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Everything posted by cstarkey42
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Skyrim Revisited Pre-Release Feedback
cstarkey42 replied to Neovalen's topic in Skyrim Revisited (retired)
Sweet, thanks, very helpful indeed. I remember my problem was putting a lantern on the back right also unequipped my bag from the front or side right, I forget which, and vice versa. -
Skyrim Revisited Pre-Release Feedback
cstarkey42 replied to Neovalen's topic in Skyrim Revisited (retired)
Thanks for the explanation. That sounds like what I was running into a while back with wearable lanterns and bandoliers, if I remember correctly. -
Skyrim Revisited Pre-Release Feedback
cstarkey42 replied to Neovalen's topic in Skyrim Revisited (retired)
Damn, Neo, you are hard at it tonight. I'm not really too familiar with biped slots (leave it to SRLE to start throwing stuff at us that no other mod/guide even mentions. That's why this is my #1 prefered guide/pack/everything to do with skyrim). Can you please tell me how I can tell if other mods are using the same biped and if this is always a concern or is only a concern if I'm trying to equip several items from mods which are going to the same biped? It seems that each biped corresponds to a different limb, eye, etc... so is it really easy to figure out or is simply having two mods which go to biped 45, for instance, going to cause problems, even if I'm not equipping items from both mods that go to biped 45? Thanks! -
pack Dreadflopps Modular patches
cstarkey42 replied to dreadflopp's topic in Step Skyrim LE Packs (retired)
Another test to try running is via convienient horses. There is a script test option in the main tab (sorry, I forget what it's called) and it will give you updates on the time it's taking for your scripts to run (it's probably more technical than that but that's how I understand it). According to sand's of time page you...well, here, see for yourself. They'll explain it better than I can: https://sotrealms.enjin.com/optimization Have you updated to MO 1.2.8 by chance? I haven't been able to due to the server issues but I think I got lucky because it sounds like a lot of people are having problems now. SkyUI errors and other strange things so, if you've updated, that could be the problem. The consensus seems to be to stick with 1.2.6 for now but that's just what I've gathered reading through the comments of what others are experiencing. I'm running a ton of heavy scripts and haven't had any of the issues you're describing but it could be a script issue. Try that test and see what it says. -
pack Dreadflopps Modular patches
cstarkey42 replied to dreadflopp's topic in Step Skyrim LE Packs (retired)
@IdiotDave I think it's the test Vurt recommends on his flora overhaul page. As for your java problems, I haven't experienced that but I have had problems with java when I didn't run their "remove old java versions" program, even though I was running the current version. After running the update app and the uninstall old versions app it's been real smooth for me. Hope this helps. -
Skyrim Revisited Pre-Release Feedback
cstarkey42 replied to Neovalen's topic in Skyrim Revisited (retired)
Sorry, but what do you mean by "in the normal sense"? Will having them protected still guard against npcs dying before they should, if in a quest, or just dying at all, such as merchants who don't get away from a bandit, dragon, etc... or are there problems that you foresee occuring with this option selected? Also, I noticed that there is a small conflict with Thieves Guild Requirements which, while not a part of SRLE, is a part of STEP so many people probably have it and where you placed NPC knockout it is now before TGR. I'm certainly not literate in all of the records a mod can have so I'm not sure if it will make a difference but I was wondering what you think (if you don't care about TGR that's cool, I know it's not a part of SRLE so I thought I'd ask but I know you're busy and can't check every mod outside of SRLE. This one is a part of STEP, however, so I wasn't sure if that was something you checked against.) Thanks. -
Skyrim Revisited Pre-Release Feedback
cstarkey42 replied to Neovalen's topic in Skyrim Revisited (retired)
Thanks, Neo. I must have sped through that part pretty quick since I had merged them before so I just did it again with the new name. I redid it as you've instructed in the guide and everything seems to be working great now. I'll be sure to read more carefully next time. :O_o: -
pack A Real Explorer's Guide to Skyrim
cstarkey42 replied to CJ2311's topic in Step Skyrim LE Packs (retired)
Hey CJ I'm wondering about my load order. Right now I have etac, then elfx, then 3dnpc, with mods in between, of course. Jenna said to place etac behind 3dnpc and you had said before that you didn't understand why 3dnpc was so low in the order so I'm wondering if it would be best to move 3dnpc before etac so they are both before elfx. This would also allow me to put the regs patches before elfx, like you suggest. My main worry is putting 3dnpc so much higher in the load order (boss has it at 201, putting it just in front of etac-complete would move it to 157) and, obviously, I don't want it to start giving me problems if other mods affect the same edits (leading boss to place it so low to begin with). I just wanted to check with you and see what you would recommend. Thanks. -
Skyrim Revisited Pre-Release Feedback
cstarkey42 replied to Neovalen's topic in Skyrim Revisited (retired)
@Astokos Thanks, I'll give that a try. I've gotten into the habit of unticking it for merging patches and combining mods with it's patches and leaving it ticked for combining different mods but that could certainly be where I went wrong. The errors were in the conflict resolution patch so it didn't even occur to me that the problem was how I merged ele but that could be it. Thanks for the suggestion. -
A Tweak/Fix for your Shimmering Textures.
