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Everything posted by Nebulous112
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Skyrim Mod Combiner with SR:LE + Questions
Nebulous112 replied to reddvilzz's topic in Skyrim Revisited (retired)
Regarding your edit: Your 2GB of VRAM definitely will not handle it. Install 1k textures instead of 2k where you can. Use the same mods as the guide, but reduce the texture size on any mod you can. Regarding Falskaar...the DDSOpt 8k doesn't mean it is optimized to 8k, it just means there are no artificial size limits placed on it. It is optimized, but optimized based on whatever the original size was, up to 8k. I think the original is 2k. For slightly better compression, follow the guide here instead: https://wiki.step-project.com/Guide:DDSopt/Skyrim#Prepare_Mod_Textures_for_Optimization First scroll up and set up DDSOpt like the top of the guide says. Then follow the steps from the link down. Also, use the performance version of Vividian ENB, and don't install the Realistic Waters 2 ENB files (just the main file). Lastly, I would urge you to stop at SR:LE. You simply do not have the hardware to be installing SR:LE Extended on top. You will barely be able to have SR:LE with OK framerates, and that is with following the above suggestions. Anyway, good luck! :-) -
Skyrim Mod Combiner with SR:LE + Questions
Nebulous112 replied to reddvilzz's topic in Skyrim Revisited (retired)
I'm sorry, I'm not sure what you are asking. If you are following the entire SR:LE guide you can use Neovalen's (the SR:LE author's) conflict resolution patch. In the CR subsection there is a download with the premade patch. If you are only using some mods from SR:LE, you will have to make your own patch with the text in the CR subsection. This is not recommended. If you are asking about CR with your added mods that are not in SR:LE, then you will have to make a new patch forwarding which records you think are appropriate. Place this new patch after the SR:LE conflict resolution patch. As for when to install the mods, the when doesn't matter, as long as you do it before the CR section of the guide (and before the patchers like FNIS, Wrye Bash, etc.). The where matters. See my earlier post for advice on where to place these mods. -
Skyrim Mod Combiner with SR:LE + Questions
Nebulous112 replied to reddvilzz's topic in Skyrim Revisited (retired)
I would not use Skyrim Mod Combiner on SR:LE. SR:LE is already hand-crafted to have the textures you want in the guide. Just follow the install order and instructions. If it tells you to not install a particular texture or mesh, there is a reason. As per the mods you want to add, it depends on what the mods are. If they are just textures, arrange them in the left pane so that the textures you want have higher priority. If the mods have plugins, I suggest you insert them next to similar mods (referencing the SR:LE categories) in the left and right pane, run LOOT, and then check xEdit for conflicts. You may need to create a custom conflict resolution patch. Place this after Neo's patch in the guide. -
Query about "Impact" Mod - creating manual patch
Nebulous112 replied to drav666's topic in Fallout 3 - Clear & Present Danger
Watch the video I linked in the post on this thread: https://forum.step-project.com/topic/10764-conflict-resolution That should give you a rough idea of how to make a patch in xEdit. -
Why not make it 90 days, and whenever a mod is declared abandoned (for whatever reason), it is allowed to be forked. Any changes to the mod by new author(s) occur on the fork. Assuming the mod is being hosted on Nexus, it would need a new page anyway. That way, if the author ever returns, he still has his old mod untouched. But it allows updates for the mod to continue. Branches could then be merged in the future if the original author wants to start work on it again (assuming the parties are amenable), but I don't think that needs to be explicitly laid out in the Open Modding Agreement.
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Skyrim Suddenly Crashes When Saving Game Everytime
Nebulous112 replied to Sarcasm's question in General Skyrim LE Support
You may have exceeded the string limit. Not sure. Try using Crash Fixes, along with the SKSE Plugin Preloader. You will have to change the value of "UseOSAllocators" from "=0" to "=1" in the crash fixes INI. Also make sure that "ExpandSystemMemoryX64" =false in enblocal.ini. More info including installation info on the Crash Fixes and SKSE Plugin Preloader pages. You will probably have to load an older save from before you hit the string limit, though. But it should prevent you from future issues with it. Of course, all this is assuming that that IS the issue. -
I'm really not sure why you can't access the STEP Extended Patch. Or even the Core Patch. That is just weird. I don't think it should matter for the patch, but do you have everything ticked in the Archives tab of MO?
