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grhuff

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Everything posted by grhuff

  1. I just decided to swap out Duel - Combat Realism for the combination of Enhanced Enemy AI and Locational Damage. I do want to point out that there are seven Combat Style conflicts between Enhanced Enemy AI and Extensible Follower Framework. If you load EEAI at the very bottom, you should be fine. Otherwise you'll probably want to make a patch.
  2. For Immersive Patrols, there is a small conflict with SkyTEST for Mammoth Faction that you should probably patch. IP basically adds a new XNAM - Relation that you'll probably want to combine with the two from SkyTEST. Otherwise I recommend this mod for SR as well.
  3. I've been using Inconsequential NPCs and Immersive Patrols, but this was the first I had seen Travellers mentioned. It looks great! Thanks for mentioning it as I am rolling it into my build now.
  4. So help me understand this. If I have the latest versions of WAF, GDO, Close-faced Helms (including Dawnguard), and ASW, I would only need to install the WAF compatibility patches for GDO, Close-faced Helms, and Close-faced Helms (Dawnguard) and not the multi-mod patch? Because when I load WAF, ASW, and the WAF Multi-mod patch in TES5Edit, it shows the MODL - Model Filename in WAF and multi-mod patch as Weapons\Steel\SteelSword.nif but ASW uses Weapons\Skyforge\SkyforgeSteelSword.nif. It definitely seems like the WAF multi-mod patch overwrites the ASW model and without either dropping that ESP or making another patch I would not be using CaBal's models. And replacing the multi-mod patch with the three separate patches (GDO, CFH, CFH-D) would actually be one additional ESP in the end. Or I could just be losing my sanity. :PI've just updated the Multi-mod patches (as well as the individual ambSkyforge patch). The patches should now work properly with the latest version of Cabal's Skyforge weapons.Awesome! Thanks, kryptopyr!
  5. So help me understand this. If I have the latest versions of WAF, GDO, Close-faced Helms (including Dawnguard), and ASW, I would only need to install the WAF compatibility patches for GDO, Close-faced Helms, and Close-faced Helms (Dawnguard) and not the multi-mod patch? Because when I load WAF, ASW, and the WAF Multi-mod patch in TES5Edit, it shows the MODL - Model Filename in WAF and multi-mod patch as Weapons\Steel\SteelSword.nif but ASW uses Weapons\Skyforge\SkyforgeSteelSword.nif. It definitely seems like the WAF multi-mod patch overwrites the ASW model and without either dropping that ESP or making another patch I would not be using CaBal's models. And replacing the multi-mod patch with the three separate patches (GDO, CFH, CFH-D) would actually be one additional ESP in the end. Or I could just be losing my sanity. :P
  6. I'm intrigued by the skyrim.ini sound tweaks listed on the mod page though. I'm giving those a shot to see if I can perceive any sort of improvement.
  7. You are correct, trying to optimize meshes (or NIFs as I mentioned in step #2 under SMCO) is probably not a good idea and one that I would not recommend. The author of SMCO even states this on the mod page. The only reason I ended up using DDSOPT at all was because I followed Neo's guide for SR where he provided very good instructions. It seems easy to make mistakes using DDSOPT. I haven't noticed any issues with then running the entire texture install through SMCO and Optimizer Textures. As far as using DDSOPT alone, that would probably work provided you took the time to set it up properly and were selective in what you targeted. In my opinion, the benefit to using tools like SMCO and Optimizer Textures is that they are simpler.
  8. I made a post in another thread here about how I was finally able to run the 2048k textures without crashes and freezes. Basically, I use a GPU with at least 3GB VRAM and I ran DDSOPT on the Bethesda textures and SMCO and Optimizer Textures on the entire install. The mini-guide in my post was basically with Skyrim Revisited in mind, so I would encourage you to give it a try after making a backup of your Skyrim (or at least MO) folder. The worst case is you notice some wonky textures that can be easily restored from your backup.