cstarkey42 replied to Nearox's topic in General Skyrim LE Discussion & Support
@Nearox and Aiyen Thanks for the advice. I use Vividian also so I'll give it a try without the ini tweaks. Is there another set of values you would suggest or am I best off just throwing a semicolon down in front of those edits and not using any edits, presumably letting the game dictate some vanilla values (I've had these edits in for so long I'm not even sure anymore if the vanilla inis had existing values there or not.) I'm sure I'll figure it out though. Thanks. -
Skyrim Revisited Pre-Release Feedback
cstarkey42 replied to Neovalen's topic in Skyrim Revisited (retired)
Hey Neo I finally bit the bullet and just downloaded (you're too fast for me to try and keep up with the edits on my own anymore ) your SR Conflict Resolution.esp and was editing it to make it compatible with Fantasy Soundtrack Project when I noticed that most of the ELE edits contained two errors, the LTMP - Lighting Template and the XCIM - Image Space records. I'm not sure if this is just due to a problem in my set up but I wanted to give you a heads up in case it's the file I downloaded. Also, I think I've decided to drop the Argonian Feet mod and noticed that you didn't have it anymore in your guide either. I was wondering if that was due to the conflicts and if you are thinking about adding it in the future. If you're going to add it again I'll probably keep it and just follow your guide's edits when you do add it. There does seem to be a lot of conflicts with it, however, so I'll definitely lose it if that's what you recommend. Finally, I've been testing a lot of merged patches and have a few that seem to be working extremely well that I thought you might be interested in. This link has a lot that are outside of your guide but there are a few, such as ELFX and No snow on the roof, that seem to work really well when they're merged and given the same name as the master (like I learned from other mods by following your guide). If you're interested I have them here: https://pastebin.com/5aaADCPd Thanks. -
A Tweak/Fix for your Shimmering Textures.
cstarkey42 replied to Nearox's topic in General Skyrim LE Discussion & Support
@DoubleYou Thanks for pointing that out. I assume you're referring to the z-fighting fix. I use ugridstoload=7, exterior 64, and fov=85 and it seems to work great. Would you suggest different values for this set up? -
A Tweak/Fix for your Shimmering Textures.
