it will screw it up. It needs to be exactly the plugin name with the extension and nothing else. I just copy and paste from the guide. Again, when you are done, click the blue floppy disk icon to save. Edit: Just to note, after the rules are done just press the icon with the three stacked horizontal lines at the very top (top-left button) to sort the load order.
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Unpinned on Darth's request as he has moved on to the new Legacy guide.
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Locked upon request.
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Bashed Patch wiki page S.T.E.P Extended error?
Nebulous112 replied to TheGamingGeneral's question in General Skyrim LE Support
Doesn't matter either way. It doesn't affect leveled lists, so it's not needed for the bashed patch but it won't hurt if it is enabled. I usually enable it when installed and then disable it when DynDOLOD spits out an error because I forget to disable it. :-P Then enable it after finishing the DynDOLOD process. -
New Apocalypse update has the invisibility eye fix for the custom Apocalypse spells. Thanks Enai! :-) Again, the original mod is still needed for vanilla stuff though. And I think the option you were thinking of, Taverius, is the CACO patch that SR:LE base has you delete (because it doesn't use the mod).
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What's the Most Script Intensive Mods?
Nebulous112 replied to Aeradom's topic in Skyrim Revisited (retired)
I would be cautious about restringing. I know a good amount of people do use it, but I worry that the cure is worse than the disease, with Crash Fixes now fixing saves. I know some mod authors (like IceCreamAssassin, author of LotD) refuse to offer support if restringing was done. He said something along the lines of, "how do I as an author know what that could have done to my mod?". Just a heads-up. -
Gamwich just released an updated version of the Horker retexture on a separate mod page - Happy Horker. Still need the meshes from HD Horker.
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Nice! Thanks, Gamwich. :-) So to paraphrase the description page, we need the meshes from HD Horker and then override the provided textures with your set. This has been a great day. First proper LODs for Noble Skyrim pointed out by Skadi (HD-LOD Buildings by Abendaron). That led me to your Rustic Windows mod, which looks great. Now excellent looking Horkers in 2K. And it's not even 7pm yet! :-)
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Chesko streaming live mod development
Nebulous112 replied to Nebulous112's topic in General Skyrim LE Discussion & Support
Turns out Chesko had a local copy saved after all! :-) The mod can be located here. Also interesting to note, it was published under the MIT license, which means users can fork it, make changes, and upload the different version without any permission from Chesko. Another win for Cathedral modding. :-) -
LOD issue/possible fix
Nebulous112 replied to Skadi's question in Guide Support & Bug Reports (retired)
:-) This is great. That was my one gripe about Noble Skyrim. Edit: OK, from the posts page on Nexus it sounds like max tile size will just reduce the texture size when generating DynDOLOD if you use a higher texture. So if you want to keep 1024, raise it to that. If you want to keep 512, doesn't matter. And TexGen won't touch this, so it doesn't matter for that. Sheson recommends on DynDOLOD page to load this after DynDOLOD Resources but before the TexGen files (for future-proofing). -
Dynamic Distant Objects LOD - DynDOLOD 2.00 to 2.15
Nebulous112 replied to sheson's question in DynDOLOD & xLODGen Support
Hey Sheson, Sorry to bother you, but Skadi recently found this great mod HD-LOD Buildings for matching LODs with Noble Skyrim. There are multiple texture sizes for the LODs...2k, 1k and 512. I assume the max tile size in the DynDOLOD settings need to match the texture size from HD-LOD Buildings for everything to work properly. What about the LOD size settings in TexGen? Does that matter at all? Cheers, and thanks for your time. Nevermind, read the posts section where you mention max tile size needs to match, and the author mentions TexGen will never touch even touch the mod. My bad. This is what happens when I get too excited about something, I jump the gun. ;-) -
LOD issue/possible fix
Nebulous112 replied to Skadi's question in Guide Support & Bug Reports (retired)
Hmm, I bet we could use the optional 512 file to keep the DynDOLOD options standard to the default tile size of 512. I wonder if we would have to increase the LOD size for TexGen as well (default is 256). Edit: Maybe I'll ask Sheson. :-D -
LOD issue/possible fix
Nebulous112 replied to Skadi's question in Guide Support & Bug Reports (retired)
Nice find! :-) Nope, that is an issue everyone has, I'm pretty sure. In the SR:LE known issues, Neo states: I don't think anyone has known about this fix until now. Nice! Edit: Did you just use the main file? Also, it mentions Rustic Windows...did you use it as well? -
Skyrim Revisited: Legendary Edition News
Nebulous112 replied to Neovalen's topic in Skyrim Revisited (retired)
Better Dynamic Snow is a part of Ruffled Feather. -
Could be. I've heard there can be issues with timescales under 10.
