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Everything posted by Neovalen
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Same here. Origins is my favorite game. :)
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Landscape pop in and other oddities
Neovalen replied to phazer11's question in General Skyrim LE Support
The game looks 100% better with ugrids 7.. I don't really care for anything higher... but your right, after awhile it will likely bite. Been running 7 just for kicks while reinstalling but when I actually play it's likely going back to 5. -
Landscape pop in and other oddities
Neovalen replied to phazer11's question in General Skyrim LE Support
Think that's SMIM. -
Perhaps the game recognizes the textures are corrupt and automatically uses the files from the bsa?I wouldn't think so based upon my experience with other corruption in the game, normally it puts big exclamation points or black where it should have been.
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You would think you'd notice all terrain being corrupt the second you entered the game no?
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Skyrim Revisited Pre-Release Feedback
Neovalen replied to Neovalen's topic in Skyrim Revisited (retired)
Be reassured sir. :) -
Mod Organizer & Dual Sheath/New Idles
Neovalen replied to drannos's question in Mod Organizer Support
https://skyrim.nexusmods.com/articles/540/? -
Mod Organizer & Dual Sheath/New Idles
Neovalen replied to drannos's question in Mod Organizer Support
I like to think I do a decent explanation of this on my SR page (see link in SIG). Here is the quick answer: 1. Run both DSR patcher and FNIS as executables in MO. 2. FNIS should be run every time animations or skeleton is changed. Relative order doesn't matter between FNIS and DSR. Next set.... 1. RR&Force changes the amount of force applied by various effects while the skeleton simply changes mass of objects and how far joints can rotate, etc. The skeleton portion is built into XP32 Max Skeleton. 2. XP32 Max Skeleton basically is a common skeleton that includes skeleton parts from a large number of mods so it can be compatible with all of them. Due to this it requires FNIS to properly work. 3. DSR simply uses the weapon placements provided by XP32 for left hand weapons and shield on back. These do not exist in the vanilla skeleton. Animations are included with XPMS or better ones can be found at Immersive Animations. The patcher generates forms for left hand or on back versions of every weapon/staff/shield in the game. It points to a different mesh path than the original because they must be rotated/attached to different bones to look proper on the left side. 4. FNIS is used in STEP to make XPMS work. Period. It is a good tool in general though to make animations play nice and also provides framework for adding new anims to the game. Including gender specific anims. Hope this helps. -
With all the info presented thus far I'm going to vote for removal from STEP as in the vast majority of cases it likely won't help the player avoid the problem anyway and its immersion breaking. That said, would definitely support the fix mod proposed.
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Blocklists for SkyProc Patchers
Neovalen replied to rootsrat's topic in General Skyrim LE Discussion & Support
Interesting about DSR... I have NOT seen those issues in my game as none of the referenced mods change meshes... suggest you do a reinstall sir. Something has gone awry in your install. Therefore do not agree they need to be in the list. -
Wrye Bash vs Mod Organizer
Neovalen replied to flyingspatula's question in General Skyrim LE Support
Agreed with the above. MO definitely way to go but stick to the main tree not beta releases. -
SKYRIMLE Realistic Lighting Overhaul (by The Realistic Lighting Team)
Neovalen replied to Kelmych's topic in Skyrim LE Mods
That's extremely sad to hear. Hope he is comfortable for the time he has left. -
Rock pile placed in front? (like a cave in)
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Locking the dungeon until said quest is active would be good. Kind of like in the old days: "This door is barred from the inside and cannot be forced."
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Thanks for looking into it kryptopyr. My thoughts above on what you've done so far. I'm really torn on this one, I really hate having the rename in my game. Perhaps for me, at least, it would be better to just have the bug list printed with broken quest areas to look at outside the game.
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He has a list in the misc files.
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Has anyone asked Arthmoor if any of this is fixed via the USKP? I'm really really tempted to remove it.
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I won't spoil it but there is a reason. ;)
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An alternate "Fix" is Moonlight Tales which adds the Lycanthropy disease back to Skyrim among other awesome werewolf things :)
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There is no lore reason why Lycanthropy cannot be contracted multiple times. In fact it was catchable and much more common in all previous TES games. There are certain parts of DG that require you to be a vampire and that's where this mod becomes useful. In vanilla, you can only become a werewolf twice. The initial companion quest line and once more from the companions after that. Problem is... if you do the quests in a certain order you could end up being unable to be a werewolf because they won't change you again.
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Mammoth Faction conflicts - assistance required
Neovalen replied to rootsrat's question in General Skyrim LE Support
Looks like you should be able to merge those. -
Skyrim Revisited Pre-Release Feedback
Neovalen replied to Neovalen's topic in Skyrim Revisited (retired)
Generally speaking it will just change your body to look like the one it was designed for... magical morphing. -
Thanks :)
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Are you running an official Skyrim?
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For Dual Sheath through MO you simply need to install the mod as normal then set up the jar as an executable and run it. Of course java must be installed for that to work.