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Answer here: https://forum.step-project.com/topic/5011-dynamic-distant-objects-lod-dyndolod-209-beta/?p=167992
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ACCEPTED Skyrim Realistic Overhaul (by Starac)
Nebulous112 replied to z929669's topic in Skyrim LE Mods
I am very happy to hear that you would like to upload SRO again. :-) Please let us know where you end up uploading it. I would absolutely love to have it in my game!- 425 replies
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ACCEPTED Unofficial Skyrim Legendary Edition Patch (by UPP Team)
Nebulous112 replied to alt3rn1ty's topic in Skyrim LE Mods
New USLEEP is live. Get it while it's hot! -
@Tech: I think either 60 or 90 is fine. I imagine you would get more buy-in from authors with 90, though.
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How exactly do we use Crash Fixes?
Nebulous112 replied to uncleseano's topic in Skyrim Revisited (retired)
This is very good info. -
1) For the STEP Patch (which you are missing), did you select yes when asked if you installed Realistic Ragdolls and Force? Or did you press "back" at any time? For the former, that is the one block to getting the patch besides the mods listed in this thread. Unless there are more required masters since that thread was updated. 2) In enblocal.ini, turn DataSyncModes off (=0).
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Although I probably didn't help with the initial negativity, I'm wondering if we can steer this conversation to a more positive, constructive place. I've read a lot of great ideas in here about dealing with abandoned mods. This is a great idea. I think Nexus should have something similar this by default for newly published mods. With an opt-out obviously. Some set of terms for when mods get abandoned...allowing anyone (or specific people or organizations) to take control in case the author disappears. I wonder if Robin would be amenable to a discussion on this? 30 days should be more than a reasonable amount of time for authors to respond to correspondences. Fantastic! I love the idea of an open-modding agreement. I do wonder if 30 days is too short...sometimes people go on vacation for 2 months at a time. But if it is too long, it is useless as a mechanism to promote innovation and updates. I'm quite interested to read the finished product of this open modding license. Not a bad idea. Kind of like forking on GitHub? Do you have any further thoughts on how this would work? With the news that all mods will need to be saved in the new CK to work, this proposed tool will be greatly needed for Skyrim Special Edition. I hope such a tool can be created. How difficult do you think such a tool would be to create? I suppose it would all depend on the differences in the new CK and SSE compared to the old CK and Skyrim.
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Idiot proof S.T.E.P Guide
Nebulous112 replied to deviousdaemon's question in General Skyrim LE Support
Oblivion guide is old and possibly out of date. But this is a fairly old game, and most people that would play it just play Skyrim instead.FO3 Guide is pretty darn good...some minor kinks are being worked out right now, I believe. Best and most up-to-date FO3 Guide on the internet, IMO.FNV Guide is quite good...was slightly out of date at one time, but Mono stepped up and between him and Ess the thing should be pretty solid. Again, best FNV Guide out there IMO.Skyrim Guide (the only "true" STEP guide worked on by the entire STEP team) is absolutely rock solid if installed correctly. If you follow STEP (meaning the Skyrim guide), you should have absolutely no issues whatsoever in game. There are a few up-to-date Skyrim guides, and some are pretty good. I strongly believe STEP shares the crown for #1 with SR:LE, though. I can objectively say that STEP is known throughout the community for being a very good guide and extremely stable.May I ask where you are having issues with the Skyrim guide? Maybe we can help. :-) -
I'd say that is a bad download. Try again from Nexus. Alternatively try to download it from the 3DNPC mod's website.
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1) The goal is resolve conflicts when necessary. We want to have every mod function properly, and data not to get lost unless we want it to get overwritten. NOT EVERYTHING will turn green. That is OK. The best advice I could give is to follow Neovalen's conflict resolution guide, and try to do the steps he wants you to do. That should teach you what types of conflicts should be resolved before you move on to conflict resolution with your own mods. You can always compare with his CR plugin after to see if you did it right. If you don't have all the mods in the list, then copy a blank dummy plugin from one of the texture mods and rename it. Do that for all the missing mods, and install those plugins in MO. This should let you trick xEdit into loading Neo's CR patch, and that way you can compare. 2) Always create a new file to "Copy as override" into. This will be your patch. You can then copy many other records into that patch. It is a bad idea to start changing records on mods themselves, because then it is difficult to keep track of what is the original version in case you screw up. If you are asking if it matters which file you use to make that override, then I would always copy the file that has the most in common with what I want to achieve. If Plugin A changes 5 things that I want to keep, and Plugin B changes 3 things that I want to keep, I will copy Plugin A as an override into my new patch file. Then I will move the changes over from Plugin B. 3) Thallassa has a decent video. The only real nitpick I have with it is that it shows her copying as override from the left window. I always copy as override from the right window, at the top where the plugin names are. That way you can choose which you want to copy over. Also, I always load my whole mod list into xEdit, so I can do all my CR work at once. But then again, I never have more than 255 plugins in the list. ;-)
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Skyrim Revisited: Legendary Edition News
Nebulous112 replied to Neovalen's topic in Skyrim Revisited (retired)
Lol, Neo is probably just sick of updating the guide for Lucidity every single day. It's funny...before everyone suggested adding Lucidity, it hadn't been updated in a month or two. Now? Every second day it seems like. :-P Not that I am complaining as a user...I like updates. I just feel bad for Neo. :-P -
Rustic Clothing now covers all the mage robes. From the Nexus page, Gamwich plans to take another look at the children's clothing, and then the Vanilla clothing retextures will be done. Then on to the DLC clothing retextures.
