
Bradl3y
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Everything posted by Bradl3y
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Speaking of PerMa... https://www.nexusmods.com/skyrim/mods/59849/? It was just updated to version 1.5
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Skyrim Revisited Pre-Release Feedback
Bradl3y replied to Neovalen's topic in Skyrim Revisited (retired)
Complete Fast Travel Overhauls looks good. -
OKIE DOKIE I can confirm (for my setup atleast) that this issue isn't going away unless I disable Trees HD & the FIX I would like to think disabling certain files may resolve the issue, I'll tinker some more. I think disabling treepineforestbarkcomp3.dds & treepineforestbarkcomp3_n.dds may have something to do with this. I'll re-download / install these mods and mess around.
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I'm almost done with my mod merges. Going to run FNIS / Wrye Bash / SUM and test the setup after that. I'll keep an eye out for these tree trunks.
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He wants you to hide or delete the meshes folder / treepineforestbarkcomp3.dds AND treepineforestbarkcomp3_n.dds He also wants you to delete Vurt_Pine01.dds AND Vurt_Pine02.dds He wants you to hide or delete treepineforestbarkcomp3.dds AND treepineforestbarkcomp3_n.dds EXAMPLE^^^^^^^^^^^ Basically he wants you to delete all pelt files you'll find in textures/architecture/farmhouse If he had said to hide or delete meshes/architecture/farmhouse/interior/basement/farmbtrapdoor* then you would hide or remove all files in that folder named farmbtrapdoor. Instead he is telling you to ONLY hide or delete farmbtrapdoor02.nif FILE EXTENSIONS: https://www.youtube.com/watch?v=ZNL9o9TaUHA&feature=iv&src_vid=Oh90E1tdkKs&annotation_id=annotation_205837309
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Skyrim Revisited Pre-Release Feedback
Bradl3y replied to Neovalen's topic in Skyrim Revisited (retired)
Renthal HD Flora All in one https://www.nexusmods.com/skyrim/mods/72628/? mmm... -
Electrocutor Thank you for putting in all of this hard work. I am very much looking forward to the end results of your investigation into the matter. This should have been done a long time ago. I hope this becomes a reality. Let's assume the worst case scenario occurs. What happens if most of these mod authors don't respond? (never come back) or what happens if some or most of these mod authors do not give you their permission? The only reason I bring this up is because just yesterday (or the day before I think is when it all actually started) there was a mod hosted over at "the place that shall not be named" that was taken down because the mod author was using other peoples work. I don't think that guy was actually receiving credit for creating anything ... Basically he just grabbed a dozen or so mods and slammed them together to credit a (All In One) kind of a thing. In any case I'm following your progress and hoping for the best.
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What about Death Alternative? https://www.nexusmods.com/skyrim/mods/45894/? Could that be a solution or would that only cause more problems?
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Realistic Waters Two Merge
Bradl3y replied to Yippee38's question in Guide Support & Bug Reports (retired)
I had this exact same problem merging Realistic Water Two. deactivate RBB merge reactivate RBB rename the esp it is obvious that we did something wrong ... I wish we knew what it was but as long as it doesn't break the game it should be okay, right? -
Skyrim Revisited Pre-Release Feedback
Bradl3y replied to Neovalen's topic in Skyrim Revisited (retired)
ENBSeries has been updated to v0.303 - https://enbdev.com/mod_tesskyrim_v0303.htm ENB Organizer uploaded by Breems looks like a updated version of ENB Manager - https://www.nexusmods.com/skyrim/mods/67077/? ENBoost Crash Fix or ENBoost 6.0 Anticrash? I noticed this today on the nexus front page. I believe it is just a enblocal.ini - https://www.nexusmods.com/skyrim/mods/73618/? -
So I decided to give SRLE another shot and I've reached the RealisticWaterTwo Merged point. I loaded my six esps' in the correct order at the bottom of my load order and cranked up Merge Plugins Standalone (through MO) I went to go highlight my esps' and create a new merge but I noticed something odd. Three of them were missing. What I saw was RealisticWaterTwo.esp RealisticWaterTwo - Waves - Falskaar.esp and RealisticWaterTwo - Waves - Wyrmstooth.esp BUT RealisticWaterTwo - Legendary.esp RealisticWaterTwo - Falskaar.esp RealisticWaterTwo - Wyrmstooth.esp was missing. First I hulk smashed my desk and screamed. Wondering "WHAT IN THE F*** KIND OF AN ERROR IS THAT?* But then I calmed down and remembered something. RBB - SR Merge.esp and the erorr it caused the last time I tried to merge Realistic Water Two. The last time I installed SRLE I came across an error when checking my merge for errors. Something about RBB - SR Merge.esp needed to be loaded before something or whatever, My way around that error was to simply disable RBB - SR Merge.esp before trying to merge Realistic Water Two. After disabling RBB - SR Merge.esp Realistic Water Two will merge with no issues. No errors found. Also all six plugins were merged correctly in the proper order. Will it work out in game?? I dunno I haven't finished installing SRLE yet so I'm looking forward to that crash. Should be fun Should Neovalen include this step in his instructions?
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Interesting NPCs is too good to pass up.
