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Neovalen

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Everything posted by Neovalen

  1. The one from Vividian... thats the preset. :)
  2. Thanks for pointing these out! :)
  3. In SR:LE I have IA7 working almost flawlessly but it took work to fix conflicts. Sent from my XT907 using Tapatalk
  4. No. However better dynamic snow does. Sent from my XT907 using Tapatalk
  5. This is a good thread for future reference. Will need to write a note in SR:LE setup. Makes me wonder how many enb "issues" are really directx issues. :) Sent from my XT907 using Tapatalk
  6. Falskaar and Wrymstooth are more than just quests and are new world spaces entirely. More expansion than mod. That's why they are placed there in SR:LE. You'll note later in the guide vanilla quest mods have their own area. Sent from my XT907 using Tapatalk
  7. IA7 runs a massive script on startup that takes a very long time to run. Best advice I can give if you don't want to use an alt start is to install it post intro. Sent from my XT907 using Tapatalk
  8. I don't have the stuck in mid air thing except on rare occasion, repelling could be a side effect of the enemies your fighting. For example skeletons always repel and enemies wearing heavy armor (a bit more common with OBIS) have a chance to repel arrows. I haven't gotten into Block 7, 8, or 9 yet for ELE. I haven't finished the DLC ELE CR either. I'm planning to get to it tonight sometime... time willing. The * is a wildcard in windows. It just means any number of characters here. So for example: telwoodenddoor*.dds is any dds file that begins with telwoodenddoor. No correction needed.
  9. Short night, went out with some friends. Went ahead and skipped to the worldspace edits for ELE - Interior Lighting.esp and finished that up. Whats left to do: ELE - Interior Lighting.esp Blocks 6 through 9 All other ELE modules. (smaller) A lot of work, but worth it in the end.
  10. I realise I just wish people would realize that papyrus log errors do not always indicate a real problem. :) I'm more sensitive than most being a mod author as well as a guide author. Your mod broke my game... etc etc. Please do come back with more info though, that's always a good thing. :) Sent from my XT907 using Tapatalk
  11. Show Sky has two uses: 1. To actually show the sky (duh) so if you have a skylight it needs to be set to see sky. If you don't then all you see is grey. 2. To play weather effects. (Thus the needed XCCM) Sent from my XT907 using Tapatalk
  12. Looked at it. Not needed. Sent from my XT907 using Tapatalk
  13. Repeat this mantra: Papyrus logs are not crash logs. Papyrus logs are not crash logs.... :) Honestly unless something is dumping stacks its generally not a problem. Sent from my XT907 using Tapatalk
  14. XLCN are definitely not forwarded. Sent from my XT907 using Tapatalk
  15. Still working the conflict resolution, there's just a lot to do. I will finish it... eventually!
  16. Note that BOSS is screwing this up a lot lately.Sent from my XT907 using Tapatalk
  17. Using the high quality optional (higher settings than default Vividian) I'm getting 40+ indoors and 23-45 outdoors depending on how much is loaded at the time. I'm using uGridsToLoad=9 ... I honestly haven't tested with lower uGrids but I can and let you know the results. The only ways I've found at uGrids 9 to increase minimum frame rate are to remove better dynamic snow and/or skyrim distance overhaul and even then it's only 5-7 or so fps. I haven't had time to test the map snow and clouds out in game, but the author states that the roads are not very high quality as of yet so wanted to see if some improvement came later. As for the no snow... waiting for more progress... the snow seems to have too rough edges.
  18. Regarding BOYD conflict: not sure, as you said it's a simple re-ordering and not sure if it's important. For now I'm going to leave it alone as Arthmoor is pretty good about keeping BOYD up to date. The ELE conflict resolution is not done yet, no. Working on it now, actually. I am definitely showing one. The ELE - Interior Lighting module has the "Show Sky" flag removed. This is a good reference for most record types though it isn't fully complete: https://www.uesp.net/wiki/Tes5Mod:Mod_File_Format As for XLCW the CK is the cause of the large negatives and are functionally equivalent to 0.0... from aforementioned web site:
  19. Notice: Conflict Resolution is being updated for the inclusion of ELE... be patient. :)
  20. You obviously do not use the new 3d ropes then. :)
  21. Leave it be if you've got the absolute latest ENB. Doesn't appear so in TES5Edit.
  22. As long as you don't have ANY major animations mods installed such as immersive animations, etc.
  23. New content is ok by me but I wish there was a click to go to last unread message instead of having to scroll down manually, but then maybe I'm just lazy. ;)
  24. FNIS is the all-in-one fix for all animation/skeleton mods. Its not just about idles but pretty much every animation in the world of Skyrim. Maximum skeleton does include a fix for non-FNIS users, however it is generally accepted that FNIS is much more compatible as it will also take into account any other installed mods.
  25. You would also need to remove the edits to daedric helmet in TES5Edit.
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