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Everything posted by cstarkey42
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DROPPED Immersive Citizens - AI Overhaul (by Shurah)
cstarkey42 replied to EssArrBee's topic in Skyrim LE Mods
Thanks, that's what I was thinking but it just seems too easy. The more I think about it though the more I'm thinking that I shouldn't even bother with Ivarstead, Kynsgrove or Darkwater Crossing. Arthoor's mods are nice and might be compatible now but the towns are listing in grey in CAIO's compatibility page so including them might just lead to more problems in the future. They don't add much, just a few houses, but it could be a problem 20 levels down the road, especially if I add them via a merge instead of just a standalone esp. It's the same problem with using the ETAC or JK mods that are currently compatible. They work now but it's tough to tell how long it will be before Shurah releases an update which covers new towns/areas. I think the only smart thing to do is stick with what he has listed in green and go back to a cold, lonely, barren Skyrim whose inhabitants are actually smart and have personallity. It's a little thing, sure, but seeing Embry sitting on the bridge outside of Riverwood alone and thinking to himself made his character seem so much more deep and complex, much more so than just a few new houses and bridges could ever do. -
DROPPED Immersive Citizens - AI Overhaul (by Shurah)
cstarkey42 replied to EssArrBee's topic in Skyrim LE Mods
@keithinhanoi Hey Keith. Since you bring it up I've got a question about merging mods with NAVI records. I did it fine with the ETAC patches when I had the master ESMified but I'm going through and looking for new city overhauls that will work with CAIO. Arthmoor's mods should work, along with a couple from Sawmills and Old Hroldan Ruins. Anyway, I thought they'd be easy enough to merge them into one esp since they all deal with different areas but they all have a NAVI record so I didn't merge them. Without a master to load into the CK as an ESM I wasn't sure how to go about it. Are you saying that simply loading the merge into the CK and saving will be enough to do it, even without a master to sort of "guide" the CK into what changes it should make? Thanks for your help! -
pack Dreadflopps Modular patches
cstarkey42 replied to dreadflopp's topic in Step Skyrim LE Packs (retired)
Does anyone else get a mysterious ctd when leaving the Winking Skeever in Solitude? I seem to have traced it to "Gold Adjustment" but, for the life of me, I can't understand why that mod would be causing problems. I've slowly built my load order, constantly restarting, and everything works great until I add GA. As soon as I do, without fail, 100%, I ctd if I run a circle around Solitude, go into WS and try to leave. I even go upstairs just to give everything a minute to set but ctd every time. I use DOS with REGS, vs the recommended JK, and plenty of other mods but it is GA that is causing the ctd, despite no conflicts in MO, Tes5Edit, and seemingly nobody else reporting this problem anywhere in the world. I've tried both the MCM merged version and the ini fix version and I'm completely stumped. Thanks. -
pack A Real Explorer's Guide to Skyrim
cstarkey42 replied to CJ2311's topic in Step Skyrim LE Packs (retired)
Sure, here it is: DOR If anyone has a problem with me posting this please let me know and I'll remove it. I'm assuming it's cool since someone gave it to me not too long ago, after the guide's switch to JK, but if not I apologize. Let me know if changing the master works for you. I'll give it a try myself when I can but right now I'm trying to figure out why in the world "Gold Adjustment" causes a ctd whenever I leave the Winking Skeever... -
ACCEPTED Verdant - A Skyrim Grass Plugin (by Preeum)
cstarkey42 replied to TechAngel85's topic in Skyrim LE Mods
You'd never guess it from the title but this video is one of the few I've found that has a comparison between Verdant 2.0 and Unbelievable Grass Two: Potentially NSFW... I was leaning towards Verdant but, after watching this, I'm going to have to try UGT again. -
pack A Real Explorer's Guide to Skyrim
cstarkey42 replied to CJ2311's topic in Step Skyrim LE Packs (retired)
That's what I assumed but I'm not really sure. I'm using the older 3dnpc and step patches from when DOS was a part of the pack ( though they might be identical to the current ones, I guess I never checked ). The older riften navfull has dawn of riften as a master so I'm not able to use that either ( one of these days I'm going to finally figure out how to change masters in WB. Everyone says you can do it but damned if I can find a guide anywhere ). I haven't noticed any serious problems but I'm hoping that CAIO and it's focus on navmeshes will help take care of any problems that might be present. -
pack A Real Explorer's Guide to Skyrim
cstarkey42 replied to CJ2311's topic in Step Skyrim LE Packs (retired)