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Skyrim Revisited Pre-Release Feedback
Bradl3y replied to Neovalen's topic in Skyrim Revisited (retired)
I thought I would just go ahead and mention Hearthfire Extended since I've been using it for awhile now and I've never seen a post about it related to SRLE I found it snooping around the STEP guide https://www.nexusmods.com/skyrim/mods/66783/? This mod was recently updated on January 13th -
Skyrim Revisited Pre-Release Feedback
Bradl3y replied to Neovalen's topic in Skyrim Revisited (retired)
Optimized Vanilla Textures was updated on January 12th to 6.0 Changes Version 6.0Fixed all known bugs. No longer deleted with game cache integrity checks. No longer overwrites vanilla assets. Incorporated High Res DLC and UHRP into new High Resolution Version. Sorry if that has been brought up already. -
So I have heard about Skyrim having a plugin limit. Might be 230something ... maybe 255, I've heard 255 a few times. Even googled it just now and there it is, the first thing that comes up is 255. So don't go near 255. Don't go past it, No problem. How about scripts? How do you know you have too many scripted mods without reaching a CTD? and how do you know that CTD is catastrophic or minor? I've experienced CTD's at startup. Immediately started the game right back up and everything was fine. I've played for hours before and experienced one CTD. Log off / reload the game and everything is fine. I've lost saved games. I've lost well over 100 hours of my life building a modded skyrim for a playthrough that was doomed from the start. I've nuked my setup more than I'd like to admit. Papyrus logs ... I don't even know what half of that **** is. I'm certain the answer is right there staring me in the face, buried in those logs. How would I know? I feel like this part of the modding guide is by far the most important. You can get stuck at startup, download a patch or sort your load order properly and AWAY YOU GO! But you could get your 250-350 mods setup. reach that 220 plugins point and say "okay that's enough" and start playing. Everything is fine. for 5-20 hours, then BAM! save game is dead. no missing plugins, TES5EDIT doesn't show me anything that screams "HEY FIX ME IDIOT" Even if you load a previous save and you bite that bullet. You say to yourself "Okay, I just lost 2 hours of my time, lets hope that doesn't happen again" We've all been there. soo ... Scripts, How much is too much?
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There is a CACO-Ordinator patch and a WAFR-CCOR Ordinator patch you'll want to get if you're using Ordinator. RS Children Overhaul has a patch for Interesting NPCs you can download from the RS Children Overhaul patches page on the nexus. The great part about MO is if you see a RED flag under the FLAGS tab (left panel) you know that mod is overwriting something. right click and choose information > conflicts ... the top part shows what your mod is overwriting, and the bottom shows what is overwriting it. It if you expand the window you can even see exactly which file is doing the overwriting. (makes it easier to track down) Lanterns of Skyrim might require some TES5EDIT black magic. Tread lightly ... and good luck.
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Skyrim Revisited Pre-Release Feedback
Bradl3y replied to Neovalen's topic in Skyrim Revisited (retired)
Immersive Citizens has been updated! uh oh -
Skyrim Revisited Pre-Release Feedback
Bradl3y replied to Neovalen's topic in Skyrim Revisited (retired)
The People of Skyrim Ultimate Version https://www.nexusmods.com/skyrim/mods/71815/? I haven't got the slightest clue how deep this mod goes, but after reading over the description page it seems unique. Also the mod author says it is/should be compatible with Expanded Towns and Cities. No mention of Immersive Citizens AI Overhaul yet though. I made a post about it on his page. Not sure if he needs, or is even working on a compatiblity patch. -
Skyrim Revisited Pre-Release Feedback
Bradl3y replied to Neovalen's topic in Skyrim Revisited (retired)
RaceMenu related SKSE Plugins: CharGen Extension (Core included with RaceMenu 2.5 and greater)NetImmerse Override Standalone (Included with RaceMenu 2.0 and greater)Copy/Pasted from the RaceMenu description page. Maybe XP32 included NetImmerse Override as a requirement for Enhanced Character Edit users. -
Thank you for the quick reply. I'm looking at the Project Parallax Remastered on the SRLE guide and I am wondering if I should just replace it all together with Project Parallax Revived. PP Remasterd seems like it applies parallax for SRO & there is a SMIM bridge update. Since I am replacing SRO with Noble Skyrim do you think I should just scrap Project Parallax Remastered all together and replace that with Project Parallax Revived or is that SMIM Bridge update critical?
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Hey man, I was wondering if Noble Skyrim 2K works right out of the box for you? or did you need to delete or hide some meshes / textures for compatibilitys sake? if so ... which files? Also I'm assuming you grabbed the Noble Skyrim 2K Full Pack Version 3.1.5 & the SMIM Patch? I'm going to give this a shot since SRO is so difficult to get ahold of.
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I've just noticed that we're supposed to delete/hide textures/dlc02/landscape/volcanic_ash_rocks_01*.dds there are actually two of these files found in textures/dlc02/landscape/ one of them is volcanic_ash_rocks_01_d.dds and the other is volcanic_ash_rocks_01_n.dds Are we supposed to delete/hide both of these files or just one of them? and which one should I delete/hide??
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When installing Serious HD Retexture Landscape 2048px I noticed there is a Serious HD Retexture Landscape 2048px Update. This update apparently fixes some textures. Are we supposed to download both of these files?
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Skyrim Revisited Pre-Release Feedback
Bradl3y replied to Neovalen's topic in Skyrim Revisited (retired)
There's a interesting conversation going on over @ the ETaC forums concerning the most recent updates. Apparently even WITH the new Immersive Citizens patch for ETaC, They're still not compatible. Missjenna is trying to fix it but at the moment they do not appear to be working together despite the updates and patches.