  9. Because I use a decent number of non-SR mods, I've been going through TES5Edit making patches for conflicts and found a few potential additional conflicts for SR mods that I wanted to point out to see what everyone thinks: SoS - Civilization.esp and Atlas Map Markers.esp: It looks like AMM overwrites the XCAS - Acoustic Space record from SoS under Cell > Block 3> Sub-Block 9 > 000133C9. This is for the Riverwood Trader.SoS - Civilization.esp and Better Vampires.esp: It looks like BV overwrites the XCAS - Acoustic Space record from SoS under Cell > Block 4> Sub-Block 4 > 000C7348. This is for the Hall of the Vigilant.SoS - Civilization-PatchRLOMajorCityInteriors.esp and Atlas Map Markers.esp: It looks like AMM overwrites the XCAS - Acoustic Space and XCIM - Imagepace records from the SoS/RLO patch under Cell > Block 5> Sub-Block 3 > 00016BCF. This is for the Ragged Flagon.WeaponsArmorFixes_MultiMod_DLCPatch.esp and aMidianborn_Skyforge_Weapons.esp: The WAF multi-mod patch overwrites the Model record provided by ASW for the five Skyforge weapons. I think if you want to see CaBal's artwork for these weapons, you'll need to patch his Model records back in.Chesko_Frostfall.esp and Realistic Lighting Overhaul - Major City Exteriors.esp: This one I'm not certain about. There are several conflicts with Worldspace > 0001A26F > 0001A270 Cell > Persistent > 0008CDC2. Record Header, Record Flags, and DATA Position have conflicts but I'm not sure if Frostfall or RLO should win out.
  10. I'm giving the music add-on a try. The ESP doesn't conflict with anything and I'm not sure the sound fixes listed in the mod are really addressed with anything else. So far I haven't encountered any issues. EDIT: The newest version now contains a few conflicts with IHSS and skyBirds (if you use it). I'm going to try patches with the two to see if I can tell any real improvement/difference.
  11. EDIT #1: Just to point out the obvious, but please make the appropriate backups of your Skyrim folders before running these tools just in case you get an unexpected result. I think you should be okay, but there is a good chance your install is not exactly the same as mine and you may be using mods and textures that I'm not. So please make backups just in case. EDIT #2: If you're not using Mod Organizer, then your procedure for #5 will be a little different and you will need to review the .ini file to make the necessary changes to reflect whatever your folder structure is. Some of the references to specific file types and folders may not be the same if you're not using MO. I was waiting to make a post with my results on this topic, but I'm now able to run all of the 2048 texture packs (Skyrim HD, Skyrim Realistic Overhaul, and Serious HD) without CTDs or freezes. Keep in mind that I use a base install of Skyrim Revisited with a few STEP-specific and other mods sprinkled in. This guide is assuming you already have a base install using STEP or SR and are using Mod Organizer to manage it. I can provide a more thorough guide for this in a separate post, but here is the general recipe for my success: To run all of the 2048 textures you will need a GPU with at least 3k VRAM - if not, I would not try to run the 2048 texture packs but you might still get mileage out of the rest of this guideExtract and optimize the Bethesda textures with DDSOPT per Neo's guideAdd the HRDLC Optimized (Hybrid + Vanilla normal maps option) just before the big texture packs in your load orderRun your entire Skyrim folder through SMCO It has 32-bit and 64-bit versions, so use the one that matches your system*I only recommend using the DDS tab, not NIF or BSAPoint it to your install folder (something like C:\Program Files (x86)\Steam\SteamApps\common\Skyrim\)Click the blue "update base exclusions" button (I do this everytime I run the tool just to be sure)Choose the number of threads (default is 4, but I do 8 - depends on your system resources)Click OptimizeWhen it's finished, I usually use the "Logs and Hashes" button to clear the HTML logs and hashes so