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cstarkey42

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Everything posted by cstarkey42

  1. @zombiecurse I assume you're using enb to at least manage your memory and ssme/skse 1.07. I use a lot of those mods also, plus a whole lot more, as well as the asis improved ini files and the mmo/ngo asis ini files, with a few modifications (mainly blocked a few mods, like extra guards) and I'm not having any problems. Are you using memory block log to monitor your memory blocks? In my skse ini file I had to adjust to: [Memory];DefaultHeapInitialAllocMB=768;ScrapHeapSizeMB=256DefaultHeapInitialAllocMB=1024ScrapHeapSizeMB=512 in order to get my setup to run but it runs very smoothly without any ctd problems.
  2. @Nearox Thanks for your help. I've done most of that and everything is working great. It's only the keywords and factions that are conflicted. As for skyre, it's not a big deal to let RoE or Obis take over certain npcs and, without a comp patch, it is preferable while still getting 75% or so of the skyre enemy scaling additions. With a comp patch, however, I get to enjoy the unique features of RoE while still being able to quickly and simply bring forward the additional perks that skyre offers. Is it "pure"? No. Is it preferable? Very much so with an additional hint of kick ass. Skyre certainly isn't the only mod with minor conflicts, however, it's just the easiest one to point to. You're right though, I didn't want to completely take over this thread and piss everyone off but, well, try googling "tes5edit merged patch" and see how far you get. It's a very difficult thing to research in depth, going into tes5edit and looking around myself was really the only way to figure it out. I knew there were some big brains that followed this thread so I just wanted to borrow from their knowledge/experience for a moment. Thanks for your help and thanks everyone for tolerating me.
  3. @Nearox Thanks for the reply. I have done the SRLE conflict resolution patch and have made my own, even having to edit them to eventually remove masters as well, and followed this procedure with the last version, SR, when the guide made individual patches instead. What led me to trying to make a comp patch via the commands in tes5edit is that skyre and skytest, along with other mods, override many of the factions and when I try and make a simple patch the records quickly become errors if I make a simple change to my load order. The comp patch seemed like a quicker, more thorough route, especially for resolving edits such as keywords and npc changes from RoE, Obis and skyre (I could do this manually, sure, but there are a TON of edits to be made and, after finally getting SRLE, REGS and MMO/NGO, with my own additions, to play nice together I was hoping a comp patch would save me a lot of time. The FNVEdit manual is great, thanks. The only other suitable resources I've been able to find are Diennes explanation via Lootification ( https://www.nexusmods.com/skyrim/articles/32339/? ) and Sharlikan's video ( https://www.youtube.com/watch?v=ciRPWx3OhBQ ). Other than that every search I've done on google and step has only led me to info about merged plugins and "bashed merged patches" (every patch, it seems, is referred loosely as a "merged patch", which is very frustrating. Now you're even referring to compatibility patches as merged patches which, I guess they are, obviously, but tes5edit (and fnvedit, via the guide you linked) explicitly calls its operation a "merged patch" even though it seems to have the least amount of literature regarding it). That's why I posted this message here, the REGS forum and the New Gameplay Overhaul forum. I check those constantly and have followed the respective guides to put my game together (yes, it is massive ) and they all seem to have some of the smartest people working and lurking on them so I didn't know where else to go. I guess the keywords are what I really don't understand, like the example I mentioned above, and what I'm unsure of as to its problem causing potential. Thanks.
  4. Thanks. It seems to work for factions and keywords but, yeah, the npc list way too long to edit with skyre, roe and obis and it wants to bring a lot of the IWs forward instead. I was hoping that your edited version would limit it to some weaker weapons so it wouldn't be a big deal. Playing with it worked, at least, but a lot of the bandits seemed to have some strong gear for an MMO play through. It's tough to tell with obis redone though. I don't know why that mod has to add sooo much op gear. I'm thinking of dropping it and just using obis but he's talking like the next update will be fairly comprehensive and include bandit patrols so idk. Once I got past the first few bandits, however, they all had fairly weak gear so it's really tough to tell. With RoE, obis and skyre, however, it's really nice how it brings all of the perks forward along with some of the other records. Sorry for the hijack but doing a google search gets nothing but merged plugins, "bashed merged patches", etc... I found some good info from Diennes on the lootification page and sharlikans video but that's about it. They're both really good intros and then some but don't answer some of the questions I have so I posted the question on the three forums I'm constantly checking, SRLE, REGS and MMO. I figured I might irk some people but, dude, I didn't expect you to shoot me. Harsh.
