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Everything posted by cstarkey42
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pack A Real Explorer's Guide to Skyrim
cstarkey42 replied to CJ2311's topic in Step Skyrim LE Packs (retired)
That's basically how I was thinking it could work but I need to do some research today to understand it better. The forum suggested earlier sounds like a good place to start. Otherwise, I can assure you, I am most definitely NOT the person you want advice from on this topic. Still, if I had to guess, that is what I would do, though I would probably just extract it the first time, open up the zip and physically move the loose files into the folder and let them overwrite. -
pack Dreadflopps Modular patches
cstarkey42 replied to dreadflopp's topic in Step Skyrim LE Packs (retired)
Do we need to add delev/relev to any of the other weapon/armor mods, like ia, cloaks, iw or lore weapon expansion? What about the ccor patches (ia7, amidianborn, skyre, waftrueweapons)? Should those have anything? Garfink, I'm also testing your obis and obis redone, as you know. Do those need any sort of delev/relev? Thanks. -
pack A Real Explorer's Guide to Skyrim
cstarkey42 replied to CJ2311's topic in Step Skyrim LE Packs (retired)
@teabag86 I'll send you a PM since we're starting to get this forum off track. -
pack A Real Explorer's Guide to Skyrim
cstarkey42 replied to CJ2311's topic in Step Skyrim LE Packs (retired)
@Teabag86 I was able to merge all of his mods together no problem so I didn't even bother getting his whiterun merged file. I'm not using the companions (although I like the idea there's just too many of them, especially with all of the other stray npcs I've got walking around my game). I assumed abject poverty would clash with this and etac as well so I've been leaving that one out also. I'll have to check out the solitude one again though if it works with REGS. If you haven't tried making a merged patch yet just use this: https://www.nexusmods.com/skyrim/mods/37981/? It really couldn't be more simple with that tool. A little too simple, if you ask me. I've certainly let myself get carried away with it. -
pack Dreadflopps Modular patches
cstarkey42 replied to dreadflopp's topic in Step Skyrim LE Packs (retired)
I've always turned off autosaves because of that and relied on quicksaves and hardsaves instead. It would be nice to have an autosave, however, but I like the idea of a dynamic timescale as well, especially if the mod offers both. I think I'm going to give dynamic timescale a try and see how well that works. I have my bashed patch set to change the timescale to 10, which is much better than the vanilla, but then it seems like you can make it from whiterun to solitude, for example, in just a few hours, implying that tamriel isn't really much bigger than a large city, like LA or something. I think I'm going to try and give DA a try also. It just sounds way too cool to not see how it works. I've got a few spots at least so I might as well. I'll start a legit game soon enough; at least now I'm playing rather than updating, merging, patching, etc... I've gotten pretty sick of tes5edit the last few days. Good thing you sent that message when you did; I was just about to throw them in a mp as well and see how it turned out. I'll wait and see if they're worth keeping first. -
pack A Real Explorer's Guide to Skyrim
cstarkey42 replied to CJ2311's topic in Step Skyrim LE Packs (retired)
Is this the one you are referring to? https://forum.step-project.com/topic/5033-ramifications-of-bsa-extraction-in-mod-organizer/ @Teabag I wasn't sure how well his solitude would work with REGS so I decided to leave it out. I was using complete solitude until I found this so I wasn't sure about adding tpos solitude. In Riverwood I had people sitting in midair with ETAC and TPOS Riverwood so I had to take that one out also. I'm using his Whiterun, Dawnstar, bandits, sons and warriors of whiterun. -
pack A Real Explorer's Guide to Skyrim
cstarkey42 replied to CJ2311's topic in Step Skyrim LE Packs (retired)
I'm wondering about the first part. Is a good rule to follow that if it has loose files and a bsa the author's intention was to have the loose files overwrite the bsa and so then we shouldn't extract the bsa? If there is only a bsa and an esp then we should still be safe to simply extract the bsa. Is this correct? If noobzor is right about the second part, however, that would be great since it would be so much easier to optimize the mod if need be. -
pack A Real Explorer's Guide to Skyrim
cstarkey42 replied to CJ2311's topic in Step Skyrim LE Packs (retired)
Thanks. -
pack A Real Explorer's Guide to Skyrim
cstarkey42 replied to CJ2311's topic in Step Skyrim LE Packs (retired)
