Jump to content

cstarkey42

Citizen
  • Posts

    571
  • Joined

  • Last visited

  • Days Won

    14

Everything posted by cstarkey42

  1. It's incredibly easy to do yourself: Merge Plugin Script
  2. Right on, that's great news. It was 3 or 4 updates ago ( he's really been pumping them out the last couple of weeks ) so that might have been my problem. I also kept the vivid lod active, thinking it might help, but I see you did away with it so that might have been my problem as well. Either way, I'm really itching to try it again so I might have to just do it for a practice run while Chesko and Isoku finish their updates. I've been playing with Sands of Time and Warzones 2015 ( not together ) to see if I want to add one to my next game so it'll give me a chance to evaluate those some more, I guess :) ( any excuse I can find to play more Skyrim! ).
  3. I couldn't get the lods to work right with RAT and SFO 2.0f, they looked puke yellow and not sharp at all. They RAT billboards were for 1.5 so I'm not sure if that had anything to do with it. I tried to make my own with Dyno and TES5EditLodgen but, since RAT doesn't have it's own esp, couldn't figure out what I was doing wrong so I finally just gave up. My LO in MO was correct, so they should have been the textures and LOD that was getting used, so beats me. Skyrim Bigger Trees is working great though so it really seems a mystery why some work so easily and others don't want to take. The Vivid Landscape textures also weren't working correctly, most noticeably the cabins and the rocks, but EWI's Whiterun was working great ( I could see the red rooftops from Rorikstead, it seemed ), so I finally just gave up and am still very happy with the results. That was a few version ago, however, and now I'm just sitting until Frostfall, Wet and Cold, and ineed all get updated before I bother running it again and finally starting my new play through.
  4. Looking at it again has me wondering if a section added to the Tes5Edit script section dealing with rerunning the patches wouldn't be a bad idea. Just something reminding users to 1) replace their RSPatch.esp with an unmodified vanilla version 2) their DynDOLOD.esp with an unmoddified vanlla version and to delete the DyDOLOD Contents folder contents and the Skyrim/Edit Scripts/DynDOLOD/cache folder contents
  5. It looks good to me, but I've done it a few times already so I know what to expect. Trying to read it as a new user the only spot that might get confusing is the last direction, "go to the output directory selected in the script...". If I had to guess I'd say that's where you're going to get the most questions. Otherwise I'd say you did a great job laying it out. Judging by a lot of the comments here, having the "high" preset might cause some problems. It adds a ton more rocks, though they're mainly small rocks and I found medium to be a great alternative with a big boost in performance. Obviously high is preferred, and the one I'm running, but it might save you some headaches if you stress that medium is more than adequate for anyone with a decent but not extremely powerful rig ( seems there are a lot of people running it on laptops. Maybe I'm just old but a lot more than I would have expected, judging from step forums and nexus mod pages ).
  6. The 970s are such an improvement and so cheap that if I was running anything less than a 780 I would upgrade. The 16nms are going to be such a huge leap forward that you are, in fact, better off waiting for them instead of spending the extra cash for a little bit of an improvement, especially a difference of $200. If cash isn't an issue, than buy a Titan. It's not like we're talking going from a 700 to a 900 here, the Pascals are going to absolutely destroy everything that's currently on the market so if you're going to upgrade soon you really should keep that in mind. Of course, it depends on if we're looking at early 2016 or late 2016, but that's just another risk to consider.
  7. You might want to save that extra $200 for the 16nm Pascals, which are supposed to be out in 2016. I really wanted to upgrade to a 970 or, better yet, a 980 but I think I'm just going to ride out my 780 until the new models come out. Hopefully the OC doesn't burn it out before then :)
  8. If you're having problems with Real Shelter there is a new hotfix on the page for the patcher. It sounds like there were some issues with the latest MteFunctions.pas.
  9. You guys have both esps active, is that correct? You should have both Real Shelter.esp and the RS Patch.esp, with the RS Patch.esp near the end of your load order ( behind any master that it has obtained when running the script ). There are also JK and ETAC patches on the Real Shelter page.
  10. Kids of Skyrim has a RS Children version now and it adds a whole new feel to the game, from the testing I've done with it so far. Your purpose as the Dragonborn and your level or morality as it relates to the world around you feels much different when, for instance, gangs of bandits no longer feel like random packs of thieves with no purpose other than target practice but instead feel as a family unit just trying to survive in the harsh world. It's amazing what a few kid bandits, forsworn, skeleton, etc... characters will do for immersion.
  11. I'm confused, are we talking "copy general assets" or "batch copy assets"? I'm not at my pc but, if memory serves me correctly, I do have general assets selected, which does give me the translation and facegen files in the overwrite folder, but not batch copy, which only seems to copy duplicates of the same files that exist in the original folder and seem to me to just be duplicates, though I certainly could be wrong about that. I didn't even realize the guide had batch assets selected for the longest time and wasn't using it, realized it was selected and tried it and went back to not using it and haven't noticed any problems.
  12. I agree. Other than that I think everything is set up really well. I think putting the merges at the end does have some benefits but, yes, for new users it could be confusing, especially if they want to try starting the game mid-install to test it out. The only way around it might be to have a different set of rules throughout the guide, which seems to defeat the purpose of why you'd change it to begin with. I agree with what everyone has said about learning how to use T5E from your guide. I was lost until I created my own CR patch the first time and learned so much from your guide. I've got to say, however, that I wouldn't have the patience to keep doing it like you've been doing it. Just changing those edits for ELE, and then posting and deleting every step, had to be such a huge pain in the ass. It's not like you're just typing a quick step; typing every path has to be mind numbing. Maybe having a small tutorial for new users would be the way to go, laying out the steps for a couple of mods to show how it's done but then just providing the patch for complete use. I understand why a lot of people like to do it themselves but I'd rather see you continue to add to and expand the guide, and not get burnt out and sick of it, then entertain my own ocd.
