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Everything posted by cstarkey42
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pack Dreadflopps Modular patches
cstarkey42 replied to dreadflopp's topic in Step Skyrim LE Packs (retired)
edit: I really should look at the package first before I ask questions. -
pack Dreadflopps Modular patches
cstarkey42 replied to dreadflopp's topic in Step Skyrim LE Packs (retired)
OBIS and OBIS Redone support??? Holy ****, Garfink, you are the man. Thanks! My insatiable thirst to kill bandits shall be fulfilled! -
pack Dreadflopps Modular patches
cstarkey42 replied to dreadflopp's topic in Step Skyrim LE Packs (retired)
Personally I'd rather have OBIS without the high level equipment because of the other things that OBIS offers, such as 1500 new bandit faces/looks, 40 bandit types, bandit spawn system, 200 uniquely named bandits, listing by type and a mixing of armor to give them more of a Mad Maxx feel. OBIS also really redoes the bandit stats, skills, perks, etc... I'm not sure what weapons/armor are set with the bandits in OBIS but looking at it it seems like it's pretty weak, relatively speaking, to begin with and then stronger at higher levels (15, 30, ...), which actually seems like it would help to keep the game challenging once I start getting stronger weapons (not that you haven't made it tough enough as is...you've turned skyrim into the cold, dark, living hell that it should be). I use it with OBIS Redone as well, which adds on to what obis has done even more. I know that it isn't a "pure" Morrowloot set up but isn't is at least closer to that than using OBIS without Morrowloot at all? I'm not trying to be difficult, I just want to understand what using Morrowloot, as you've set it up, along with OBIS creates so I can decide if it's worth making the difficult choice of choosing between morrowloot and obis. -
pack Dreadflopps Modular patches
cstarkey42 replied to dreadflopp's topic in Step Skyrim LE Packs (retired)
I'm getting an error when merging the patches. #32 and #33 amidianborn. It's 3 simple things that can be done manually after the merge but I wanted to let you know. -
pack Dreadflopps Modular patches
cstarkey42 replied to dreadflopp's topic in Step Skyrim LE Packs (retired)
Has anyone here tried playing with ESF companions and/or ESF Aela before? I want to give it a try but I need to move endgame above esf companions so it doesn't override it but I'm wondering if I really need to. The AI packages are the same so all it will really be doing is changing the max level, the perks, the skill values (sometimes just a little but sometime drastically), and taking away the esf granted "znam - combat style", whatever the hell that is. I can't change the companions with beauty mods because of it and now this... The rest of the mod sounds great and I don't want to mess it up by changing the actors but I'm beginning to really wonder if it would. Skyrim, the ingredient for any successful relationship -
pack Dreadflopps Modular patches
cstarkey42 replied to dreadflopp's topic in Step Skyrim LE Packs (retired)
That's what I thought but it's been since mid February that he posted that so I don't know...I'd be having serious withdraws after a couple days. My wife would love it at first but she'd be so sick of me by a week she'd be buying me a new one. -
pack Dreadflopps Modular patches
cstarkey42 replied to dreadflopp's topic in Step Skyrim LE Packs (retired)
Sweet, thanks Garfink. I don't think Gruffys was ever going to get a new video card so this would have never gotten fixed if you hadn't taken it on. -
pack Dreadflopps Modular patches
cstarkey42 replied to dreadflopp's topic in Step Skyrim LE Packs (retired)
Yeah, I've wondered that myself but since I merge them I use it anyway. I probably should just merge them into the main esp and save another slot but I haven't actually tried that yet. I like the baby animals, actually, although you might be right, maybe it is time to lose them as well. The skytest integration project needs the full version, however, and it is really nice to get it to work with sic, rws, and bring forward the uskp changes. I guess I did make one patch for it that just brought all of my faction changes for skytest, rws, and skyre into my skyre patch I made. Doing that gets all the factions right and you don't need xathra's "Falskaar Skyre Faction Patch" anymore (just merge it's records into the patch as well). I merged apocalypse-skyre, forgotten magic-skyre, bcs-skyre, and gimpyone's patches into it as well. That reminds me, apoc-skyre has an error in it. If I remember right it's the "necrowitch" field. Just bring the record from apoc forward and it's fixed and will merge without a problem. -
