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Electrocutor

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Everything posted by Electrocutor

  1. You should probably rerun all the generated patches to be safe; and since you haven't actually started the game, I'd suggest you go ahead and make a new save just in case anything important changed (shouldn't need to, but good to be on the safe side and not change anything after starting your game).
  2. Aside from the standard 'don't start it until you've entered Whiterun through the main gate 4 days after completing Unbound', are there any compatibility issues with SR:LE and Helgen Reborn? I'm finding it difficult to determine what is and is not an actual conflict using xEdit. Most of the compatibility patches that I see don't seem to make sense to me in how they resolve conflicts, so some more experienced help would be appreciated.
  3. I know that SR:LE only uses the Enchant Fix... I'm curious why it doesn't use the perks and spells part as well, since it seems logical to give NPCs the abilities that they ought to have anyway, no?
  4. I had not disabled Minty's CoT patch after enabling the CoT Patches merge (since it was in a different mod, I forgot about moving into optional). I didn't run RSPatcher until I had everything in place, including all the weather mods; but since Minty's CoT patch was freely floating, it may have affected something. LOOT put them in this order: Minty's Lightning Vividian ENB Vividian ENB - Weather CoT - Patches I'll retry with the Minty CoT Patch now disabled.
  5. I have another possible bug whereby I get lightning strikes when it is not even raining, and also get lightning during snow storms (in snow regions). Is there perhaps something wonky with my load order that might cause that? Which conflicts should I check for in xEdit? It's possible that the de-hooding is related to my weather in general being not quite right.
  6. Is there a reason that you don't load the Improved ASIS INIs and include the Perks/Skills and Spells distribution of ASIS?
  7. Honestly, I hope that Immersive Citizens will continue to improve and evolve to include Creatures. That mod seems to be very clean and well thought out in terms of AI (including combat AI).
  8. I've noticed that when it is raining outside, while the NPCs do wear their hoods, they will periodically take them off, then put them back on again repeatedly. My first thought is that perhaps Real Shelter is causing some sort of stateful conflict to switch back and forth, but I've not had the time to investigate yet. Has anyone else seen this or know how to fix it? In a related matter, although it is not a bug, has anyone figured out a way so that the NPCs will choose a hood color that matches their clothing or cloak? This is just a small nuance, but if it's an easy fix, I'd appreciate the help in resolving it.
  9. Generally, you should redo all of the generated patches when you change things, since they use various conditions to decide what to do and are based on the highest priority record overrides.
  10. So I've started working on updating the BreezeHome Fully Upgradeable and run across something I'd like some input on if possible. Both Vanilla Skyrim and BFU use weapon racks that use Virtual Machine Adapter calling a script named WeaponRackActivateScript, but USLEEP changed it to not have VMAD, and instead use a linked reference to WRackTrigger. Which is the more correct approach and what is the difference? Should I change all the BFU racks into USLEEP racks?
  11. Thanks for the explanation... I will keep it included in my list as well, as it is by far the most organizational and collector-friendly home available at all. I can understand it not being included due to not needing to be earned or built, though if he chooses. It wouldn't take much for someone to create a tiny patch that adds a quest or just add conditions to get the key though.
  12. ... I find myself wondering... Why in the world don't mod-makers include a .modgroups file along with their patches. This makes everything so much easier.
  13. I figured it out... you have to manually create a text file to create a modgroup. I figured before that you could just highlight multiple modules in xEdit, right click, and select 'Create ModGroup'.
  14. I must be confused or something... I do not see any option mod group options on right-click within xEdit. Let's start with the most basic scenario: How do I create a mod group with the vanilla game, all 3 expansion, and USLEEP so that xEdit sees no conflicts with nothing but USLEEP loaded? The STEP post says "The modules, while touching the same records, do not actually conflict in their current load order -> Create a ModGroup listing these modules", but doesn't say how to create a modgroup, and there is nothing visible in tes5edit about it.
  15. If I start there via alternate start, it works fine; but if I leave the house then turn around and re-enter, I instantly CTD. Note that all I've done is reload opimization via No Homes and added BreezeHome and its ELFX patch, I have not done the full Extended install. Error Check Results:
  16. Have you figured out how to make the antiquated Breezehome Fully Upgradeable work with SR:LE? I'd like to learn how to resolve conflicts myself, and this mod instantly CTDs on entry into the house with the main file + ELFX optional.
  17. Is there a tutorial somewhere about modgroups and how to mark them as conflict resolutions?
  18. I've been playing with Elysium Estate. It seems to work in-game (though I've not tested all of the linked containers mechanics yet), but upon doing an error check, the list is quite lengthy:
  19. During testing, I've noticed that every once in a while, when I run across a group of non-hostile travelers (spawn), one of them is occasionally barefoot. I do not know if this is a normal spawn or patrol spawn; has anyone else noticed this? Could this be caused by a missing mesh or texture, or perhaps a leveled list that references an item that doesn't exist? Is there a tool for scanning for missing entries?
  20. Thank you for the link; this helps greatly. In my mind, if multiple entries are not overwritten, but instead merged (for example, certain flags), this is a false-positive of there being a conflict, for there is no actual conflict. As Kelmych mentioned, though, apparently since the merging or not merging of certain records or property types depends on which game (and likely version as well), and since xEdit is cross-game, I suppose you could consider them as all being conflicts unless there was a rule set of exceptions built for each game. ---- Is there a way to mark an override as being a 'conflict resolution' so if it appears at the end (highest priority), then the record will no longer appear red/in conflict? For example, if an object gold value is at 5, then 4, then 6, then 5 again, it is considered a conflict; even if the last 5 value is in fact set from a conflict resolution patch.
  21. https://wiki.step-project.com/Guide:Skyrim_Configuration_Settings#Skyrim_INI_2 scroll down to [General] and notice iNumHWThreads. The default is 4; in my case I set it to 12 and did notice a difference, albeit small.
  22. I'm not sure what all it sets... I wonder if it covers things like the number of logical cores you have and what not?
  23. DynDoLOD is the first thing I disable when trying to debug stuff; I think the process is extremely fickle and oftentimes gives you a 'no errors' report even when in fact it did encounter errors or problems and did not result in a clean run. Do you still have Papyrus set to 1.2?
  24. So.. the ELFX cell records are only vanilla and only there to be able to move lights around? (sorry for derailing here a bit)
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