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Neovalen

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Everything posted by Neovalen

  1. According to the CCO front page, all those patches are intended to be replacers. I have a quick question about Dragon Soul Absorb More Glorious. Is there a reason the Dragonborn Patches are not included in the install instructions? Looks like its there to me... first bullet. Sent from my XT907 using Tapatalk You can. I'll update the guide tho functionally no different. :) Sent from my XT907 using Tapatalk
  2. The game itself can do parallax, however it has bugs. ENB fixes these bugs. The thing is mod authors need to take into account if the bugs are fixed or not when making textures. So on the VL pages you will see a Non-ENB version for this reason if for some odd reason you don't run any ENB. Sent from my XT907 using Tapatalk
  3. Not really other than it didn't' work... Sent from my XT907 using Tapatalk
  4. For SR:LE it assumes FOMOD pref = false per the setup instructions unless there is a specific note on the mod to use it. Sent from my XT907 using Tapatalk
  5. Thanks a lot. By the way, everyone, which dragon texture pack do you recommend ? The guide has Bellyaches HD Dragon Textures in it. Sent from my XT907 using Tapatalk
  6. BOSS sorts it for me without issue. As far as CharGen Morphs.esp, I would leave it as it loads files based on the ESP name if you look at the file structure. No - RRR has it's own ELFX patch now. All of these auto-sort for me using the BOSS Master List. I suspect something odd going on... maybe what Daniel said is causing a problem for you.
  7. The author of Falskaar stated there is still an error and its still required. Sent from my XT907 using Tapatalk
  8. That would be awesome, thanks! Sent from my XT907 using Tapatalk
  9. Mothergoose can you try the one linked in SR:LE? That's my plugin perhaps something got messed when z attached it. Sent from my XT907 using Tapatalk
  10. I think the big problem with the one in the OP is that the INI tweaks are not included in the OP! So I will repeat it here with slight clarification based on known facts now: Z, please update your OP with the complete information. Thanks. Here is the source direct from my compiler window, I get no build error messages (I fixed the minor one from converting from 2008 to 2010): // Memory Patch 3.0 By Sheson UInt32 MemBlock1 = 512; UInt32 MemBlock2 = 256; UInt32 enableMemPatches = 0; if(GetConfigOption_UInt32("Memory", "Enable", &enableMemPatches)) { GetConfigOption_UInt32("Memory", "MemBlock1", &MemBlock1); GetConfigOption_UInt32("Memory", "MemBlock2", &MemBlock2); if(enableMemPatches) { _MESSAGE("Skyrim Memory Patch 3.0 by Sheson Active. MemBlock1 = %iMB, MemBlock2 = %iMB.", MemBlock1, MemBlock2); //These patch addresses only apply to tesv.exe 1.9.32.0.8 do not use this on any other version //1st block, request 512MB (0x0300) instead of 256MB (0x0200) //if too small cause of ILS or CTD when to much cell+buffer data does not fit anymore and engine allocates more memory. //tesv.exe:00687E73 sbb edi, edi //tesv.exe:00687E75 push 0 //tesv.exe:00687E77 and edi, 0x0FFFFE00 //tesv.exe:00687E7D push 0x158 //tesv.exe:00687E82 mov ecx, offset 0x01B418B0 //tesv.exe:00687E87 add edi, 0x200 <----- //tesv.exe:00687E8D call 0x00A48D60 //tesv.exe:00687E92 test eax, eax //tesv.exe:00687E94 jz short 0x00687EB1 //tesv.exe:00687E96 push 1 //tesv.exe:00687E98 push 0 //tesv.exe:00687E9A push offset 0x010CD3C8 //tesv.exe:00687E9F push 0x5500000 //tesv.exe:00687EA4 shl edi, 0x14 //tesv.exe:00687EA7 push edi //tesv.exe:00687EA8 mov ecx, eax //tesv.exe:00687EAA call 0x00A4DCF0 SafeWrite32(0x00687e87+2, MemBlock1+256); //2nd block, request default 256MB (0x10000000), typically seems big enough //changing this value is not recommended because side effects are not yet properly tested //when 1st buffer is set over 512MB and there are a lot of mods this needs to be raised as well or tesv.exe crashes at start //however there are no commits over 256MB, hard coded max limits later in the code //tesv.exe:00A4E6B1 mov ebp, dword ptr 0x0106B268 //tesv.exe:00A4E6B7 push 4 //tesv.exe:00A4E6B9 push 0x2000 //tesv.exe:00A4E6BE push 0x10000000 <----- //tesv.exe:00A4E6C3 mov [ebx+0x8D08] //tesv.exe:00A4E6C9 mov [ebx+0x8D0C] //tesv.exe:00A4E6CF mov [ebx+0x8D10] //tesv.exe:00A4E6D5 push edi //tesv.exe:00A4E6D6 mov [ebx+0x8D14] //tesv.exe:00A4E6DC call ebp SafeWrite32(0x00a4e6be+1, MemBlock2*1024*1024); //change movaps to movups (slower on old CPUs) in case memory is not 16byte aligned, //there are most likely more, but when 1st buffer large enough this is not problem anymore //this one is executed once per new cell load //tesv.exe:004BD82F xorps xmm0, xmm0 //tesv.exe:004BD832 movaps xmmword ptr [esi+0x9160], xmm0 SafeWrite8(0x004bd832+1, 0x11); } } That being said, I cannot be sure if VS2010 causes an issue in and of itself, but the patch works perfectly for me.
