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z929669

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Everything posted by z929669

  1. It's possible maybe, but I haven't ever had such an issue with post processing crashing things. Maybe have a look at Crash Logger output?
  2. Probably your lighting mod and a mesh that it's referencing. NiPointLight would be in the mesh I think.
  3. Since you never let us know whether or not you found the changed value in your Skyrim.ini, it's impossible to know the source of the change. I'll ask again: Did you find bEssentialTakeNoDamage=0 in Skyrim.ini?? If you did, then I'm guessing you must've put it there. Mods can't change the game INI files that I know of. And I don't think this setting normally appears in the game INIs either ... @DoubleYou would know. If you did not, then we must assume that No Permanent Essentials is overriding using a script, since that mod has a ton of scripts. Uninstall this one mod, and test the issue on a NEW game.
  4. You should report this to the MA. The GDO conditions are more specific (and more efficient with the nesting). It seems this MA is treating all of those conditions as equal, but the FavorJarlScript.Hold*GetOutofJail conditions would seem to be prerequisites (according to GDO MA), and Favor25x.IsStageDone would seem to be significant indicator based on the former. I don't know what '25' means, but perhaps this is more correct: ( FavorJarlScript.HoldImpGetOutofJail > 0 OR FavorJarlScript.HoldSonsGetOutofJail > 0 ) AND ( Favor25x.IsStageDone(25) OR Favor25x.IsStageDone(200) ) EDIT: Nice work elucidating this, BTW
  5. Yeah, that's what I was getting at. My next question would have been "should we drop this?" ... so that answers my question. I will re-tag as accepted, and now we know about this bug. I will make mention of it on the mod instructions.
  6. OK, so this mod does NOT make you a thane, regardless of having completed the relevant quests? Or does it?? The post you linked alludes that it does. If it does not, then this is just a MCM-report problem with this mod.
  7. My bad ... I must've extracted the BSA and added it to the mod (and have NO memory of doing this). As I mentioned. Rustic Clothing is loose files, so you don't need to do anything but install these mods and check the conflicts.
  8. But I think the issue is that this mod is adding the Player to the factions without the Player ever having completed the requirements. So my question is if that's permanent in the savegame or not. The linked bug post indicates this if I'm interpreting correctly.
  9. I think you can double click on the BSA and look in it regardless of that setting. That setting allows MO to parse for conflict detection is all. The loose assets are what matters though, because they override anything in a BSA (Rustic Clothing is loose)
  10. I connect my AFK mods to the AFKMods URL in MO: Then I manually sync the version data so that I know what it is: I also prefix these mods so that I can easily filter them: Then once in a while I visit the mod page for each to see if it needs an update:
  11. I keep it enabled always. It's only the bandit outfit, which can also be hidden in the Content Addon.
  12. The plugin has only custom records, so I don't think this will be an issue. I am able to load existing saves without issue with this mod disabled. What I don't know is if the bug noted persists when this mod is disabled and if a clean save might be necessary to purge any PC faction mis-assignment caused by this mod. It would be great if those that have experienced this bug could verify. Here's a way to do that: https://forums.nexusmods.com/index.php?/topic/663448-howto-see-factions/?p=37141545 For those that have an established playthrough going for 2.1.0, I would get a faction list this way for the PC before disabling this mod and then another after disabling this mod (and possibly one after clean saving)
  13. Then I think we will be dropping this mod for 2.2.0 unless/until this issue is resolved. Thanks for reporting.
  14. I believe this setting allows conflict resolution from within archives. Rustic clothing gets overwritten, yes. That's why it's in Foundation. We still need to determine details of overrides.
  15. After some discussion, we have decided to test this one again. We used in in LE but dropped in SE due to not having the flexibility of install options available in LE ... we've decided that this implementation is vanilla-friendly (it's a kryptopyr mod after all) and close enough to suit our mandate (and let's face it, we all like more weapon/armor variants if implemented 'smartly' and in a vanilla-balanced way). Se OP for some testing notes
  16. Mod updated on Nexus
  17. Mod updated on Nexus
  18. Mod updated (nothing consequential to Step that I know of). Updated wiki instructions.
  19. Step guide ENB users: CW Optional File updated on Nexus (nothing consequential to Step).
  20. Mod updated (none affecting the guide), updated wiki instructions.
  21. Do you have this issue with the Step build then?
  22. What ENB preset are you using? Try increasing SKYLIGHTING and/or ambient lighting under ENVIRONMENT a bit. Use the ENB GUI to verify you have the right settings (Shift+Enter in game).
  23. Thanks. There's definitely a noticeable difference, but it's very subtle. I think we will recommend optimized but with a note that HQ is slightly better with a significant performance cost. I'm assuming this will impact performance for any fires Embers touches with particle effects (so torches shouldn't add to the performance cost in our Embers config)
  24. Did you check your Skyrim.ini for this setting? Is it present there?
  25. Yes, I see the issue. I still think it's related to video drivers and your GPU ... but it seems to not be entirely consistent. Didn't this problem go away as you mentioned previously?
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