cstarkey42 replied to Nearox's topic in General Skyrim LE Discussion & Support
Thanks, this worked for me as well. I think I had gotten so used to it that I didn't notice it but, now that I'm running around with temporal, subpixel and smaa to top it off I can't believe how much better everything looks without the plants shimmering. And when I thought it was still slightly shimmering I realized that, no, it's just now I can see through the plants as I'm walking, which is a really sweet effect. You guys should definitely add this to the guide, extended or the enb guide, at least, because it does make a huge, huge difference. I was having a little z-fighting but using the solution [Terrainmanager]fBlockMaximumDistance=500000fBlockLevel1Distance=140000fBlockLevel0Distance=75000fSplitDistanceMult=4.0 [MAIN]fSkyCellRefFadeDistance=500000.0000 took care of it, almost completely. I didn't even need to use the fNearDistance=20.0000 line, keeping me from having to put up with the clipping issues. Thanks! -
Skyrim Revisited Pre-Release Feedback
cstarkey42 replied to Neovalen's topic in Skyrim Revisited (retired)
I've just been testing my set up and updating mods so do I need to worry if I had used 1.2.5 and 1.2.6, with the optimized folders clicked, for a few runs before I knew it was such a problem? Does it create a problem with the integrity of the folders or is it that it creates a problem with the save game? Thanks. -
pack Dreadflopps Modular patches
cstarkey42 replied to dreadflopp's topic in Step Skyrim LE Packs (retired)
It basically adds the perks added by the skyre enemy scaling module to obis bandits. -
pack Dreadflopps Modular patches
cstarkey42 replied to dreadflopp's topic in Step Skyrim LE Packs (retired)
@noobzor Thanks for the advice. You're right about dco so it makes sense to me that roe abilities would be similar, I just haven't fought enough vampires and dragon priests to experience it enough first hand. Only one way to find out for sure...time for some vampire hunting! -
pack Dreadflopps Modular patches
cstarkey42 replied to dreadflopp's topic in Step Skyrim LE Packs (retired)
I've been letting them get perks via asis but my concern has always been how the distribution of what perks and abilities they use is set. RoE might not be perfect, I agree, but one of the coolest things I've seen in skyrim is when the vampire I was fighting turned into a bunch of bats and flew away. That was awesome! By giving them perks I'm afraid that these special, unique abilities will show up less in the game as the creatures use the asis added perks, ultimately leading to a game where every battle looks, feels, and behaves the same way, regardless of what sort of creature/npc you are fighting. -
pack Dreadflopps Modular patches
cstarkey42 replied to dreadflopp's topic in Step Skyrim LE Packs (retired)
@noobzor It sort of made sense but I'm still unclear on one thing. Say I want to keep the RoE and obis additions as is but would like to add perks to the other vanilla creatures, sic, etc... If I exclude RoE and obis won't I just end up with the perks going to the vanilla creatures modified by those mods and not have any of roe and obis modifications added at all (at least be overridden by the later asis.esp)? How is it possible to exclude vampires, for instance, so I maximize the probability of roe's modifications manifesting in game, without being able to simply add roe to the exclusion list, which I'm assuming will give vanilla vampires the perks and cancel roe completely, and without having to go through the asis ini's to exclude every creature added specifically by roe (which is more trouble than I care to exert at this point, I really just want to play the game already!). If there is no way to do this, simply, then I'm fine just not using asis perks but I'm hoping there is something I either haven't thought of or am just not understanding. Thanks. -
pack Dreadflopps Modular patches
cstarkey42 replied to dreadflopp's topic in Step Skyrim LE Packs (retired)
If anyone is interested, here are the merges I have done. I was hesitant to share these until now but I have tested them quite extensively and have not had any problems at all. If anybody uses these and does notice something is amiss, however, please let me know so I can look into it (with MPs this large there very well could be something missing in game that I just haven't noticed.) https://pastebin.com/5aaADCPd -
pack A Real Explorer's Guide to Skyrim
cstarkey42 replied to CJ2311's topic in Step Skyrim LE Packs (retired)
For what it's worth, my experience has been the same as noobzor. I haven't had any problems with a merging a mod that has navmesh edits and have found that the last edit takes priority, which is no different than if the mods were unmerged in the load order. I could very well be wrong, however, but I've run all over skyrim testing my set up out and have not seen anything out of the ordinary or encountered any problems when playing with my merged mods. If anyone is interested, here are the merges I have done. I was hesitant to share these until now but I have tested them quite extensively and have not had any problems at all. If anybody uses these and does notice something is amiss, however, please let me know so I can look into it (with MPs this large there very well could be something missing in game that I just haven't noticed.) https://pastebin.com/5aaADCPd -
pack Dreadflopps Modular patches
cstarkey42 replied to dreadflopp's topic in Step Skyrim LE Packs (retired)