Nernie's is another that he has listed as incompatible, though since REGS uses a modified version it might work with it. I'm not having problems with it so far, and have even seen a few people go in and out of the inn outside of Solitude, but I might just be noticing more NPCs doing things they've always done now that I'm looking for it more with CAIO installed. Also, using DOS is a temporary option since it's hard to tell how long a JK patch might take. Shurah says he's working on an ETAC patch but it sounds like he's leaving the JK patch up to JK. -
Skyrim Revisited Pre-Release Feedback
cstarkey42 replied to Neovalen's topic in Skyrim Revisited (retired)
Hey Neo. You're probably already aware of it but, if not, there is a workaround posted on the ASIS and USKP pages. I haven't tried it out yet personally as I've been testing CAIO on a stripped down game but Arthmoor and EggOver recommend it so I'm guessing it's legit. The instructions are pretty straight forward so users shouldn't have much of a problem with it though maybe Arthmoor might let you post a ready made USKP version to use for patching. As posted: How to use the latest USKP 2.1.2 with your Skyproc-based patcher: 1. Install TES5Edit. 2. Install the new Unofficial Skyrim Patch 2.1.2. 3. Start TES5Edit and select the Unofficial Skyrim Patch.esp only. 4. Wait until the message log states "Background Loader: finished". 5. Select and delete the entire Cell group. Click yes on both warnings to do so. 6. Close TES5Edit and click OK to save the modified Unofficial Skyrim Patch.esp. 7. Run your Skyproc-based patcher. 8. IMPORTANT: As a final step, you MUST reinstall the original Unofficial Skyrim Patch 2.1.2. As Arthmoor said: "for the love of Talos, don't forget to put back the proper version once you're done! BAD THINGâ„¢ happen otherwise." You can now play your game. Skyproc patchers, as far as I know, do not modify cell entries therefore your automatically generated patch will be perfect. -
pack A Real Explorer's Guide to Skyrim
cstarkey42 replied to CJ2311's topic in Step Skyrim LE Packs (retired)
It's not so much a "guide" as it is a few longer posts in this forum detailing what needs to be done. You'll have to search here to find it. A few terms like etac, merging, navmesh... should lead you to it. His full name, if I'm not mistaken, is keithinhanoi. It was probably from a couple months ago, if not longer. -
pack A Real Explorer's Guide to Skyrim
cstarkey42 replied to CJ2311's topic in Step Skyrim LE Packs (retired)
There's a great discussion in this forum, with a very helpful guide from keith, as well as instructions on the ETAC page, "Merging files in TES5Edit" under the "forums" tab. Merging them is pretty easy but simply doing a quick merge leaves problems with the nav meshes. Fixing it is easy, but you do need to use Wrye Bash and the CK a little bit. Follow MissJenna's instructions and you shouldn't have any problems. -
Reinstalling Skyrim didn't work for me. I ended up having to drop down to 304 and haven't had a problem since.
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Dynamic Distant Objects LOD - pre 2.xx
cstarkey42 replied to sheson's question in DynDOLOD & xLODGen Support
Are the default settings the same as if you had used the wizard? I want to change the LOD brightness but just want to make sure that everything else will run as though I had selected the wizard option. -
Skyrim Revisited Pre-Release Feedback
cstarkey42 replied to Neovalen's topic in Skyrim Revisited (retired)
triptonight: Are you able to run asis and/or dual sheath as executibles through MO? That would let you know if you're running the correct version of Java as well as if there are any other problems in your set up. If SUM keeps giving you problems and you can run them individually you might be better off doing that since SRLE doesn't call on merging them via SUM. The only thing you'd really be missing out on is convenience. Some other options to check: From Rauflin, via the Perma page: If you are unable to run PaMa after updating MO to 1.3.6, make sure you updated to the correct version. There was a bug in the first upload of 1.3.6 that prevented SkyProcs from running. Try to allocate more memory to the patcher. T3nd0 has a good explanation on how to do this on the Wintermyst page: https://www.nexusmods.com/skyrim/mods/58635/? Of course, make sure to reboot and then run the patcher first. It's my experience that Java can be a finicky little *****, especially the 32 -bit version. It's surprising at how quickly a Skyproc Patcher can bring it to it's knees. -
Skyrim Revisited Pre-Release Feedback
cstarkey42 replied to Neovalen's topic in Skyrim Revisited (retired)
