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Neovalen

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Everything posted by Neovalen

  1. I just wanted to chime in here and say thanks PuuLoo for putting in the effort to get this resolved! It's been the only thing holding me back from using your mod.
  2. I do use 296... according to the Wrye Bash guide on the wiki:6. Lastly, go to skyrim\Mopy\templates\ and copy 'Bashed Patch, Skyrim.esp' into your Data directory. It was my mistake, I meant to say the bash patch was from 296... I think this bullet #6 should be removed.
  3. I just deleted the Bashed Patch, Skyrim.esp I installed from step 6 on the wiki(following the Wrye Bash guide install instructions) and now my bash patch is actually showing proper stuff in the window.What a difference that made! Now it's called Bashed Patch, 0.esp instead.
  4. Alright, I find some wierd things were merged... and not the ones I was expecting. Date/Time • 5/23/2012 6:11:44 PM • Elapsed Time: 0:00:00.261 Active Mods • 00 XFLMain.esm • 01 Death Cam (60 Seconds).esp • 02 masser Size x0.5.esp • 03 secunda Size x0.5.esp • 04 Dual Wield Parrying_ScriptDragon.esp • 05 XFLHorses.esp • 06 XFLDialogue.esp and Leveled List is blank, I guess that means there weren't any conflicts inside the leveled lists for both cloak mods.
  5. How do I tell if Bash is merging my leveled lists? For example I have Winter is Coming and Cloaks of Skyrim installed, figured there would be a merged leveled list but didn't see it when I rebuilt bash patch? Maybe it's doing it and I just don't know.
  6. I found this on the SkyUI thread, the link in the quote is where I downloaded the file, it worked good for me. SkyUI is supposed to have a BCF included in the archive but they didn't update it when they released 2.2.
  7. Are there any Wizard/BCFs for SkyUI 2.2 yet? I saw one on Nexus for 2.0 but...
  8. Well, I got all my mods to appear at least, now to see if I can get this thing to work. :) Alright, I'm kinda-sorta understanding this BCF conversion file stuff... now my question is, how do I know when I need to use it... sometimes they are grey but sometimes they are not. Edit: Argh, using WB really feels like work... lol
  9. No, you can change all three (but I agree on the path length and simplicity).RE reinstallation from scratch: As Fri says, not necessary, as WB will detect, if you want WB to track your mods and accurately report if they are installed or not (i.e., create the '+' symbols in the BAIN checkboxes), then you will need to faux install them all.I personally prefer a clean setup managed by WB from the start, so I definitely would revert to a totally clean Skyrim install (all but save games, even INIs) and methodically start over from scratch (ahh, it feels so RIGHT just thinking about it!). Thats actually what I elected to do, I reinstalled Skyrim, re-copied my optimized textures/dlc, and now I am figuring out how to get WB installed again. I've shortened my path to E:\Gaming\Skyrim (in here is various folders containing things related to skyrim - screenshots,saves,optimized dlc, etc.) I haven't gotten to the point yet but can someone suggest what I should name for paths? I can copy my mods into whatever directory I need to. I don't want to store my mods in my Skyrim directory but rather in this E: drive directory area. Skyrim is installed at C:\Steam\steamapps\common\skyrim Thanks for putting up with my WB N00bness.
  10. As much as I hate to do it, I might uninstall all my mods with NMM and start from scratch... (even tho I have a totally working install now) because I want the ability to make a bash patch for leveled lists when I start using content mods... Is it worth it? I'm tearing my hair out here trying to figure out what I did wrong atm. lol
  11. See replies above, I think the problem is the 2nd line... Do you know why WB has the base path (i.e. what does it put in there?)sOblivionMods=E:\Game Mods, Tools, and Patches\Elder Scrolls V - Skyrim\Mods (This is where I have all my mod archives) sInstallersData=E:\Game Mods, Tools, and Patches\Elder Scrolls V - Skyrim\Mods\Bash Installers\Bash sBashModData=E:\Game Mods, Tools, and Patches\Elder Scrolls V - Skyrim\Mods\Bash Mod Data Why there are so many directories is kinda weird to me, but then I never had used WB before. I figured I'd point it at the same directory NMM is using to store mods. E:\Game Mods, Tools, and Patches\Elder Scrolls V - Skyrim\Mods
  12. Alright, hope someone can help me. I was following the guide on the wiki and got Wrye Bash installed (my first time). For this step: Edit bash.ini and replace the "\Oblivion Mods" directory references with "\Skyrim Mods" and update any other paths or settings you like, many users keep \Skyrim Mods on a different drive to conserve space and prevent fragmentation on the game drive. I did the following: sOblivionMods=E:\Game Mods, Tools, and Patches\Elder Scrolls V - Skyrim\Mods (This is where I have all my mod archives) sInstallersData=E:\Game Mods, Tools, and Patches\Elder Scrolls V - Skyrim\Mods\Bash Installers\Bash sBashModData=E:\Game Mods, Tools, and Patches\Elder Scrolls V - Skyrim\Mods\Bash Mod Data which basically kept the same arrangement as the base ones but pointing at E:\Game Mods, Tools, and Patches\Elder Scrolls V - Skyrim\ However, when I got into Wrye Bash (later in the guide, actually running Wrye Bash) there is nothing listed in the "Installers" tab? It took awhile and scanned all my currently installed files... but then I got a blank window. Only thing showing is ==Last==. Help? Also as a note, I have been/am using NMM to do my STEP install right now. It is pointing to "E:\Game Mods, Tools, and Patches\Elder Scrolls V - Skyrim\Mods" to find my mods and see's them fine.