  5. Thanks for the great guide, Neovalen. Not only have you introduced me to many great mods and made my game much, much better but, though your guide you have taught me a ton of things about modding and stabilizing my game. I really, really do appreciate it. That being said... Sorry, but I'm going to try and hijack this forum for a moment. Does anyone on here use a tes5edit merged patch? No, not a merged patch but a merged patch (which I'm going to call a comprehensive patch, or comp patch, from now on. It's insanely confusing that they are given the same names. Comp patches...join the revolution!) Anyway, I've never used one before but have seen it referred to enough that I thought I should try it and I'm finding it is great for bringing all of the fractions forward as well as the perks from obis, roe, skyre, etc... I'm wondering if anyone can tell me things I should beware of when creating it. I know to delete the leveled lists and let the bashed patch handle those but what about keywords, for instance. Is there any reason not to allow those to be brought forward? As near as I can tell these are the main things that are changed in the records and most seem like it is good to be brought forward but, for instance, "fortify damage resistance" under "magic effect" doesn't have the keyword "magicencfortifysmithing" under skyremain.esp, it does have it under enchanting awakened.esp, but is gone again in the enchanting awakened skyre patch. Ultimately the comp patch brings it forward, along with the other keyword "xxxenchdamageresist" but I don't know if that's a good thing or a bad thing. In fact, I really have no idea what, exactly, the keywords do and how badly they are needed. Any thoughts, suggestions or guidance on the comp patch in general would be great. Thanks.
  6. Delete. Sorry, I think I figured it out.
  7. Sorry, but I'm going to try and hijack this forum for a moment. Does anyone on here use a tes5edit merged patch? No, not a merged patch but a merged patch (which I'm going to call a comprehensive patch, or comp patch, from now on. It's insanely confusing that they are given the same names. Comp patches...join the revolution!) Anyway, I've never used one before but have seen it referred to enough that I thought I should try it and I'm finding it is great for bringing all of the fractions forward as well as the perks from obis, roe, skyre, etc... I'm wondering if anyone can tell me things I should beware of when creating it. I know to delete the leveled lists and let the bashed patch handle those but what about keywords, for instance. Is there any reason not to allow those to be brought forward? As near as I can tell these are the main things that are changed in the records and most seem like it is good to be brought forward but, for instance, "fortify damage resistance" under "magic effect" doesn't have the keyword "magicencfortifysmithing" under skyremain.esp, it does have it under enchanting awakened.esp, but is gone again in the enchanting awakened skyre patch. Ultimately the comp patch brings it forward, along with the other keyword "xxxenchdamageresist" but I don't know if that's a good thing or a bad thing. In fact, I really have no idea what, exactly, the keywords do and how badly they are needed. Any thoughts, suggestions or guidance on the comp patch in general would be great. Thanks.
  8. Dienes has added NPC enchant fix to asis 1.41 so, yeah, that sort of kicks some serious ass.
  9. I'm sure there is some sort of algorithmic process one can follow to check if one is, indeed, smarter than an algorithm. :O_o:
  10. from Asyrin: "Revenge of enemies overwrites HLE hardcore's levelmult value which controls what level spawns are in relation to the player level. It's a global setting. I forwarded HLE hardcore's settings for those only. It works just fine. They are actually pretty close. HLE hardcore is just a little higher." @Garfink Ok, I think I figured out why I've been confused. So those are stand alone mods, not add-ons for DA? I just used DA-Your money or your life from the Nexus and didn't understand what the others added, besides rape, since it sounded like a lot of overlap. Reading through the descriptions a little bit more closely, as well as some other posts on other pages, I finally realized that they are stand alone. I'll probably give them a try. Neovalen saved me a few esp slots on srle now that he's adding merging to his pack. I had all of the patches merged but it never occured to me to merge them in with the main esp and rename the mp to whatever the main esp is called (such as with Realistic Water II and COT).