Before CJ advised us otherwise I thought that it was best just to unpack a bsa, not only for convenience and speed but also so it was easier to optimize. Now that he says to keep 3dnpc and etac bsas I can't find an option in MO to set it so it doesn't automatically unpack them when I install a mod. Does anybody know how I can change it back so that it asks every time so I can have some control over it again? Thanks. -
pack A Real Explorer's Guide to Skyrim
cstarkey42 replied to CJ2311's topic in Step Skyrim LE Packs (retired)
LOL. I swear I'm more addicted to modding than I am to playing the game. There's just soooo many great mods to choose from I'm like a kid in a candy store. It's not just the new mods though...these damn mods keep updating, causing me to spend even more time putting stuff together, at which point there's usually another new mod that catches my eye. I remember the good feeling a mod update used to give me. Now I have too many so it's just like "Ugh" every time I see one. And now Apollodown is dropping teasers about his "big" mod he's got in the works? I should just stick to BF4. Seriously though, last night I finish getting all of the SRLE/REGS/MMO mods put together, I just need to get the new patches CJ put up and run my skyprocs and I'm good to go. I spent a few hours using alt start and using Vurts method (tgm and player.set av speedmult) and the convenient horses script response option and I'm getting 50-75 on my scripts and, more importantly, not one single ctd, and I went everywhere on the map. This new markarth mod, however, looks great for that area of the world so I was just wondering if anyone had actually played it yet. Those Steam forums are sort of a joke. I feel like everyone is just yelling random stuff, not much of it constructive or informative. -
pack A Real Explorer's Guide to Skyrim
cstarkey42 replied to CJ2311's topic in Step Skyrim LE Packs (retired)
Has anyone here tried MadFrenchie's New Markarth Adventures (https://steamcommunity.com/sharedfiles/filedetails/?id=261303267 ) yet? I know it's still a beta, though he says it's "perfectly stable" so I was just wondering if anybody decided to give it a go. Someone commented on it a few pages back but nothing more was really said. It looks fantastic, especially given that Markarth is in dire need of a make over. -
pack A Real Explorer's Guide to Skyrim
cstarkey42 replied to CJ2311's topic in Step Skyrim LE Packs (retired)
Thanks, I didn't realize that and must have missed that line in the REGS setup. I'll be sure to adjust my MO settings so those mods use the bsa. -
pack Dreadflopps Modular patches
cstarkey42 replied to dreadflopp's topic in Step Skyrim LE Packs (retired)
How well is that "Autosave Manager" working for you? Some of the posts make it sounds like ctd is a problem with it. Has anyone tried "Dynamic Timescale now with Autosave"? I've been thinking about trying it but it too seems like it could start getting a little funky. I'd heard of Death Alternative but I guess I had never really looked at it that closely. It sounds bad ass, especially for MMO users (death, it whispers in my ear ALL THE ******* TIME!!). I'm definitely going to have to check it out. Does it work as well as the description states? Is Death Alternative - Survival a good add on to use with it? -
pack A Real Explorer's Guide to Skyrim
cstarkey42 replied to CJ2311's topic in Step Skyrim LE Packs (retired)
Hey all. I finally finished navigating my way through REGS and morrowloot modular overhaul and now have STEP extended, SRLE, MMO and REGS set up and ready to run. I've done a few test runs for stability and it works great and looks absolutely amazing. You guys (?) (I know CJ is the man with the plan but I haven't caught up on the full 76 pages of REGS forum reading yet so I don't know who all is involved with this project) have done an amazing, amazing job. I can't praise this enough. This, together with the previously mentioned packs, have made skyrim a visually stunning marvel to die in. Repeatedly. Death, over and over and over again...MMO is soooo tough. I'm with Teabag, and, judging by the lack of endorsements, we might be the only two who thinks Nesbit's TPOS series is really, really good. Especially whiterun and the new dawnstar, which is a huge addition for being such a small add on. I'm also using Skyrim Bridges and use BFT instead of Touring Carriages to make it work and I also left out Provincial Courier Service, which, in my opinion, is a small price to pay for nesbits whiterun and skyrim bridges. Nesbits "Bandits Monsters Dragons and Assassins" is also great but probably doesn't fit into the scheme of this pack. That's just my preference though. I can't thank you guys enough for putting this together. Absolutely outstanding job! -
pack Dreadflopps Modular patches
cstarkey42 replied to dreadflopp's topic in Step Skyrim LE Packs (retired)
