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trackho

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Thane

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  1. I use Thanedom of Nightgate , heavily editing it and editing CRF (primarily disabling most of CRF's Nightgate modifications, but only keeping the apothecary). So, in this case, this mod introduces a generic female NPC that acts as a housecarl to 'Thane' Hadring [in the mod, he is made a 'Thane'] but I revert most changes in Nightgate Inn to vanilla [I actually make Nightgate a Hamlet ranther than a Thanedom] but keep the NPC as a wife to Hadring instead. However, in my discovery in a previous playthrough [that was started with all of this in place, rather than a mid-game addition], she didn't appear and her refID didn't register at all in the console. I assumed some problems, but didn't think much of it as it's not that big of a deal. I am now at a new playthrough, and I have saved in the CRF Apothecary to check on her. What I find is confounding me. Before I approach the exterior of the Nightgate Inn, the NPC's refID still exists, but just as I cross to what could be the exterior location data of the Nightgate Inn, the refID vanishes. And if I placeatme the refID before entering the exterior of the inn, the NPC loads fine and does her AI package normally and enters the inn as normal, though I have not tested if her refID will persist if the cell is unloaded and in further saves onward. I had previously checked in the CK to see her ACHR position, adjusting so that she doesn't clip anyone or fall off to the abyss, but this was done in the previous playthrough where the refID already didn't exist. So now I decided to shift her position to a different interior cell altogether [and changing her sleep package as it was referring to her editor location], which seems to work. As the NPC is generic but a unique, protected, non-respawn, non-persistent actor NPC, it seems weird to me that even the refID mysteriously deletes itself. Can anyone care to explain?
  2. With CS's new features and plugins, it appears that even EVLaS needs to be disabled. Anyone have more insight to make sure the STEP list is compatible for a Community Shaders run?
  3. So I've installed the group of CS mods in preparation of testing it with minimal edits to my currently ENB load order. From the looks of it; before I enable the CS mods, the ENB stuff that should be disabled/renamed-for-disabling/hidden are: d3d11.dll, d3dcompiler_46e.dll, enblocal.ini, enbseries.ini and the ENB Helper mod. Is that about right?
  4. Surprisingly, while I was testing out my modlist with the Thanedom/Hamlet series , I kept CTDing when I entered some of the buildings in the mod. It took a while for me to realise that the navAI-planner-something crashes was caused by the Don't Push Me Around mod's navcut of the navmesh of the narrow interiors of the Thanedom/Hamlet mod-added buildings, especially when entering interiors that had NPCs (which automatically greeted and cause a CTD). I also disabled "I'm walking here NG" just to be safe, as NPC bumping isn't as frequent or annoying to me.
  5. Does anyone have a good guide/list on how to use Community Shaders based on STEP? Especially making sure no incompatibilities/downright-bork from ENB-options mods in the STEP guide, as well as recommended CS mods to adhere to STEP-vision (Cathedral Weathers, etc.). I'm thinking of testing out CS but keeping my ENB stuff intact/disabled to revert as needed. Given the myriad of stuff CS and the mods that require it has, it's less straightforward from the relatively plug-and-play ENB and even with ENB, I don't run around with ENB activated all the time. Though from the looks of PBR-sorcery, the need for patching seems to put me off from that feature. The Light Limit Fix intrigues me.
  6. So other than having some landscape seams in the meantime, it'll be okay to drop SLfSR until VLC updates to the desired state?
  7. Do we actually need to keep the mod enabled after grass precaching is done? With the exception for those who want Extended-grass-distance, the grass generation cache already solved grass in objects per load order right?
  8. Rudy fix for Splashes of Storms and ENB is listed in changelog but not in the "21-Post-Processing" part of the guide. Detailed instructions also yet to be available for FOMOD choices.
  9. Dragons Shout with Voice Update - SSE appear to be mistakenly listed under "13-Gameplay-Immersion" in the guide rather than "07-Sounds and Music" indicated in the changelog.
  10. Snowy Landscapes in Snowy Regions still in the guide despite Vanilla Landscape Corrections?
  11. It took me sometime to realise it, but MO2 hiding the STEP - Conflict Resolution . bsa which contains the grass .gid files aren't enough, but the included .ini file as well needed to be hidden, or else you'll wind up not having grass rendering at all. And probably as important if trying to NGIO generate a grass cache on your own mod list. Led me to a 'd'oh!' moment when I didn't get anything out of my cache generation attempt.
  12. With the update to STEP including the Worldspace Transition Tweak, are there any updates needed to this line of instruction on making paper maps work with STEP Dyndolod?
  13. What of patches for Oakwood and Helarchen, or the other Arthmoor location mods? The older LoS SE MCM doesn't seem to indicate patches for them.
  14. Can someone explain why LoS SE - MCM is suddenly the one preferred to LoS II ?
  15. After upgrading my computer, changing from Windows 7 to 10, I decided that with the likelihood that STEP 3.0 LE (& obviously SSE) likely to be depending on MO2, I decided to prepare to migrate from MO1 to MO2. Looking at https://www.youtube.com/watch?v=utNBS4LflIc ,from the video I'm grateful that it looks to be quite a hassle-free migration from my MO1 folder backup. The real question that pops up is on the issue of dummy plugins that are optional-ed (therefore unchecked), reading up on MO2's description page explains the reasoning, but my concern is does the dummy esps have to be loaded in the same order of their original installation?
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