Showracemenu worked great, thanks Neo. Much better than I could have imagined. I don't need no stinking face changer in Riften, thank you very much! I use Asis increased spawns and perks, via Asis Improved INI, and they both work great. I've tried the random spawns and it works great as well but have disabled it due to so many other mods already adding enough extra spawn points as it is. There shouldn't be an additional need for patching with the perks, which work just like the enchanting fix does, i.e. it just pulls forward the last record, such as that from the SR Conflict Resolution.esp, and adds the additional perks to each npc. If you're looking for a challenge it works great. Also, it works fine with the perk overhauls, such as Sperg, Ace, Skyre, etc..., as it was recently updated to only add the perks from a predefined set of esps. By default these are only the vanilla perks. You can add Skyre, for instance, to the list and those perks will be added but that is not recommended. Adding just the vanilla perks, however, makes for a much more challenging game. Speaking of challenging...This newest play through I added deadly combat, combat evolved, animal tweaks, and action combat ( which was the only one from this list that I hadn't tried before ), loaded in that order, and battles are truly amazing. If anyone is getting bored with combat and looking to mix it up I can't recommend that combination enough. Keep in mind that you'll need to drop Dual Wield Parrying to get the most out of Action Combat. -
Skyrim Revisited Pre-Release Feedback
cstarkey42 replied to Neovalen's topic in Skyrim Revisited (retired)
I just realized that I keep forgetting to set up the weapons tab during character creation. Is there a way to do this on an existing character that was set up with race menu and XP32 installed from the beginning of the game? -
pack A Real Explorer's Guide to Skyrim
cstarkey42 replied to CJ2311's topic in Step Skyrim LE Packs (retired)
Neo does include his own esp for Relighting Skyrim which is for compatibility with ELFX but might also help with compatibility with RRR. He doesn't say for sure, only pointing out that it's a smaller versioin of RS for use with ELFX. Regardless, this is something people will want to be sure to be aware of if STEP now will include RS and users try to install SRLE on top of it. -
Skyrim Revisited Pre-Release Feedback
cstarkey42 replied to Neovalen's topic in Skyrim Revisited (retired)
The tree barks were the only thing I noticed, yes, but I didn't look to closely at the branches. Nothing stuck out though. Removing the bark files from TreeHD and the fix/upgrade mod fixed the problem ( or delete from SFO if you like the TreeHD texture better but I haven't tried that yet ). I also use 4k Parallax Treebark. I followed STEP's advice and have it set on in skyrim.ini, on in enblocal.ini, application controlled and adoptive in Inspector. I'm not sure if it even matters since the frame rate limiter is set well below the v-sync threshold but I left it on during my testing. I tried setting the tear control to 1/4 and 1/3 instead of using the limiter and it seem to work nearly as well. -
Skyrim Revisited Pre-Release Feedback
cstarkey42 replied to Neovalen's topic in Skyrim Revisited (retired)
It looks like the SFO 2.3b update changes the treepineforestbarkcomp3*.dds texture, making it conflict with TreeHD and the corresponding Upgrade and Fix mod. It's a tough call since the new SFO is darker and looks great but the TreeHD seems to have a bit more detail ( through they're both 1024x4096 @ 2.66 MB so it might just be my imagination ). The treepineforestbarkcompsnow*.dds is different as well but I haven't seen one yet in game so IDK if those conflict as well. The conflict is the problem with the bottom half of the tree being one texture and the top half being another. I tried an experiement in which I set the Frame Rate Limiter in Nvidia Inspector to 35, left V-Sync on and set the Vertical Sync Tear Control to adaptive and the problems I was having with stuttering out in the open world are much, much better. It wasn't a huge issue for me before but enough to be annoying and an issue in large battles but now it's running great. And by that I mean like 99% fixed completely. A new game still stutters for a few seconds as everything loads but after like 5 seconds it's not an issue at all. I can spin around and around with no problems, which is great. With Skyrim I don't notice any difference between 35 fps and 55, or higher, so it's an easy compromise to justify. Just curious if anyone else has tried this or wants to try and see if it works for them as well. -
pack A Real Explorer's Guide to Skyrim
cstarkey42 replied to CJ2311's topic in Step Skyrim LE Packs (retired)
I used JK/ETAC on my last play through and it looked gorgeous. JK's is probably my favorite city overhaul but all of the things that make it so great makes it too demanding, in my opinion. I've switched back to DOS for my current game and everything runs so much better while still looking great. The lag from JK would be doable, and worth it for how great it looks, but any combat in city walls is just too choppy for me. I'm still early in my game, however, and am already really missing all of the spiky plants that JK adds to whiterun. On the other hand, alchemy is a little bit tougher now so I feel like I'm in a more challenging, barren world. Still, if there was a version of JK with half the additional plants and a quarter of the additional clutter, while keeping the larger, more noticeable and defining features, I think that would be perfect. -
Skyrim Revisited Pre-Release Feedback
cstarkey42 replied to Neovalen's topic in Skyrim Revisited (retired)