that SMCO runs a full scan every timeIn addition to doing this whenever you modify mods with textures, you may want to repeat this entire step a second time because I've noticed some textures can be further optimized by subsequent passesRun your Mod Organizer/mods folder through Optimizer Textures You need to use a modified Ordenador.ini for best results - I've tweaked mine to account for the use of Mod Organizer and also some SR/STEP-specific file exclusions (listed below)You should run this as AdminPoint it to your MO mods folder (something like C:\Program Files (x86)\Steam\SteamApps\common\Skyrim\ModOrganizer\mods\)Under Profiles, select "Maximum", then select "Skyrim" in the second dropdown*I only recommend using the Textures tab, not BSAClick StartThis can take a while, but when it's finished I also recommend pointing it at your Automatic Variants texture override folder, assuming you're using AV (C:\Program Files (x86)\Steam\SteamApps\common\Skyrim\ModOrganizer\overwrite\textures\)This is my Ordenador.ini file. I modified it to account for the use of Mod Organizer along with several other tweaks for files installed during SR and STEP. I recommend reviewing the "Last_Folder", "Backup", and "Multitask" lines at the top to customize them for your install and system. The Multitask line is the same as the threads in SMCO. As you're running this tool, if you see errors in the log about unknown file types, you can add them as exclusions in the .ini file using the template "Preserve_File = *.ext". I'm pretty careful about what I install in MO, so my .ini may not cover everything. The error messages are harmless but I prefer to prevent them if possible. As you use this tool, if you notice any textures that have been incorrectly optimized, you can restore them from a backup and make any necessary edits to the .ini to prevent this in the future. However, I've found this .ini to have the results I expected. Last_Folder = C:\Program Files (x86)\Steam\SteamApps\common\Skyrim\ModOrganizer\mods\ Last_Folder = C:\Program Files (x86)\Steam\SteamApps\common\Skyrim\ModOrganizer\overwrite\textures\ Last_Folder = C:\Program Files\Steam\steamapps\common\Skyrim Last_Folder = C:\Program Files\Steam\steamapps\common\Fallout New Vegas Backup = 7z = D:\Data\Downloads\Games\RPGs\Skyrim\Backup\Textures Backup\ Keep_DateTime = True Multitask = 8 ================================================================================ BSA_Compress = NIF KF HKX TRI DDS BMP TGA PNG STRINGS XML PEX PSC CFG TXT DOC BSA_NoCompress = WMA WAV FUZ xwm OGG MP3 MP4 MPG MPEG AVI FLV WMV BIK JPG JPEG ZIP RAR Z 7Z ================================================================================ [COMMON] Preserve_File = * - Animations.bsa Preserve_File = * - Interface.bsa Preserve_File = * - Meshes.bsa Preserve_File = * - Misc.bsa Preserve_File = * - Shaders.bsa Preserve_File = * - Sounds.bsa Preserve_File = * - Textures.bsa Preserve_File = * - Voices.bsa Preserve_File = * - VoicesExtra.bsa Preserve_File = *.png Preserve_File = *.ini Preserve_File = *.esm Preserve_File = *.esp Preserve_File = *.json Preserve_File = *.txt Preserve_File = *.jpg Preserve_File = *.jar Preserve_File = *.htm Preserve_File = *.reroute Preserve_File = *skyrimcloud* Preserve_File = *\FaceGenData\* Preserve_Folder = *\textures\MGE\ Preserve_Folder = *\Textures\sky\ Preserve_Folder = *\Textures\Water\ Preserve_Folder = *\textures\effects\ Preserve_Folder = *\interface\ Preserve_Folder = *\scripts\ Preserve_Folder = *\SKSE\ Preserve_Folder = *\meshes\ Preserve_Folder = *\seq\ Preserve_Folder = *\sound\ Preserve_Folder = *\strings\ Preserve_Folder = *\Readmes\ Preserve_Folder = *\optional\ Preserve_Folder = *\Docs\ Preserve_Folder = *\tools\ Preserve_Folder = *\music\ Preserve_Folder = *\Video\ (min, med) Set_ARGB = *\textures\actors\character\*\*_msn.dds (max) Set_R5G6B5 = *\textures\actors\character\*\*_msn.dds (min) Set_ARGB = *_msn.dds (med) Set_R5G6B5 = *_msn.dds Set_NoResize = *\interface* Set_NoMipmaps = *\interface* Set_NoResize = *\icon* Set_NoResize = *\menu* Set_NoMipmaps = *\menu* Set_R5G6B5 = *_n.