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trackho

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  1. 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?
  2. 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.
  3. 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.
  4. So other than having some landscape seams in the meantime, it'll be okay to drop SLfSR until VLC updates to the desired state?
  5. 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?
  6. 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.
  7. 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.
  8. Snowy Landscapes in Snowy Regions still in the guide despite Vanilla Landscape Corrections?
  9. 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.
  10. 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?
  11. 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.
  12. Can someone explain why LoS SE - MCM is suddenly the one preferred to LoS II ?
  13. 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?
  14. Can we have the https://wiki.step-project.com/Dynamic_Distant_Objects_LOD#Recommendations instructions clearly state the steps with the dummy plugins and BSA archive into the numbered list? I don't know what effect forgetting to do all that is but would appreciate the clarity.
  15. Haven't retried Skyrim yet after the defrag and some re-check of the ini's. On the question of my HDDs health, Defraggler doesn't show any trouble (didn't do HD Tune) with any drives. In fact, in the Radeon 280X troubles, my primary HDD (where Skyrim was located) had a SMART failure, but the real culprit was only the graphics card (the HDD theoretically is still functional, though I have removed it from my rig). Chipset drivers have already been updated to the most recent (Imade a format, clean install and updates after the switch from 280X to R9 380). As for memtest, never really checked it out. Currently, I've DDUed AMD drivers to update to the new one (not the hotfixes option), so let's see how it goes.
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