  13. I used to do the CR myself but it just got out of control so now I just dl the new CR when I see you've made some changes via the recent changes step tracker page. and, honestly, just quickly peruse the changes but would be fine just knowing when it's been updated. I still found the page useful, however, if there was a mod I didn't use and I needed to find the entries so I could take it out. I've since given in completely though and now just use all of your recommendations so you really shouldn't waste that much of your time for people who are still only sipping the kool-aid.
  14. I get it when I get close to Solitude. It happens without fail as soon as I round the bend and the cart comes into view. I also have it happen when I'm crossing the bridge into Dragon Bridge. I do use ETAC and BFT. Sort of a square, bright glow that goes away after 2-3 seconds? I'm sure it happens other places as well that I can't think of, though it did happen when I was above Solitude's main door, up on the wall, and was looking into Solitude. I'll have to do it again to see if there is a smelter or cart there. I'm using JK's main cities so maybe that puts something there, IDK. I thought it might be due to my card being OCed too high, which didn't make any sense to me, so I'm happy to hear others are experiencing it as well. :P
  15. The IL only version is still .94 from January but the ELE_Legendary_Fs_Wt_Lite.esp from .95a has quite a few changes, including image spaces, lighting templates, and lots of placed objects which seem to increase compatibility with dawnguard, etc... I had the floating water in BlindCliffCave, which it fixes as well.
  16. Any plans to switch to the latest .95a version of ELE?
  17. His Sky City - Markarth Rising is awesome. Even if you can't explore all of the additions the feeling you get walking through Markarth, with the city now rising high into the sky above you, into the mountains, makes it one of the best cities in the game. The fact that it also provides the external textures, complete with DynDOLOD friendly LODs, adds a whole new level of wonder and awe as you walk up the road to Markarth. It's 100% compatible with either DOS or JK as well.
  18. I found this and thought you might be interested. I thought I was doing it all correctly but, assuming these directions are correct, it sounds like I was confused on a couple of steps ( not checking the HRDLC and thinking that getting the billboards meant I didn't need to generate the TREE LODs as a separate step, for example ). It might be worth putting the link up on the page: https://www.reddit.com/r/skyrimmods/related/306bdh/tes5lodgen_and_dyndolod_tutorial/ Please let me know if there is anything incorrect in how these steps are laid out because I'm redoing mine, following these directions. Thanks.
  19. I'd rather spend all my time dealing with mod conflicts and CTDs then spend one second playing the vanilla game. That said, I'm testing out Immersive Horses now...
  20. I've had this glitch throughout Skyrim in several different towns. It's happened outside of Warmaidens, though I think it was attached to the city gate, not warmaiden's, as well as in the market area. It's annoying as hell and usually seems to occur after I've ran the script cleaner. Go figure... Yours cleared up though? I guess I've always reverted to an earlier save so I don't know if it always manages to work itself out. I've always assumed that it's a Real Shelter glitch though.
  21. Am I blind or was that comparison pic always on page 1? Regardless, the fact you added it to the wizard screen in Tes5Edit is genius. Thanks!
  22. Hey Sheson. I tried this when it first came out and decided to wait until it was a bit more polished. i tried it again and am blown away. It looks amazing in game, the performance is solid and, thanks to the wizard, it is incredibly easy and fast to set up and run. Thanks so much, this really is amazing. I was hoping you might post a few pics comparing low/medium/high settings so we can more easily see the difference. I did high initially and it looks great but I'm running it again with medium settings to compare. A few screenshots comparing the three settings would be very convenient. My other question is in regards to the skyrim ini settings. Your manual does a good job of explaining the difference between your method and vanilla's but it doesn't say if your method ultimately negates the vanilla settings ( particularly the ones you explicitly mention ). It would seem to me that I can lower these when I use this but I don't know if doing that would make a difference in performance or quality while I'm using your solution. Also, does low/med/high settings have an impact on the vanilla ini settings? Thanks!
  23. I really like how you have had the patches set up, though I understand if you want to change it because it will be easier to manage. I was able to still use skyre, for example, and didn't use morrowloot and was still able select the patches that were consistent with the game I wanted, and was able, to get set up and running. Dropping the mods you mentioned makes a lot of sense. Skyre isn't really being kept up anymore due to perma and, with the new wafr, ccf and ccor updates, I'm not sure if it's even worth the trouble of trying to get it to work. I was hoping to eventually get a game with sperg set up but, yeah, it's outdated and, honestly, the few times I've tried it I find I'm disappointed with the perk selection and quickly go back to skyre or ace. I'm going to try perma, eventually, but I've been giving it time for the bugs and kinks to get worked out. Requiem is next on my list but there's already a pack for setting that up ( though requiem is a good example because I'll be able to use it and follow it's step guide while still using yours to add a lot of gameplay/immersion enhancements. If you switch to more comprehensive patches I don't know if this will be the case ). I guess it really comes down to morrowloot and how central you feel it is to the pack. I know it's in the name ( old name? ) of the pack but I've always used it as an optional enhancement that I add when I use ACE, TTRSO, or Kyrpto's overhauls but not to Skyre, Perma or Requiem. The rest of the pack work great with or without it.
  24. Just so I'm clear if and when I encounter it, what do we do if we're merging patches into the master if both have nav? I'm assuming we don't change the master to an esm before we load it into the ck but I just want to make sure. Thanks.
×
×
  • Create New...

Important Information

By using this site, you agree to our Guidelines, Privacy Policy, and Terms of Use.