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Neovalen

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Everything posted by Neovalen

  1. Not really, dual wielding is not hard to do set up properly... Example: Dual wield 2 swords... hotkey the right blade and switch to bow. Press the hotkey, back to dual wielding what you were just dual wielding... The only time it get hairy is trying to use torches.
  2. The easiest way is to reset "Default" for each anti-aliasing item using Nvidia Inspector.
  3. I installed today the "fixed" installer he uploaded... all worked fine (but I didn't use "integrated FOMOD installer" in MO, just the default one.
  4. You probably have the wrong animation. You should have Dual Sword Wield -- Swords on Back. (The shield takes the place of one of the swords if you have sword + shield). If that does not work try adding the IAN Dual Sword Wield from Back optional file after the other. If that fails - Do you have the right skeleton? IAN Dual Sword Wield from Back optional file fixed it. Not sure why as this is not in the SR instructions. Oh well, thanks for your help.It is.Immersive Animations Author: Berzgore Version: 2.0 Optionals(Via Installer): Main, Sneaking, Strafe, Greatsword Sprint, Dual Sword Wield -- Swords on Back, Dual Axe Wield, Dual Dagger Wield, Dual Mace Wield, Rogue Stab Overrides: Better Turn Animation - Only One Pose
  5. I used to like this when it was in STEP, but now it doesn't hold a candle to Virtus Imperii - Imperial Gear Re-mastered in my opinion.
  6. Yea I had looked at that too but they keep mentioning something about CALYPS ODPM and I wasn't sure what that was and they had a ton of directions on the front page so I just went with the other one. Is that just some other mod that's compatible with it? It also said it was a WIP.Apophysis mention CALYPS as optional, it is designed to work on the vanilla masks primarily and I use it in my Skyrim Revisited guide. It is marked WIP as there are some DLC masks not included as of yet.
  7. I had no freezing and then using cleanmem caused me to have problems. Granted as we all know it was on Windows8 but the cleanmem site says it's compatible so... take the incompatible claim with a grain of salt. The only real way to prevent crashes is memory management via reductions in texture sizes, makes perfect sense to me whereas cleanmem never did (but figured as an intrepid tester I would test out).
  8. Can lower some of the grass draw distance ini tweaks in SR as well to maybe boost a few fps.
  9. Does SUM not merge ASIS/SkyRe?
  10. Non-integrated worked fine for me... odd.
  11. Like I stated above then... yeah I think this is the way to go if we're going to do anything. At least until the critical stage (out of esp slots). P.S. the limit is still 255 but nitpick allows you to have 508 esp in the directory without causing an issue. By default Skyrim only looks at the first 508 esp files it finds but can only have 255 active mods.
  12. Uncheck "Hide Non-Conflict Rows" and you will see 4! Magic. ;) Thanks! Also' date=' is there a Dawnguard compatibility patch for EBQO? The installer seemed to imply there was but I don't see one.[/quote'] I believe the main file is different based on selecting Dawnguard or not.
  13. Really odd... I mean all it does is copy files so would think all you'd have to do is when you configure ENB Version you select the Injector.exe,ini and dll.
  14. Going to let this stew for awhile and keep going the way I am. We're only up to 195 ESP in the guide thus far so we're still 50 below the cap. So any ideas are welcome as we're going to need to deal with it eventually.
  15. Not sure why you guys have so much trouble with the manager, works like a charm and takes me 3 seconds to change presets... lol.
  16. Uncheck "Hide Non-Conflict Rows" and you will see 4! Magic. ;)
  17. Another way it could be done is find common threads and make general patches for those mods... I.e. RLOGlobal.esp, etc.
  18. What's the reason for having lots of global patches instead of just one? Â To limit the amount of rebuilding when one has to be redone as if a mod is removed? Pretty much for damage control yeah.
  19. Yep. The big deal is removal not excluding things. :)
  20. This would also mean we could remove most of the author supplied patches(I would of course use them to make the global) but they can be removed afterwards.
  21. As you already know there are multiple compatibility patches that overlap each other in places in the guide. What is your opinion on making global patches such as: WorldspaceGlobal.esp CellGlobal.esp Weapons&ArmorGlobal.esp ... etc. Instead of individual patches. This should cut down on the number of esps when various mods are added. Of course, it makes it much harder to remove anything. Opinions?
  22. I think he's saying if you play a male character load the one and if you play a female load the other.  If you play both, pick one. The nice thing with MO is you can pick pick and just quickly toggle from one to the other. Anyone have any opinion on which of the any options is "best"? Well... my opinion is obviously known based on the guide. Lol
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