  11. 1 and 2 - I don't use AOS_EBT patch to save a plugin slot and put it into the SR Conflict Resolution instead.3 - Fixed, thanks. 4 and 5 - I don't use AOS_W&C Patch to save a plugin slot and put it into the SR Conflict Resolution instead. 6 - This one is still required from what I can tell.
  12. I'll probably update these as I get the time to look but here some initial thoughts: 1st image set - First shot is overall the best. The road/ground is nicely textured and the buildings are sufficiently worn for being in ash/dust storms all day. However I like the more contrasted/detailed basalt in the background from shots 2/4. 2nd image set - First shot is overall the best. Ash/Buildings/Roads are sufficiently worn and the texture on the ground stands out more over distance. The basalt is better in 2/4 again. 3rd image set - First shot again, I feel like a broken record here. Ash is nicely textured, the ground sufficiently worn however again the basalt in the background I prefer 2/4. 4th image set - First shot yet again, nice mix of varying different colors. However shot 4 is also quite nice. Shot 3 is too dark/sameish and shot 2 is similar but I don't like the ash pattern in the upper area, much prefer the ripple in 1/4. Since there is a shot of the basalt close up I like 1/3 in this compare for that with the extra detail. 5th image set - Shot 4 wins overall for me. 1/4 for the big mushroom. I prefer the darker door on the houses from 2/3/4. The ash is best in 1/4 but the ash/road combo is best in 4. 1/4 again for the mushroom houses, can see more detail/texturing from afar, there is also an odd striping pattern on 2/3. 6th image set - Shot 4 wins overall for me. Ash looks best in 4. 2/3/4 had the better textured house and 1/4 had the brighter top which I liked best. The darker shroom accents on 2/3/4 and the darker weathered door on 2/4 really stuck with me. The ropes might be best from shot 1 though... they seem more detailed. 7th image set - Tough one between 1 and 4. I don't like the others... 2 is too flat and 3 is too dark. If I had to absolutely choose I would say 4 but 1 is also quite good. 8th image set - Shot 1 definitely best on the blending in general and ash for the big rocks/ledges. However I really like the small detail rocks in 4 near the center of the shot. 9th image set - I prefer the grass blending of 1/3 but the foreground dirt of 2/4. 10th image set - Shot 1 and 4 both nice but the small accent on the bottom left makes it 4. Tried to give you as detailed a response as I can make... ;) Hopefully it is pretty much consistent.
  13. I hope that's the case tho she could write a hidden for update msg... in any case if your going to share amongst yourselves I'd prefer you do it in pm. Sent from my XT907 using Tapatalk
  14. Yes there is an entry in the log. I believe I stated it in a previous post. I would link it but I'm on mobile. Sent from my XT907 using Tapatalk
  15. My variable must be used with my DLL. Whoever compiles the dll can make their own INI choice. Sent from my XT907 using Tapatalk
  16. I'm going to chime in obviously but been playing uGrids 9 SR:LE + more for hours. Sent from my XT907 using Tapatalk
  17. I've actually been running BFS, DSI, and EBT all at once without issue or script lag since the mem patch. I suspect it was a mem allocation issue when all the scripts fired. Sent from my XT907 using Tapatalk
  18. Yeah delete it. I will fix... oversight it was late. Sent from my XT907 using Tapatalk
  19. BOSS integration is the little [sort] button below the load order... it didn't seem to work properly for me and said a bunch of my mods were not in the master list when they are (including all my user rules).
  20. Done. :) Less confusion the better.
  21. Since the new version of MO now gives me the same results, the guide has been updated to reflect this. Hopefully, it will be the end of the confusion and no-one is like I used to be.
  22. My personal best option would be to "clean out" the entire forum section and make a new SR:LE specific section where I can post some stickies, etc and prevent another gigantic thread. Example: Ogham's post up above. I may just add a note similarly to the guide though. :) Right now it feels like we got people coming from SR and SR:LE when SR is unsupported now.. etc. Ah well, I do plan eventually to make multiple threads instead of this gigantic thread. Cleaned out or not. Alright, I just tried cleaning my vanilla ESMs using the new BETA mod organizer... and it left my cleaned files in the data folder! FINALLY! Apparently Tannin did something under the hood to fix it for me now. I will update the guide. Edit: Guide updated, please proofread if you would guys.
  23. For a normal DSR mesh pack it can be installed anywhere as it just adds meshes and not replace any. For an "On Back" mesh pack you want to load them after said mods since they also remove the rings of the normal sword sheath. Personally, I load DSR and it's mesh packs AFTER all my weapon/shield/armor mods and then install the mesh packs in order that I have said mods installed.
  24. SiC includes mech dragons no? Granted probably not hand placed as these are. Sent from my XT907 using Tapatalk
  25. True... forgot about that. Thanks.
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