  11. @Garfink Please, no wisdom here, just every now and then I actually feel like I can contribute some advice. Reading through this post, regs and srle has made me well aware of how clueless I am on a lot of the skyrim tools. That's why I've stayed away from Loot though. I already have boss set up like I'd like, I can quickly and easily edit the user.ini, or whatever it's called, and, when I have run loot, it has my skyprocs and bashed patch in the middle of my order, which, obviously, made no sense to me at all. I guess I could set it to the bottom but I like the old way better and don't plan on changing until I absolutely have to. You're making me think I should give DA another try. I'm not sure what the conflict was but my main issue was not being able to move when I respawned into whatever scenario it would place me in. I've ran into that a couple times before, like if my game would crash in the helgen intro and I would load a save and not be able to move. If I reloaded the save, however, I could move just fine but with DA I was stuck no matter what I did. I have another bug that happens if I load a game and eventually try to save it again it crashes. Every time. Every save I load I have to enter player.kill into the console and let it reload and then it works just fine. I haven't been able to track that one down and quit trying once I found the work around but I have a feeling they might be related. I might have to try the sexlab add on though, you seem high on it. That site just creeps me out though. My wife knows of some of the freaks out there with their naked 13 year old followers but I'd have a tough time explaining why rape makes the game more immersive. An even tougher time if it happens while my one year old son happens to be playing in the room while I'm in the game. You said you turned it off so I'd do the same but, still, the site creeps me out a bit. Do you have an issue with the bleedouts or losing your gear? Those are the other two things keeping me from giving it an honest try. The bleedouts took too long and, if I'm deep in a dungeon, losing my gear seems like more of a pain in the ass than it's worth. I think I really just need to try it again and see for myself. You haven't led me wrong yet.
  12. I don't think the order matters but you do need to have the previous esp, either asis or npc enchant, active in order for the next one to bring forward all of the changes. In my load order I have asis first, then dual, then npc enchant and finally reprocc. Asis adds perks but so does npc enchant so if asis isn't active then npc enchant will only bring forward the mods without the additional perks and, since it is last, this is all you will have and the asis perks, and possibly more, will be overridden. Running npc enchant with asis active, however, will allow npc enchant to bring forward the asis changes as well and add the two additional perks npc enchant adds onto those. This is, at least, the way I understand it to work and what I have seen in tes5edit. You can run these in tes5edit, by the way, though I have never actually tried to edit them but I don't see why you couldn't. Looking at them in tes5edit certainly gives the impression that the esp is no different than any other esp in your load order. If you still use some of the old patches from qotsa regarding asis and automatic variants you will run into this problem (which is how I learned all of this...the hard way...). I don't think I can play without battle fatigue now. I'm staying away from death alternative (more scripts and esps then I can handle, I'm afraid. Plus it was just pissing me off!) but BF is great. Don't get me wrong, I hate it and it does nothing but piss me off as well, but in a good, immersive, "oh my god I can't just hack and slash my way out of this!" sort of way. I've never had to rely on blocking so much since getting hit with a sword is, well, just like getting hit with a sword and some potion or simple spell isn't going to reattach my arm if I lose it. I do recommend https://www.nexusmods.com/skyrim/mods/54644/? if you use it though. It might become too much later in the game but I'm hoping that the mcm will allow me to keep the game balanced so I'm not bandaging myself every 2 minutes or needing to rest away my injuries several times through every dungeon. Like I said, however, it's keeping these threats in the front of your mind that makes going into each battle a much more awesome experience.
  13. So, my testing is going very well. Everything seems rock solid, very stable with NO ctd and acceptable script lag. I'm not running into as many enemies, particularly bandits, as I thought I would but I think it's because I was playing with populated forts, dungeons, gangs of skyrim and obis bandit patrols, as well as higher asis spawn settings, before I found this pack. Right now I have the majority of SRLE, most of REGS, minus a few quests, and all of MMO, leveled with skyre. I tried playing with Death Alternative but, for some reason, when I would respawn in a shop or talking to somebody who helped me I couldn't move at all. No direction worked and all I could do was look around with my mouse. It happened on two different games...Oh well, the bleed out state took to long for me anyway so I don't think I'm going to miss it though I did like the concept behind it. I'm rolling with skyre combat over duel and I love it. The fights seems more authentic, surprisingly, and my stamina regenerates very quickly. Who knew it was suppose to regenerate like that? Plus it actually uses stamina when I pull my bow now which is something that wasn't working with duel for some reason (I think it was suppose to). Anyway, my question is: Am I crazy/suicidal for wanting to try this with Battle Fatigue and Injuries? I tried it before and wasn't a fan but I think with less enemies, albeit harder enemies, and lower BFI settings it might be perfect for this set up. I'll have to fight much more cautiously, which would be a welcome change of pace. If anybody would like to talk some sense into me I would certainly appreciate it.
  14. @evrymetul and blattgeist Thanks a lot for the help. I agree with you, Blattgeist, tes5edit is so much easier but I did follow your instructions evrymetul, just so I could do something in ck and get a feel for it. It was very simple with you explanation, thank you. I went back into tes5edit and double checked with the ids blattgeist gave and the randomanimationneverfades was gone for those ids so everything looks like it should work correctly now. Thank you both.