pack Dreadflopps Modular patches
cstarkey42 replied to dreadflopp's topic in Step Skyrim LE Packs (retired)
The camera shake is part of Duel 7.7.2 alpha so it shouldn't be an issue with the update to 7.6.4. I was playing with the new update last night and it works well but I don't go with 2 weapons very often so I don't know if the problem people were having is fixed or not. -
pack Dreadflopps Modular patches
cstarkey42 replied to dreadflopp's topic in Step Skyrim LE Packs (retired)
Thanks. You guys did a great job with this. I just did a test run, using speedmult to check out a few different areas and do a little fighting. A couple of argonian thieves attacked me and one started spitting at me. Really, really cool. What AI do you mean? I merged Skytest DG and DB and use Skytest Integration Project, where I merged his SIC patch, his RWS patch and his USKP patch into one patch. I'm not sure what other patches I would need. -
pack Dreadflopps Modular patches
cstarkey42 replied to dreadflopp's topic in Step Skyrim LE Packs (retired)
I finally made it. Took a couple of days to read through the 28 pages, as well as the 2 other posts I found by Garfink, and to download the mods but I'm finally ready to get my ass kicked. Repeatedly. I'm using STEP-Extended, the majority of SRLE, about half of REGS (though I'm finding room to fit more and more of it in) and, of course MMO. Thanks for putting this together and being so descriptive in the last 29 pages, you guys have been a huge, huge help in getting skyrim to be where I always knew it should be. As suggested I've even tried dropping EBT, Burn Freeze Shock, Footsteps, Dynamic Things, Wet and Cold, and, finally, Skybirds. I have, however, taken the textures from EBT and placed them in a separate folder so I can continue to use those at least. Skybirds I should have lost a long time ago but I just couldn't pull the trigger. I also dropped populated civil war and gangs of skyrim. A couple of of questions, if you don't mind: 1) Does using OBIS really make that big of a difference? I understand that they will still have some overpowered gear but did you find it to be completely game breaking or just a little lop sided? I'd like to keep OBIS and OBIS Redone but I'm on the fence about it. Also, how about CWO? 2) How about Skytest and Real Wildlife of Skyrim? I'd love to keep both but with the increased spawns from Random Encounter I'm wondering if it will be too much. 3) Are the Asis ini files the latest (1.40.8.009) and just tweaked for skyre, which I'm using, or are they radically altered? I believe you're using inconsequential and interesting npcs, Garfink, as am I and I was just wondering if they are still optimized for all of those sort of mods. I'm assuming they are but I just want to check. What about follower mods, like Cerwiden, Inigo, and ESF Companions/Aela? Should I just add them to the individual blocklists (not the master)? 4) I noticed that No Combat Boundaries has been updated/fixed? Do you think it is safe to use with this set up? Weapons and Armor Degregation and Repair? 5) I can't decide between better fast travel and touring carriages. I've already done the SRLE edits for TC but am willing to go through and remove them if BFT is better. Any suggestions? 6) So I have better vampires and moonlight/werewolf mastery installed and I'm losing one for this game and will make the switch on my next play through. I'm planning on playing as a Khajit (I love how Resplendent Races and Aurora Doomstones look. Those could be two of the best mods suggested by this package. Skyre's changes were better than vanilla's but still lacking and just felt static) and was just wondering if you guys had any thoughts on which you liked better. I've never really played much as either so it's going to be pretty new to me. Thanks for everything you guys have done and any feedback you can provide. I'm really, really, really looking forward to this next play through. -
Skyrim Revisited Pre-Release Feedback
cstarkey42 replied to Neovalen's topic in Skyrim Revisited (retired)