Thanks for the new patches. They look really well thought out and look like they'll work really well to bring all of these mods together. I've been using Harvest Overhaul with this pack and it seems to fit in very well, especially the creatures add on. The main esp has options in the mcm to keep the harvests lite so you get the random component but also prohibit it from giving you too much of any item while the creatures esp removes gold, flora and other items from the loot of creatures, all which seems to really fit into the philosophy this pack it trying to follow. The creatures esp must be loaded after skytest, if you use that, and must be excluded from the bashed patch or else it simply brings forward all of the other creatures loot along with the harvest overhaul - creatures.esp changes. I tried to use this with hunterborn but gave up on hunterborn because the scripts were slowing down the menus and, though it might be realistic, taking 6+ hours to loot an animal takes away from the game too much, in my option (just looting the bear in the initial helgen cave would cause me to finally exit the cave in the middle of the night!). I really liked how it prohibited you from looting monsters and spiders, however, and brought hunting knives into the game in order to properly skin an animal but, in the end, it just wasn't worth the problems it was causing. Another mod I've been using and really, really like is Ultimate Combat when used with Duel Combat. It should be loaded before Duel, which boss does automatically, and really adds to the combat by giving better individual npc ai, whereas duel adds to the "pack mentality" ai, while also giving many of the features of tk dodge to the npcs. They will dodge, roll, jump back, etc... while also kicking, hitting low, and doing different power bashes in combat, without any of it being feeling to "arcade" but instead fitting in realistically and seamlessly. Since using those two together my combat has been absolutely awesome. Also, using Ultimate combat has fixed the problem I was having with duel's problem of way too slow stamina regeneration. UC has an mcm option to increase stamina regen, as well as other options to tweak as well. If using skyre one needs to set the "weapon swing cost" in the mcm to zero otherwise it will reset all of the weapon values to vanilla. Once this is set to zero the weapons will switch back to the reprocc values after just a few minutes. This is discussed on the UC mod page. -
pack A Real Explorer's Guide to Skyrim
cstarkey42 replied to CJ2311's topic in Step Skyrim LE Packs (retired)
Yeah, it might be a good replacement for DoW but I doubt I'd want to use them together, even with a patch. One post on the page says it looks great with better city entrances, so that's cool. I'm not sure what Nernies adds to whiterun. -
pack A Real Explorer's Guide to Skyrim
cstarkey42 replied to CJ2311's topic in Step Skyrim LE Packs (retired)
Have you seen this one before, CJ? Adorning Whiterun - A Whiterun Overhaul V2 Maybe I'm just a sucker for a good screenshot but it looks really good. It's a complete overhaul of his first attempt, built from scratch and highly customizable (according to the description). He's still updating it but then he says he's going to do some compatibility patches so it could be something to keep an eye on. The npcs are suppose to have their own ai packages as well so it sounds like it might be a great mod to replace Dawn of Whiterun. -
pack A Real Explorer's Guide to Skyrim
cstarkey42 replied to CJ2311's topic in Step Skyrim LE Packs (retired)
Eggover1979, who is the author of asis improved and, if I remember correctly, is the one who said that Diennes had said the asis ai was outdated and recommended not to use it. It adds a LOT of variables that aren't in the game, however, but I can't tell how well it works with mods like duel or skyre combat so I've been playing with it but leaving it off lately. Now I just use spawns, along with ngo recommended random spawns, potions and npc enchants. We seem to have gotten far away from regs, however, so feel free to pm me or take this conversation over to the ngo forum, which seems more appropriate and where I lurk as well. -
pack A Real Explorer's Guide to Skyrim
cstarkey42 replied to CJ2311's topic in Step Skyrim LE Packs (retired)
"Extra guards" is an additional mod I added. It has an etac compatible version and is nice with all of the extra bandit/hostile npc spawns that are in my game. I trimmed down my block list and trusted the asis improved files, which have been nice, but the guards from that mod were spawning twice so I had to block it. I also blocked the populated mods but I don't use those anymore so I didn't bother to add it with the new asis inis. I've stopped using the perks and spells with asis as well. It's a personal choice but I rather like the changes RoE, Skyre and Obis add and the npcs do seem to have unique styles to them. With the perks from asis everyone seemed largely the same and with the spells everyone just seemed to use lightning and other powerful spells from apocalypse, I think, so the default spells seem to add a bit more variety to the game. I'm still testing and playing around with things so I might change my mind on that but that's where I sit right now. They say you don't need safety load with the new skse or ssme so you probably want to lose that as well. Definitely check out your skse settings though. The default is perfect for a light load, and then some, but if you're trying to add half as much stuff as I am then you will need to up it a little bit. Remember, the first block must be increased for the second block to increase so mine at 1024/512 is really giving me 756/512. I tried Tony's method of only adding what you need but if I add anything other than in 256 increments my game won't load. I have no idea why, I've just come to accept it as is. It doesn't crash and runs real smooth but I'm also running on a powerful pc.

