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Neovalen

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Everything posted by Neovalen

  1. Load up Bring Out Your Dead.esp in TES5Edit and look through the Non-Player Character (Actor) GRUP. Are there any errors listed in the VMAD sections? I'm guessing something went awry in your install of BOYD or related patches. Please reinstall and regenerate related patches. Also be sure using latest TES5Edit.
  2. Makes no difference whatsoever. Neo, just a quick question to be entirely sure. In Better Makeup for SKSE, there's a 1.1 update, but since it's from a couple days ago, I assume you would've seen it. We should ignore it, right? Right. Its more an optional than an update IMO.
  3. No difference as it loads automatically.
  4. Thats the goal eventually... in some form. I need to finish writing the guide first before going into that. :) Rest assured it will come eventually.
  5. Infinite load problem fixed... removed interior cell reference tweak from STEP.
  6. Going to be on chat for a few minutes if anyone would like to ask questions in real time. That is, before I go back to play-testing. Link is at the top of the page.
  7. The nonRW version is actually 2.0a on Nexus. The version used in the guide, w/Riverwood is just 2.0. So it should read: Fixed. Thanks.
  8. XCE only thing left was scars... and I felt the XCE versions "hid" them too much. As for the hand meshes... took a cue from "Alt Navtsea" about copying the UNPB 3rd person hand meshes to first person meshes. Going to update it slightly in a few minutes though. (think I need to copy the body to 1st person as well). Edit: Confirmed - updated guide. Without copying the body to 1st person also there is a visible hand seam. :) The other mod (UNP Hand Meshes) uses the vanilla hand mesh which is too manly and thick fingered. All: So far so good... only had one problem so far (infinite load going into bleak falls barrow once...). Last time I had this was due to the "iLargeIntRefCount=262144" ini tweak... might remove it. Anyone else have this issue?
  9. Just got done updating that section up to and including "XP32 Maximum Skeleton". Ran FNIS and all other dynamic patches to make sure I got everything. Going to play test now for a bit and see if I also CTD or if it works fine. Starting new game from Helgen for a fresh start.
  10. Yes I did... and I'm working on the guide right now... will see how far I get tonight... going for a marathon! :)
  11. Yeah I think I only want the sneak sound removal also...
  12. Technically yes, you can remove it... however... if you remove EBT (lets say a user doesn't like it or using CT instead) then you lose it for all the other mods in the load order that depend on it... so even if it's over-written I think it should stay. (or I should write a note to remove the conflicting files from EBT and use the originals)
  13. :/ that stinks. This time when you finish arranging it make a backup (Profile Menu > Copy)
  14. I have not.... at least not with the latest versions.
  15. Regarding some of these: Â Â IWIE-EB Patch - reason I don't have one is I thought Enhanced Blood was more correct (why do they have hammer blood spray for unarmed hit?). In any case, it just goes to show that sometimes... it's not worth merging. :) I try to capture that aspect of things in my guide as well. Glad you are getting a hang of things though! I haven't decided how I'm going to decide gameplay mods yet in this update. Some of the overhauls still call to me... probably for after v1.0 is finished.
  16. Let us hope this new modder is better. I know a few of the old ones weren't really well done technically.
  17. I found it but need time to test.... likely after DB 1.0.
  18. I feel the dimonized textures look better and blend better with the necks of the various face mods out there. (Prevents neck seam issues). I will be getting back to this section before too long(think its up next).
  19. I recall seeing these. They are safe just SMIM disabling some objects.
  20. That will be something in the In-game configuration section when I get there.
  21. Ahh yeah my bad, I read your post wrong. That's what I do, side-by-side. I've actually got a unique setup in that I have two identical laptops and I do my comparisons on them next to each other with one version running the guide exactly, and the other as my tester to look at new textures (i.e. SeriousHD update), etc. That would be so nice... lol.
  22. The main goal is to get everything as stable as possible for Dragonborn. I will try to squeeze in SHD 2.0 but really hate he restyled the mod to work with a different mod that I currently have no intention to use. After we are stable/updated to the end... I will be focusibg on adding/evaluating new (but I reserve the right to add new mid DB update as well).
  23. Test them in game? That's pretty much the only way. Also when TPC is updated I will compare vs his choices as well. Haven't looked at it yet... no but thought about it... yes.
  24. Created a new Automatic Variants patch? If not, it still have SkyTest as a master, and Skyrim will crash at start.Neo you need to clearly state in your guide that every time mods are changed, new patches have to be made (not always in fact, but this police never fail). :) Already there good sir. Maybe I will write it BIGGER :) https://wiki.step-project.com/User:Neovalen/Skyrim_Revisited#SkyProc_Patchers
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