Yeah TheMetaName, it must be true about what they say about academics and common sense. You want to know how I ended up with Immersive Settlements? Because I told myself that I was giving up on city mods in a desperate attempt to finally get it to at least stop crashing between Helgen and Riverwood at the beginning of the game. Somehow that led to me instead trying Real Cities, Beautiful Whiterun, IS, and every other city mod there is. These mods are more addicting than the game itself is (at least I assume they are, I have yet to really get to try the game!). I've ended up with some crazy things happening. One set up was making my mods all reload every time I loaded a save. Another brought consciousness and awareness to the npcs... archers were set up in the initial tower, waiting to assassinate Ulfrec until the whole Imperial army ran to get them. All before I even got to give my character a name. Once I fixed that the guy who gets beheaded before I'm called up decided he had enough and kept breaking his binds and pulling out a battleaxe to attack the general. The most frustrating thing, however, is when I finally think it's stable only to find that none of the saves I've been making, quick or otherwise, wants to load. My summer was suppose to consist of skyrim, far cry 3, bioshock infinite and metro but it's all been about me obsessing with getting skyrim to work (with my mods capped out at 256, of course. Closer to 300 if you count the merged patches as each of their parts...) Did I mention I'm an idiot?? Thanks WilliamImm. I guess if I notice anything else I'll post it here for you guys to see. I know it's still a work in progress so I'm sure a few of the questions I have will be answered as more is revealed so I'll try not to bother you all with any problems I'm experiencing or anticipating. -
Skyrim Revisited Pre-Release Feedback
cstarkey42 replied to Neovalen's topic in Skyrim Revisited (retired)
Neovalen I hope you don't mind but I've started following the steps you've been laying out in LE already. I've spent the summer trying to get skyrim to work right (and have yet to make it past Whiterun) and have classes starting in only a few weeks. If I wait until it's completed to start then I won't be able to devote much time to getting it set up right and if I keep trying to get my set up to work I'm going to go crazy. I followed SR but, of course, had to add other mods (Civil War Overhaul, Immersive Patrols, ETAC, Immersive Cities, Real rain, real clouds, Interesting NPCs as well as dozens more, all on top of skyre... I know, I am quite the idiot) to try and get it just right and it couldn't be more wrong for me. The new enb series has helped with my RAM issues but I was using Texture Optimizer and my 3 gb of VRAM was still having issues. The way you've laid out how to use DDSopt has been a huge help so I've basically just been getting things optimized and ready to follow your lead. I've also given up on Texture pack combiner since I'm re-downloading everything anyway. My point is that if you'd like somebody to help you proof read it as you're going through I would be glad to lend a hand. I'm a phd student in economics so I'm use to proof reading (also my wife is a business professor and I help her with it a bit) so I have a keen eye when it comes to that. I've noticed it says "8092" a lot for texture size (I'm assuming it should be "8192" but later in the instructions it starts saying "8096" is the default so I'm not sure if you mean "8192" or "4096". AOF farmhouses, for example.) Anyway, I'm not trying to be pushy or nit-picky so if you'd rather I left you alone I will gladly do so and certainly understand. If you'd like another set of eyes, however, please let me know. For all the hard work you guys put in it's the least I could do. Thanks. Chris -
https://skyrim.nexusmods.com/mods/37955//?
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Any idea when LE might be ready? I've been playing around with SR, trying to get it to work nicely with some other mods and trying to see how high I can get the settings on my pc before it gets out but am finally ready to actually start a game (finally is a huge understatement!) I'd be just as happy playing some bioshock infinite, however, if LE is going to be posted soon. No rush, just curious if I should even bother starting a game or not. Thanks.