I've been having luck putting my random mods into a single merge. Achieve that, unglow books, ash rocks, smim, walk, more brains, take notes...things like that that don't really conflict with anything else and add their own, unique records to the game. I've gotten a little carried away with it though so now it's my own personal crusade against the skyrim engine to see how much it can take when I'm armed with nothing more than sheson's patch. You're right though, trying to put different patches together seems to cause problems though, such as immersive college and etac and real water 2. Sometimes even patches that should seem to go together, like your example with book covers, won't work at all for no real reason. My patch has been pretty successful so far, though I keep adding to it so I've got to be pushing the boundaries, which is why I'm hesitant to post what is all in it on forums anymore so I don't have people bitching at me that I broke their game when I gave them my disclaimer to begin with. If I make it to level 20 or so, however, I'll start feeling safe with it. Like I said, it's passing all the stress tests so far and got me to level 16 last game before I ran into the companion glitch. Oh, and yeah, I think I'll be staying away from unique places for a while. It's too bad though... -
pack Dreadflopps Modular patches
cstarkey42 replied to dreadflopp's topic in Step Skyrim LE Packs (retired)
Sweet, thanks. I'll do that. Ever try unique places? That one looks like it adds some pretty unique, pretty cool types of things. Posts indicate random problems though so IDK. If anyone is trying to get 3dnpc 3.06 tonight don't bother just yet. The main file has some issues and won't install though the update worked for me. Somebody said it wouldn't work for him though so, again, IDK. -
pack Dreadflopps Modular patches
cstarkey42 replied to dreadflopp's topic in Step Skyrim LE Packs (retired)
I seem to remember getting an error when I merged it but I just carried the fields forward. When I ran the reproccer, however, I kept getting a null error. When I redid the merge I deselected renumber form ids and I didn't get any errors at all and the reprocc went fine. -
pack Dreadflopps Modular patches
cstarkey42 replied to dreadflopp's topic in Step Skyrim LE Packs (retired)
Thanks for the reply, dreadflopp. Yeah, from the pictures it looks cool but there are sooo many user pics it almost seems like around every iceberg is another skeleton or some sort of ruins. It looks cool but maybe for a later playthrough. It also would need some patching to bring forward some skyre and skytest factions and other random stuff. Unique places and corners of skyrim are another two that I've always wanted to try but the user comments make me a little suspicious. Again, maybe for a later play through when I get rid of a lot of these quest mods. -
pack Dreadflopps Modular patches
cstarkey42 replied to dreadflopp's topic in Step Skyrim LE Packs (retired)
Yeah, as soon as I have a chance to test it a little bit so I'm not just perverting everyone else's load order with my own foolishness. So far, however, everything has been working even better than I could have hoped so I might actually be on to something here. Yes, it is srle, mmo and regs. @Garfink What did you think of Northern Encounters? I want to try it but I'm worried that it's way too much in a land that should be mostly barren, plus it conflicts with a few things. Minor conflicts but conflicts none-the-less. -
pack Dreadflopps Modular patches
cstarkey42 replied to dreadflopp's topic in Step Skyrim LE Packs (retired)
@Garfink You and me both. I almost have regs finalized, just deciding which quests look like they're worth doing. Other than that I just need to run my skyprocs one last time and I should be ready. Finally... My load order is pretty insane so it's definitely a test run (though if it holds up I'll just go with it). My mega-merge is sitting at about 75 esps so we're going to see how stable this really is. They aren't anything major and it's survived my stability tests so far but it will be interesting to see how long it lasts in an actual play through. -
pack Dreadflopps Modular patches
cstarkey42 replied to dreadflopp's topic in Step Skyrim LE Packs (retired)
That's cool, at least they're not ridiculously priced anymore. No, it doesn't look like it needs messing with. I just recreated the contentaddon and the reproccer seems like it's going to work this time. I'm not sure what I did wrong the first time to keep causing the null error due to the skyforge arrows. I deselected renumber form ids this time, so maybe that had something to do with it. Regardless, it looks like the problem was on me and everything is working great now. -
pack Dreadflopps Modular patches
cstarkey42 replied to dreadflopp's topic in Step Skyrim LE Packs (retired)