  15. I'm trying to make the edits in the creation kit for sic but I've never used the ck before so I'm a little lost. I finally got it to work in mo and created a vanilla profile and added sic. I open the ck and I have an "object window", a "render window", and a "cell view". I click on data, select sic (not dlc2), set as active file and click ok. I get a few warning about quests before it loads up. I'm not seeing any of the aformentioned records, however, and I'm not sure where to look. Can somebody please let me know if the steps I've laid out are correct and then where I find the record to edit? Thanks, I appreciate any help anybody is willing to provide.
  16. I see. Thanks for the explanation Noobzor.
  17. How does that work? Do the ref markers cause the vanilla furniture to stay in the game, as in the pic Kuldebar posted, or does it just mark an area for the npc to go, causing them to stand around like Noobzor said? I'm just curious what, exactly, a ref marker does. I've always loaded IP well before ETAC, where boss places it, but for all I know I've had extra furniture all along since I'm sure I've been using IP long before I ever discovered ETAC.
  18. @Kuldebar Thanks for the heads up, I had no idea IP would add anything to the inns. Oh well, it will take 10 seconds to merge the rest instead of using the merged patch has posted and it gives me a chance to lose the bandits module also. I've never purchased anything from any of the traveling merchants and between obis, asis, the people of skyrim bandits and random encounters I have more bandits than I know what to do with anyway.
  19. Thanks for the clarification, CJ. Immersive Patrol's Travelers.esp adds furniture? Seriously? That's so annoying. Looks like I have more mods to merge now...it never, ever ends.
  20. That other mod wouldn't happen to be Dawn of Whiterun, would it? :: And, if it is, would you recommend sticking with the REGS BCE version if I use DOW?
  21. Better city entrances is listed as saying the REGS version is only for Touring Carriages, am I understanding this correctly? I use most of REGS with Better Fast Travel so should I use the REGS version of Better City Entrances or should I use the all in one installer or does it matter without Touring Carriages? Thanks.
  22. @Asyrin Yeah, I just let ROE overwrite the HLE-Hardcore setting since they were so close but maybe you're right, I'll have to look at it again and perhaps forward those values myself if it does make it a little more challenging. What are some of the main differences you're noticing with skyre combat vs duel? I've thought about switching myself but I've always liked duel's combat so I've stuck with that. It's been a while since I played with skyre combat though so I'm wondering if that might fit in better with the other skyre modules. I seem to be having stamina issues as well. Nothing major, but little things, like no stamina loss when pulling the bow, definitely stick out.
  23. If using a bashed patch you should have HLE before RoE. It's the same procedure as OBIS, which is clarified on Indigoblade's page where he says "If you have a bashed patch for mods like high level enemies, or anything that effects bandits, it should work in perfect harmony as long as you put OBIS closest the bottom of your load order!" but if you look at your bashed patch in tes5edit you will see how it works and why for HLE, RoE and obis (honestly this is the best way to understand it. I learned so much more once I just started running tes5edit and looking at my bashed patch). edit: Sorry, I looked myself to make sure I wasn't misleading anyone. What you'll see is that the leveled enemies added by RoE are the same as HLE, so those are unaffected. The new enemies added by HLE, however, will be brought forward in your bashed patch. What's important though is that the new packages added to certain enemies from RoE will be used only if it is after HLE. If HLE is after RoE then HLE will dominate, overwriting the RoE changes, which is really the main reason you want to use RoE in the first place so you certainly don't want that to happen.
  24. I'm so glad to hear that, I was beginning to have some serious doubts!
  25. With the newest beta version of MO isn't it treating the bsa exactly like we want/would expect it to, ie the bsa is extracted first and then the loose files are installed, overwriting the bsa files? Sorry to keep bothering you about this but, after reading through the bsa extraction topic, it seems to me that mo works exactly like I always thought it did. Well, except for the fact that it's just now beginning to extract the bsa first and then overwrite with the loose files, which, don't get me wrong, is a great feature and one more reason why mo is the best organizer there is, I still find it surprising that, given the way it has been set up all along, this hasn't always been the case. Now that it is the case, however, are we safe to just extract the file and only worry about the mod order we set it at in the left panel of mo or am I thoroughly confused and hopeless? Again, CJ, my apologies. I have no doubt that you are getting sick of talking about this, especially since it sounds like you have your hands full over there as it is.
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