* Set_NoResize = *\textures\clothes\cloaksofskyrim\Cape_n.dds Set_NoResize = *\textures\clothes\cloaksofskyrim\sagecloak_n.dds (min) Preserve_Folder = *\Textures\apachii*\ (med) Set_ARGB = *\Textures\apachii*\ (med) Set_NoResize = *\Textures\apachii*\ [NEW VEGAS] [SKYRIM] [MORROWIND] Preserve_File = textures\_land_default.tga Set_Icons32x32 = Icons\* Set_NoResize = BookArt\* [OBLIVION] (min, med) Preserve_Folder = Textures\Menus\ (min, med) Preserve_Folder = Textures\Menus50\ (min, med) Preserve_Folder = Textures\Menus80\ Set_Icon64x64 = Textures\apachii\menus\icons\* [STALKER] Set_R5G6B5 = textures\clutter\common\hotiron01.dds Set_R5G6B5 = textures\black.dds Set_R5G6B5 = textures\brightyellow.dds Set_R5G6B5 = textures\default_n.dds Set_R5G6B5 = textures\defaultdiffuse.dds Set_R5G6B5 = textures\defaultwithspec_n.dds Set_R5G6B5 = textures\gray.dds Set_R5G6B5 = textures\green.dds Set_R5G6B5 = textures\greynoise.dds Set_R5G6B5 = textures\lightblue.dds Set_R5G6B5 = textures\white.dds Set_R5G6B5 = textures\white_em.dds [FALLOUT 3] Preserve_File = Textures\gore\fxbasegore.dds Preserve_File = Textures\gore\gorearmparts.dds Preserve_File = Textures\gore\goreheadbits.dds Preserve_File = Textures\gore\goreintestine.dds Preserve_File = Textures\gore\gorelegparts.dds Preserve_File = Textures\gore\goretorsobits01.dds Preserve_File = Textures\gore\screenbloodcolor01.dds Preserve_File = Textures\gore\screenbloodcolor01opt.dds
  12. Upon the first entrance to Jorrvaskr in Whiterun, Njada Stonearm and Athis will engage in a fist fight. For some reason in all of my new playthroughs using a combination of STEP and Skyrim Revisited, Njada and Athis engage in a never-ending brawl. They just continue to wail away on each other yelling insults why the rest of the Companions watch and make comments. Has anyone experienced this or know what I can do to try and troubleshoot? I have Brawl Bugs installed, but something is obviously conflicting with this scripted event. I'm also interested to know if I can resolve this just by using a console command on one of them (without actually killing them). Thanks in advance. EDIT: I also want to add that Njada and Athis first run to a weapon rack, draw weapons, and hit each other with the weapons a few times before switching to fists. Then they just punch each other over and over. I can leave Jorrvaskr and come back in and they are still fighting. I'm not really good at diagnosing issues like this and don't know if I can just fix it with a console command or if it's a conflict from some mod that uses the cloak spell or script lag or something else.
  13. Does STEP have a specific recommendation for the installer choice of smooth or gritty? Smooth is the default (and probably what STEP would recommend), but it might help to indicate that in the guide.
  14. I swapped out my GTX 690 (2GB) for a GTX Titan (6GB) and I still can't run the big three texture packs at 2048k without instability. It just doesn't seem possible to load all high resolution textures along with a heavily modified install in a 32-bit game. For folks that are are still having issues despite using things like HRDLC Optimized, Skyrim Performance Plus, and base 1k packs, several other mods have lower resolution options such as TreesHD (4k, 2k, and 1k). The STEP guide is a good resource for this. Look in the column called "Baseline" for mods with different resolution choices. On the flipside, anyone with a graphics card with greater than 2 GB of VRAM could probably get by without using HRDLC Optimized and Skyrim Performance Plus provided they stick to the 1024 packs. EDIT: I also want to point that I've been experimenting with SMCOÂ for my DDS files. I made a full backup of my MO folder, then cut SMCO loose on everything. It's simple to use and seems to take a very cautious approach to optimizing DDS files. In fact, it leaves a lot of files alone, presumably because they are already "optimized." I would not touch NIFs and you probably shouldn't have to worry about BSAs either.