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wanted Installing ASIS and SkyRe with some additional stuff
cstarkey42 replied to Iroha's topic in Skyrim Revisited (retired)
Thanks MajesticMaerlyn and Iroha, that does help...ok, honestly, maybe not directly but I think you did set off a light bulb in my head. I've deleted the old esps, of course, and simply moved the new esps to the MM folder, all of which was easy enough. My concern was that voices was deleted and, as such, wasn't present to put the new esp after it. I think, judging from your replies, that I've been underestimating BUM and assuming that it only knows what esps are in my MO. I'm guessing that it actually has a record of some sort that, somewhere in the universe, voices does exist and, if it were to exist in my load order then the new esp should go after where it would be, even though it isn't actually there. Is this correct? If it is then everything is beginning to make so much more sense. If it isn't then I'm even more confused than when I begun. Does windows 8 still have solitare somewhere on here... -
wanted Installing ASIS and SkyRe with some additional stuff
cstarkey42 replied to Iroha's topic in Skyrim Revisited (retired)
I'm adding Mighty Magic and have a couple of questions if you don't mind: I had previously upgraded it to 3.15 (as I believe your instructions said to, if I remember correctly) but notice now it says to just install 3.12. Is 3.15 still compatible or should I reinstall it and stop at 3.12? It says to replace all esp with your AIO patch, which I did, but then it says to install this patch to run after might magic-voices. Should I have left voices and only deleted the other esps? Also, voices isn't in 3.12 (which might answer my previous question but I just want to be sure I'm putting it together like you instructed. Skyrim has ctd'ed all of the enterprising, free thinking, free spirit out of me and I am your drone to control...) Thanks a lot for you help! -
wanted Installing ASIS and SkyRe with some additional stuff
cstarkey42 replied to Iroha's topic in Skyrim Revisited (retired)
Thanks a lot for the reply, Iroha. -
wanted Installing ASIS and SkyRe with some additional stuff
cstarkey42 replied to Iroha's topic in Skyrim Revisited (retired)
Thank you, this has been a huge help. I have a couple of questions regarding mighty magic though. If we are using "quotsa miscellaneous reproccer+leveledlists+destruction tweaks 50 patch" and "pre reproccer wa fixes iw amidianss ia patch" are we good with using the original patches? You had posted edited files for other versions and I wasn't sure how safe it was going to be to use the original patches of the versions I mentioned. The last post you commented on dealt with this but I wasn't sure if that meant we were alright to use the originals or not. Thanks to you I finally have a stable game going (all the way to Riverwood without a hitch!!! I seriously could kiss you) and just am trying to make sure it stays that way. Thanks a lot! -
Thanks for the replies. I have been using boss and placing any unknown esps where they most logically would seem to go. I realize SR is divided into sections and could tell where texture overwrites are taking place so, yes, it is pretty easy to tell which mods are going to be the ones ultimately used in the end. What is a bit more mysterious, however, is how scripts, and, to a lesser extent, meshes, work and what impact the ordering has on these. For example, bowlegged jump fix appears in the first section of STEP but comes much, much later in SR (I'm at a different computer right now and just using bjf as an example, assuming it uses scripts or meshes). I just want to add this is hardly a critique of step or sr; they are both done extremely well and certainly appreciate the countless hours of work that have no doubt gone into this. I just miss actually playing video games and want to make sure I'm going about it right in my trouble shooting. I'll follow the order as it's laid out and am confident it will work much better than what I was doing before. Thanks again.
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This guide has been a huge help and I can't thank its creators and all of the developers working on STEP enough. I've spent more time modding and debugging this damn game than I have spent playing it so finding this was a huge relief. I'm addicted to mods, however, and can't stop adding more and more...I also, unfortunantly, can't get past the intro, or, at the very least, to Riverwood without the game crashing on me. I've finally given up on trouble shooting it and am starting over, step by step, until I get a stable game that offers enough to satisfy me (what's the point in having Expanded Towns and Villages if I never, ever get to see any of the villages???) Anyway, I created a STEP profile in MO and followed it precisely and have a stable game going. I'm now working on a SR profile before I create a SR test profile to see what I can safely add. I'm wondering, however, if the mods need to still be in the same order as STEP 2.6.2 or should I follow SR's layout? They seem to be alphabetical in SR but STEP was insistent to do them in a particular order so I just want to know before I finish this profile and find it does nothing but ctd on me again, forcing me to finally put my fist through my monitor...(Curse you Bethesda!!! I even gave up and switched to Far Cry 3 for a bit...until it decided to continually ctd on me as well...) Any help anyone wants to share on the install/priority order for SR would be greatly appreciated. I'm determined to finally kill some dragons again by the end of the weekend and can't wait until SR 2.0 is posted. Thanks.