Thanks for the update, Garfink. I never understood why the author decided to add the jars, wall mounts, etc...either, it didn't make any sense to me so I'm glad you were able to remove them (I'm sure you were cursing us obis fanboys the whole time :-) ). Do we still need a patch for obisdb or should we not use the obis patch that you put up yesterday and only use the new obis redone, implying obisdb doesn't need a patch? Also, here's a mod that might fit in well with what you've put together: https://www.nexusmods.com/skyrim/mods/54380/?. It's basically encumberance but for raw food instead. Looks like it would work really well with ineed and you hunger and is well within the scope of what your are trying to acheive. Any chance you'll put the amidianborn content addon up on your site or the MMO site? I'm going to try merging the deleveled again but I know I followed the instructions exactly the first time so I'm sure I'll get the reprocc error again. Sure, maybe I did screw something up and it will work fine but I'm feeling pessimistic today. Thanks again. If you liked those check this one out: https://www.nexusmods.com/skyrim/mods/36033/?. It looks really interesting. Not only do you build your own player home but then you build a mill and eventually use it as a source of income. I haven't tried it yet but I'm thinking of making room for it in my next play through, especially since etac has a patch for it. -
pack Dreadflopps Modular patches
cstarkey42 replied to dreadflopp's topic in Step Skyrim LE Packs (retired)
CCO_sic_patch is from complete crafting overhaul and the other ccor patches are from gruffys skyre cco compatiblity page. The high level enemies - ccor patch is 06 in the mmo patch at the top of the page, under pre-install step 6, which must be the ones dreadflopp made. I've checked in there a couple of times now, however, and immersive weapons_ccor is not in there. Is it because it's not needed with gruffys iw_ccor patch? Also, I finally got my reproccer to run thanks to raulfin over at the skyre compatibility and reproccer patches page. He pointed out that the skyforge steel arrow is part of the amidianborn package and that I should double check my contentaddon esp. I went back to the one that came with the book of silence and the reproccer worked so I'm not sure what went wrong when I merged it with the deleveler patch as per the instructions of MMO. I'll try it again tomorrow and see if there wasn't a mistake that I made, which I assume must be the case if nobody else is having this problem. Thanks for your help though, I was pulling my hair out trying to figure out why the hell it wouldn't work. Skyforge steel arrows aren't just a vanilla thing? Who knew?? Not me, that's for sure. -
pack Dreadflopps Modular patches
cstarkey42 replied to dreadflopp's topic in Step Skyrim LE Packs (retired)
So I finally get 95% of everything I want set up and run my skyprocs for the first time in quite a while to give it a really good test and, for the first time ever, my reproccer keeps giving me the damn java.lang.nullpointerexception error. It worked fine for asis, dual sheath and npc enchant fix but I keep getting it with the reproc. I've tried reinstalling the reproccer, getting the xml from xathra again...nothing works and the debug log isn't much help. It says: [247] [importer] CCF PreReProccer Patch.esp[248] [sPGlobal] Skyrim.ini believed to be in: C:UsersChrisDocumentsMy GamesSkyrimSkyrim.ini. File exists.[249] [import Mods] Done Importing Mods.[250] [sUM] Patch needed: true[251] [EXCEPTION] java.lang.NullPointerExceptionat skyRePatcher.SkyRe_AmmunitionPatcher.patchStats(SkyRe_AmmunitionPatcher.java:126)at skyRePatcher.SkyRe_AmmunitionPatcher.patchAmmunition(SkyRe_AmmunitionPatcher.java:69)at skyprocstarter.SkyProcStarter.runChangesToPatch(SkyProcStarter.java:230)at skyproc.gui.SUMGUI$ProcessingThread.run(SUMGUI.java:948)at java.lang.Thread.run(Unknown Source) [252] [sUM] Closing program after UNSUCCESSFULLY running import/patch.[253] [DEBUG] Closing Debug File. Time was: 16395 in the debug overview and [48375] [LOG] Iron Arrow - Noisemaker: Gravity: 0.25 Speed: 5200.0 Range: 120000.0 Damage: 10.0[48376] [LOG] Iron Arrow: Stopped patching[48377] [LOG] Skyforge Steel Arrow: Started patching[48378] [LOG] Skyforge Steel Arrow: Started patching stats.[48379] [EXCEPTION] java.lang.NullPointerExceptionat skyRePatcher.SkyRe_AmmunitionPatcher.patchStats(SkyRe_AmmunitionPatcher.java:126)at skyRePatcher.SkyRe_AmmunitionPatcher.patchAmmunition(SkyRe_AmmunitionPatcher.java:69)at skyprocstarter.SkyProcStarter.runChangesToPatch(SkyProcStarter.java:230)at skyproc.gui.SUMGUI$ProcessingThread.run(SUMGUI.java:948)at java.lang.Thread.run(Unknown Source) [48380] [sUM] Exit requested.[48381] [DEBUG] Closing Debug File. Time was: 16386 in the Asynchronous log. Does anybody have any ideas what the problem might be? I appreciate any help anyone can provide. -
pack Dreadflopps Modular patches
cstarkey42 replied to dreadflopp's topic in Step Skyrim LE Packs (retired)
I've looked all over and I don't see a Immersive Weapons - ccor patch. I have the High Level Enemies - ccor patch and, of course, the ccor_iw_patch but not the other one. Can you please tell me where I can find this one? Thanks.