  13. Discussion thread: Weapon De-LARP Project by MadCat221 Wiki Link A lot of the weapons are... thick. Abnormally thick. "Not a cuttingedge" thick. I know that blades can't be as thin as they are in real life on account of them otherwise disappearing because of pixel aliasing, but COME ON! Are these swords or cudgels? This mod goes through a lot of the 1stperson meshes for many weapons (mainly swords, but some axes too) and thins them. Probably not to the level of real life, but enough so they actually look like... yaknow... *swords*. ---------------------------------------- Figured I'd post this as I really really really hate how my swords are thick and blunt in Vanilla Skyrim. So far this is the only mod I've seen that works on the vanilla meshes. If anyone has any other mods that do something similar/better, please post them!
  14. I've recently found Stakado Realistic and Cinematic ENB and after trying many (6+) different ENB configs from around the nexus I think I may stick with this one for awhile. In case you wanted to try I'm using 4.0 Realistic Version A (Ultra) quality with no tweaks other than I set my in-game brightness slider to 2 or 3 below center (author recommends 3 above center but thats too bright for me). Be sure to follow the instructions and set the proper settings in IMAGINATOR. Nights are sufficiently dark when it's cloudy and sufficiently bright when it's clear... seen some of the best scenery with this mod so far. The sun is quite bright, but then again in real life it is too. I'm using it standalone, no RLwC or RCRN. This setting really kicked my fps down but the image is beautiful. I may try a more performance setting in a bit but for now I'm just enjoying the visuals.
  15. Check your save game size... is it horribly bloated?
  16. This was just posted by the mod author:
  17. Yeah, now I just wonder if it will work with our STEP mountain textures...
  18. @Spiffyman I tried ENB Next Generation, it was good outdoors but indoors/dungeons was totally not good for me, too bright. I almost always play on the darkest/realistic setting when indoors/dungeons for the extra ambiance/realism. @Vond Wow, another version already... Boris is busy busy busy! Can barely keep up.
  19. No, I haven't. The screens look good though, might give it a go eventually. Just so many presets... lol.
  20. Vond, in enbeffect.fx: // Matso's Panoramic View (set Your FOV to 90.0 in game for better effect) #define USE_PANORAMIC_EFFECT 1 // blackens top and bottom of the screen (comment the line to disable) #define fPanoramicOffset 8.4 // size of screen to be blacken (in %) Just do as the comment says and viola! No more black bars.
  21. I've capped everything but Item Fade (per STEP instructions). Maybe I'll try modding the INI value higher than launcher max.
  22. This problem appears to happen in vanilla and is amplified with dark ENB/RCRN/RLwC and it's driving me nuts. Hopefully someone has an ini tweak to fix it. Basically, candles appear to go out/re-light as you get close to them. Using the Hall of the Dead in Whiterun as an example, look at the candles by the altar. Its very jarring in motion when in the dark.
  23. I actually found an ENB that is kind of a trip... Skyrim Visual Immersion III. It's made by Matso and I think it's really under-rated. People just take half his ENB(mainly the DOF) for their stuff (granted they give him credit). It's very configurable and he gives a GREAT readme on how to edit enb effects files and they are all commented. It has not been updated yet for 0.111 KAGE but it will be soon. For now I've just adapted it myself by adding in the requisite enbseries.ini changes. When I first loaded it up during a rainstorm in Whiterun I felt like I started the movie Van Helsing by accident (I subsequently found the nearest vampire den available for fun!). He also makes a very nice sunglare (separate download, just look up his files on the nexus).
  24. As of right now, I'm just using ENBs version... I have to set it o 34 to get a 32 fps lock (go figure, it's a little off).
  25. Now that you mention this, I may try More Dynamic Shadows and Striping Fixed again... Just to see what if anything is fixed by ENB shadows.
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