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Yeah, I just asked Enai about it and he said the fix was included in Wintermyst for the custom enchantments. Not included in Apocalypse for the Apocalypse spells though. He said there was never much demand, but I just asked if it was possible for him to include the fix for the Apocalypse spells. Post is on the Apocalypse page if anyone wants to chime in. He said it doesn't affect the vanilla stuff though, so I think the original mod is still needed if you want the fix. Unless Taverius is on to something and it is included in an SR:LE base mod, but I can't think of a mod it would be included in.
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What's the Most Script Intensive Mods?
Nebulous112 replied to Aeradom's topic in Skyrim Revisited (retired)
Maybe try just SR:LE first. Add a few mods from SR:LE Extended if you want, and check out Darth's CR subguide for some CR tips with the added mods (if you don't install everything you can't use the premade CR). That is basically what I do for my SR:LE-based profile (I also add some mods not in either guide and do custom CR for those). SR:LE Extended is a wicked guide, but my specs can't really handle the whole thing, and some of the mods I'm not really interested in. I'm really pumped for the Legacy Guide to be finalized, though. Probably strain my system to the max, but I have always wanted to try an LotD playthrough. :-) And the link to your system specs is here: https://wiki.step-project.com/User:Aeradom/SystemSpecs -
STEP is very much alive. :-) Take a look at the Mods sub-forum, and you will see many mods are in testing. There is usually a good amount of time between releases to allow time for testing of the mods...nothing gets in STEP without it being rigorously tested against current STEP mods (or vanilla if nothing covers it). I don't know when the next release will be, but it is likely a while away. If you would like to help out, try out some of the mods in testing with a STEP mod list, and let us know what you think! :-)
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Skyrim Revisited: Legendary Edition News
Nebulous112 replied to Neovalen's topic in Skyrim Revisited (retired)
CloudedTruth definitely wouldn't want it posted to a public guide, either. It's kind of just like a beta for Reddit folks. But it is fantastic news that he has made so much progress on the mod. I think he said late July to early August for public release, which is great. -
What's the Most Script Intensive Mods?
Nebulous112 replied to Aeradom's topic in Skyrim Revisited (retired)
It is a bad idea to remove any scripted mod from the game. The only thing I would personally ever swap is textures once I have started a game. If you want to uninstall mods and not screw with the game, best to just start a new game. -
What's the Most Script Intensive Mods?
Nebulous112 replied to Aeradom's topic in Skyrim Revisited (retired)
*strings You said scripts again. ;-) I'm not sure, to be honest. I don't know how much effect strings have on performance as opposed to everything else (scripts being called, large textures and high-poly meshes, multiple NPCs for the game to keep track of, etc.). I would be interested to know, as I don't know very much on the subject. To be honest, since Crash Fixes fixed the issue of loading saves with high string counts I haven't bothered to even worry about string counts in mods, but you have me curious now. -
What's the Most Script Intensive Mods?
Nebulous112 replied to Aeradom's topic in Skyrim Revisited (retired)
Where are you getting 50k scripts from? The amount of scripts generally doesn't matter. It is how often those scripts are called and what they are doing that can cause issues. Unless you were meaning string count? If so, the bug with exceeding the string limit is worked around through the Crash Fixes mod. When you are approaching the limit, Crash Fixes will change your save type so that you won't have an issue loading a save. That being said, a couple of the heaviest hitters for scripts off the top of my head are Footsteps and Wet and Cold.