I use Hunterborn and it works well with the guide, though it can get a little laggy with the scripts at times. If you use it just be careful not to loot too many creatures in too short of a time and it should work fine. Basically just wait a second or two between each time you loot an animal. Personally I really hope this guide doesn't become dependent on a particular overhaul. I've used it with Skyre, Ace/Empowered Magic/Stealth Skills Rebalanced/Morrowloot 4E, and am currently using it with a Sperg/Morrowloot Ultimate play through and it's worked great in each of them. I plan on using it wih PerMa, eventually ( 2.0? ), TTSR, and am going to try a stripped down version with Requiem eventually as well. There's just so many great overhauls out there that limiting this guide to just one would be a shame. -
Skyrim Revisited Pre-Release Feedback
cstarkey42 replied to Neovalen's topic in Skyrim Revisited (retired)
I've been playing around with Immersive Horses instead of Convenient Horses and Hypothermia with Campfire until Frostfall 3.0 is released and found this: Elephant's Script Latency Tester . It claims to be the same as the CH option but I'm averaging about just over 100 with it while the CH test usually gave me around 60-75 with the occasional spike over 100. Considering that the absence of FF and CH should be giving me a much lower script load I'm not sure what to make of it. I even started a new game and dropped some NPC adding mods and other scripting mods and it's giving the exact same averages. Anyway, it's another option but it's hard to evaluate how reliable it is. Is/has anyone else had issues with Wrye Bash 305 suddenly not working, giving an error that it can't start on loading WB? Mine worked fine with no problems at all and, suddenly, it refuses to run again. I've tried everything, including a Skyrim reinstall, and have ran it in MO with a full load and by itself with only the vanilla load and I get the same error. I finally tried 304.4 again and that version works fine. Considering 305 worked fine for the longest time I an stumped as to what the issue suddenly is. I left a post on the WB page but since I was posting something here I thought I'd ask if anyone else has had problems with 305 and might offer suggestions to test which I haven't thought of. Thanks. -
I'm suddenly having issues with WB not running as well. I've never had an issue with it before but today it suddenly started saying: Error! Unable to start Wrye Bash. Please ensure Wrye Bash is correctly installed. Traceback (most recent call last): File "bash\bash.pyo", line 457, in main File "bash\bosh.pyo", line 24587, in initBosh File "bash\bosh.pyo", line 24359, in initDirs File "bash\bosh.pyo", line 5570, in __init__ File "bash\bosh.pyo", line 5591, in refresh File "bash\loot.pyo", line 344, in LoadWindowsError: [Error -529697949] Windows Error 0xE06D7363 I've reinstalled it, tried as admin, turned off the antivirus, reinstalled C++ 2010 ( the one in the Skyrim directory )... I'm at a loss as to what it could be and why it just suddenly started acting this way. I'm using 305. If anyone has a suggestion I'd appreciate it. Thanks.
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Skyrim Revisited Pre-Release Feedback
cstarkey42 replied to Neovalen's topic in Skyrim Revisited (retired)
Thanks for verifying this, I thought I was going crazy too, especially since it initially seemed to me that adding SMAA was causing the problems which made even less sense than my going crazy. I use SRLE and REGS with LOOT and it works great, I can't think of any problems I encountered using it with those two guides. -
Skyrim Revisited Pre-Release Feedback
cstarkey42 replied to Neovalen's topic in Skyrim Revisited (retired)
I was experimenting with SMAA and trying to figure out if I really needed subpixel and fixantialiasing set to false in the enblocal.ini when I discovered that, with or without SMAA, they were being flagged to false, as was terrainparallaxfix, when I opened up the enb console in game, despite both settings being set to true in the file. After some time playing with it ( and plenty of cursing at my monitor ) I realized that the " //* " flags at the end of the line seemed to be forcing them to be false and removing those from the file kept them as true, as evidenced by the enb console and the fact that things looked like they should ( ie terrain parallax was actually parallaxed ) in game. I swear that terrain parallax was working before since it looked amazing and the areas without the correct textures weren't distorted, but now I don't know what to think. Can somebody who has the flags on those lines via Vividian's enblocal.ini check their enb console and see if they are staying set to true? Thanks. -
Skyrim Revisited Pre-Release Feedback
cstarkey42 replied to Neovalen's topic in Skyrim Revisited (retired)
No, I have the same rule set in mine that is undeletable. It's a strange rule for them to automatically add since every user probably has a different name for their merge patch. I just added another rule for TES5 MP.esp to the list as well. It looks like I had added a rule for asis dependency to load after the bashed patch. I don't remember if it wasn't loading after it or not but I assume it must have been since I added the rule. You might as well just add the rule since it's not going to hurt anything to have it and it will prevent you from having to deal with it every time.