  15. Follower Trap Safety This mod has a couple of versions, one of them being a Brawl Bugs compatibility version. The SR guide doesn't differentiate, but the STEP guide recommends the Brawl Bugs version. I'm thinking that SR might want that version as well, but I'm not certain.
  16. I'm using it in my STEP/SR build. No issues to report as of yet. EDIT: I want to add that Neo has a Dual Sheath Redux patch for this mod as well.
  17. For those of you that followed the Skyrim Revisited guide and included the UNP Females and Better Males bodies, this mod may (or may not) be of interest to you. Consider these scenarios: You just laid waste to a bandit camp and looted the bodies clean, but your significant other, parents, children, boss, etc are in the room and can see the screen with all those bodies... ORYou can't quite understand how a warrior with heavy armor can have absolutely nothing on underneath (the realism scenario)Well, Undies Underneath can help out here. I just started playing with this mod today, but it seems to work very well. It adds an auto-equipped Underwear item to the inventory of NPCs (including you), that is reminiscent of the various cloak, survivor, lantern, and bandolier mods. When looting a corpse, you can choose to remove the Underwear, or not. The installation is designed for Wrye Bash, so in MO I selected: 000 Core001 UNP Core010 UNP Main v1.2There is an in-game MCM menu with some options to explore as well. I've only tested this with Nords and Imperials so far, so I don't know how well it will work on other races. Also, there is a slight patch of discoloration visible on male thighs where the loincloth splits, but for me this is not a problem. I'll post more thoughts as I continue through my new game.
  18. I've done everything you listed, plus I also added the Medium Resolution Add-On for WATER and the four main options under Skyrim Performance PLUS (loaded right after HRDLC Optimized). Otherwise, I haven't knowingly installed any textures that are greater than 2048. Does anyone know if other types of game data contribute to the RAM usage besides textures? I'm wondering if textures really aren't the only things we need to keep in mind when trying to stay under 3.1 GB.
  19. I've been using this in my STEP/SR install for the last few weeks to monitor in-game RAM usage. I find it very useful for testing the effects of new mods and texture packs and definitely recommend it.
  20. I use a GTX 690 card which advertises itself as a 4GB card but in reality only has 2GB of useable VRAM per GPU. So because of that I have to be careful with texture mods. In general, I haven't knowingly installed any textures greater than 2k. I'm going to list out some of the tweaks I've made because prior to this I was able to easily reproduce CTDs when approaching Riverwood from Helgen and also when walking toward Anise's Cabin across the river from Riverwood. But I was able to alleviate them with the following tweaks: Use the 1k versions of Skyrim HD, Skyrim Realistic Overhaul, and Serious HD packs (already mentioned by a few folks here)Add the 2048 tree LOD optional for Skyrim Flora Overhaul after the main mod (also mentioned a few times)Add the Medium optional for WATER after the main modInstall SMIM once using the default option per the SR guide, then install a second version right after it in MO and choose the "half-size" texture option in the Custom menuUse the HRDLC Optimized (hybrid + vanilla normals) and Skyrim Performance Plus texture packs from STEP and load them right before the other mods in the SR Foundation section (I put these right before No Stretching)I've also gone through my entire esm/esp list in TES5Edit and cleaned each one. I found a few that needed cleaning that weren't specifically called out in SR (but of course I didn't make a note of them to benefit the community - sigh). I've found with this combination I have very few CTDs and freezes and when they do occur they are seemingly random and infrequent. This also gives me room to experiment with some non-STEP/SR mods and textures without pushing myself too close to my RAM/VRAM limits.
  21. Hello folks, I noticed with my installations of Brawl Bugs Patch and then Enhanced Blood Textures that MO is reporting that all 14 files Brawl Bugs Patch files are overwritten by Enhanced Blood Textures. I checked on the Nexus page for Enhanced Blood Textures and the author says it includes the Brawl Bugs Patch files. So my question is do we need to install the Brawl Bugs Patch mod if we are using Enhanced Blood Textures? I'm guessing no, but I'm still pretty new to this stuff.
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