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Everything posted by z929669
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ACCEPTED Clothing & Clutter Fixes (by kryptopyr)
z929669 replied to z929669's topic in Skyrim LE Mods
I'd like to add this to STEP:Core unless anyone can provide good reason not to. If we do add it, would we drop Diverse Priests? Anything else? (krypto, your opinion counts here too, even though you are biased :P ) -
SKYRIMLE Vivid Landscapes - Imperial Forts by Aron
z929669 replied to z929669's topic in Skyrim LE Mods
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ACCEPTED Complete Crafting Overhaul Remade (by kryptopyr)
z929669 replied to statmonster's topic in Skyrim LE Mods
Improved Closefaced Helmets_Legendary.esp should be placed after Clothing & Clutter FixesYou don't need aMidianborn_Skyforge_Weapons.esp if you're using aMidianborn_Book of Silence_CCO thanks. I figured I'd muck up one of the hundreds of potential muck-ups with this one :P Question: I have not much XP with this mod yet (besides the setup) ... does it expand on/correct/fix the vanilla crafting system? Or does it add lots of things? I know it is highly configurable via the MCM menu ... is the default MCM closest to vanilla? I want to assess if this is one that should go into STEP (Core or Extended). WAF and CCF certainly should. -
SKYRIMLE Vivid Landscapes - Imperial Forts by Aron
z929669 replied to z929669's topic in Skyrim LE Mods
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OK, try it now :P Need to be sure it follows the Fomod, as I am wondering why I uploaded two versions on same date unless to fix something.
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DROPPED Unofficial Skyrim Patch (by Unofficial Patch Project Team)
z929669 replied to frihyland's topic in Skyrim LE Mods
Yep, same fix. We welcome any of the current STEP fixes into the USPs. -
Point taken. I agree. If someone is willing to compile a list of "problematic" mod names, I can move them. Please post that list using a new thread under "STEP" forum or release forum.
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ACCEPTED Complete Crafting Overhaul Remade (by kryptopyr)
z929669 replied to statmonster's topic in Skyrim LE Mods
It was fairly painful to get STEP:Requiem with all of the azirok patches and kryptopyr's work installed and plugins ordered correctly. Took me about 4 hours of work and BUM setup, so I am posting this as much as a reference for all as a confirmation from azirok and krypto that I have my plugins ordered properly. Special attention to WAF, GDO, CCOR, CCF and all of the Requiem patches and prerequisites. Active Mod Files: -
In this case, it is fine to rename as on Nexus; however, in some cases, this is just not going to happen, because mod names are URLs, and some mod names are just too ridiculously long to work within our URLs ... and our mod tables also use the mod names, so long names also do not work. Perhaps we can use the long name in the mouseover though.
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@SRB I'd like to drop Better Bards from Core immediately if you can supply the patch. It will be dropped completely for 2.2.8. I'll hold off until I get your input. Check thread for reason.
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Welcome yass and Galrick
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Added to OP. I'll install asap. @all We will be continuing to recommend the SKSE method (the modified skse_steam_loader.dkk) until things stabilize. No sense confusing things until we know what direction the SKSE team is taking.
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Yes, mostly guide changes for 2.2.8 ... and core changes (which affect all guides).\I think it is more about merging as many plugins as possible at this point. We still have lots of potential mods to add, but not sure if we should do that until a later release.
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SKYRIMLE Vivid Landscapes - Imperial Forts by Aron
z929669 replied to z929669's topic in Skyrim LE Mods
Neo is the authority, but I suspect that you will want to use VL meshes only with VL. Textures fom the others will likely behave strangely or at least they will likely not look as intended. -
This is the one maddening thing that I would like to resolve. I use Alt+Tab to bring up VMMap or Process Hacker (skyrim is running and I hear the audio still) and then attempt to Alt+Tab back into Skyrim. First try gives me black windowed mode (still hear Skyrim audio up to this point). The secont Alt+Tab results in TESV process crash.I figured out the Alt+Tab issue: Skyrim Performance Monitor causes the crash when attempting to Alt+Tab back into the game, when the "Attempt support for custom D3D9.dll" experimental option is enabled. When either disabled and/or "Save mode" is enabled, the counters do not appear in game, and Alt+Tabbing works without issue. Untick the d3d9.dll compatibility box to disable in-game counters whilst allowing for normal data logging and graph update. Only the in-game counters are incompatible with Alt+Tabbing. I assume that this is caused by a hooking issue with d3d9.dll or with TESV itself. Regardless, it has nothing to do with the skse mempatch hack and everything to do with d3d9.dll compat with SPM. While you may be having issues with ENBoost, even with 32-bit arch and/or limited RAM, ENBoost should increase your mem-management capacities due to the memory offload behavior from TESV process to enbhost process. Perhaps you need to play with some of the enblocal.ini settings under [Memory]? Depending upon your video card make and VRAM, the ENBoost mod contains several presets. Getting this working has apparently helped others with similar hardware limitations. Thanks for confirming that ENBoost is not a requirement for efficacy of this fix.
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I am interested in the enblocal.ini settings. First off, does UsePatchSpeedhackWithoutGraphics apply to any of the settings within enblocal.ini, or only to enbseries.ini?? I ask because there are many settings in enblocal.ini that are desireable to have without the ENB graphics effects. Neo mentions settings, and I want to know why exactly for each, as some contradict what I can infer from ENBoost preset INIs for various video cards: DisableDriverMemoryManager=X where X = false for Nvidia and true for all other video cards. EnableOcclusionCulling=falseDisableDriverMemoryManager appears to also be 'false' for AMD but 'true' for IntelEnableOcclusionCulling  ... why not true?? This is interesting: VSyncSkipNumFrames=How exactly does this work? We do need a way to help with frame skipping when vsync is enabled and frames are limited. Currently, vysync, tripple buffering and fps limit fixes physics issues due to asyncronous refres/frame rates. Wondering if this setting affects? Any way we could get a definitive notated version of enblocal.ini? This INI potentially holds the key to some nifty graphics tweaks that have nothing to do with ENB visuals.
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OK thanks for the info guys. I will refrain from changing Core mods in the future like that. Just finally got around to correcting some things that were geared to help compat with Neo's guide (since he is not interested in creating his guide as a Pack). I expanded Core mods to all those mods that made sense, but do scan for any core mods that you think will cause problems for you in patching. Just post here if you remove it from Core and update the Changelog (2.2.7 right now, since Core affects real-time guide).
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Yep, just re-remembered that ... I was looking for "Double", but it is just named "Cursor Fix" :P
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OK, let's get it and anything else you think out of core then. Do you mean that SoS does not support the unofficial patches or the other way around?
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Why is this one not in STEP any longer??
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I added to Core, but it is debatable, especially if there are compatibility concerns with Packs. Same goes for all sound mods, even AOS. Opinions?
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I agree. Anyone on staff feel free to compile all useful info into the OP and edit what is currently there as you see fit. I hastily posted a few things, but it could probably be improved upon and scope increased.
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SOS dungeons only. I think that we will drop the other SoS and eventually all of them if AOS expands.