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Potential Account Compromise
Nebulous112 replied to Neovalen's topic in General Skyrim LE Discussion & Support
Yeah, it all happened yesterday morning. They were hidden and under mod review not long afterward. The files in question were removed, and the old versions re-uploaded. Should be fine now. -
A couple of weird problems
Nebulous112 replied to Yippee38's question in Guide Support & Bug Reports (retired)
2) Are you sure it is #3 and not F3? Favorite groups from SkyUI are by default F1-F4. -
The point is that it doesn't matter what I think. When it comes to redistribution, it only matters what the author thinks. What do I, personally think? In situation #1, it is gray. Not horribly wrong, by any means, but definitely not "right" either. In situation #2, it is definitely wrong. No gray there, just black. The author expressly denied you permission, and you went ahead and redistributed the mod anyway. However, if you had just made a video or a document saying what you did to make the mod work, and redistributed that - absolutely no issue. Not a hint of gray, totally white. And that is similar to what I hope is possible with the abandoned non-SKSE mods. That as users, we can just load them in the CK, save them, and voila: they function in SSE. Or use a script in xEdit as Kesta and Tech mentioned. Hopefully it will be that simple...
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Whether a law is enforceable or not is irrelevant. If I am speeding down the highway in the middle of nowhere, I am still speeding. If I murder someone in the hypothetical perfect crime, I am still a murderer. And I understand what you are saying...if you don't believe in the system, do not follow it - but I think you are missing what I am saying. The mod author believed in the system, or at least, we have to assume he did. The only way we would know differently is if they gave alternate permissions, and in that case, this discussion does not apply. This isn't about what you believe in, this is about what the author believed in. You are forcing your beliefs on others... It is not your rights that would be violated, it is the author's. Their assumed agreement to the current system is what matters. And I said that half the authors would likely have no problem with people updating their mods. But the problem is the other half. Or third. Or tenth. We can't get a hold of these people, so we cannot presume to know what they would want. Like Tech said, it is about respecting the author's wishes. And when we don't know their wishes, we can't just presume they would want the outcome that is favorable to us.
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I agree it was a different situation, but the logic is the same. Whether you give credit or not, whether the mod was changed or not, whether the author is inactive or not: all of this is irrelevant. You are still taking someone else's work without permission and redistributing it in some form. Don't get me wrong...I don't like this system. I believe Nexus should change their ToS to be more cathedral friendly. Perhaps automatic provisions for inactivity, with an opt-out if the author desires. But as it stands right now, when authors published their mods, they did so with the expectation that their permissions would not be violated. If you got a hold of half of the inactive authors, I bet they would have no problem with someone updating their mods. But the problem is that no one CAN get a hold of these people. The system is not the greatest right now... But that doesn't change the fact that without the author's explicit permission it is unethical to redistribute their work.
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Ethics. Morality. Honor. The fact that you agreed to Nexus ToS. I mean, of course, you are logically right. If I do not believe stealing is wrong, what is to prevent me from stealing? But that is a very slippery slope...the same logic was used when mods were stolen from Nexus for Fallout 4 and put on Bethesda.net for consoles. The result: A near catastrophe. Modders went on strike and pulled their mods. Pitchforks and torches were brought to the Bethesda forum, and due to the outcry, now a valid Steam account linked to the CK is needed to upload mods to Bethesda.net, with the implication being that mod thieves will get their Steam accounts banned. If you want a functional society you have to play by the rules, even if you don't like them. Otherwise chaos ensues, and everyone is worse off.

