-
Posts
188 -
Joined
-
Last visited
-
Days Won
2
Everything posted by Electrocutor
-
SRLE Extended Mod Suggestions
Electrocutor replied to Darth_mathias's topic in Skyrim Revisited (retired)
... and also correct to then create a patch that forwards the ELE imagespace into the ELFX update... I may work on this for a few mods. -
Is there a list somewhere about which conflicts shown in xEdit are actually not conflicts at all? An example would be the persistent flag, which apparently is cummulative so if any mod sets it to true, it will be true regardless of what the highest priority mod is set to. Another example seems to be the height data? Another example is that changing the cost of something to be less instead of more than the previous mod, causes a false positive conflict. I'd like to find a list of these from the combined knowledge of the people who have been using it for years.
-
Skyrim Revisited Pre-Release Feedback
Electrocutor replied to Neovalen's topic in Skyrim Revisited (retired)
No, "copy and rename", so that the two files are identical, but at different locations with different names. -
Skyrim Revisited Pre-Release Feedback
Electrocutor replied to Neovalen's topic in Skyrim Revisited (retired)
Feedback: One thing I have noticed is that the regional fog settings transition very starkly. A good place to notice is going back and forth between Whiterun and Markarth. Instead of having a gradual dissipation or accumulation of fog at certain transitional places, it simply turns on or off instantly, which looks kind of strange. Am I alone in noticing this and is something specific to my settings, or have others noticed as well? I am also unsure as to which settings affect this: whether it is controlled specifically through ENB, through regional settings in CoT and other mods, or a combination of these. -
SRLE Extended Mod Suggestions
Electrocutor replied to Darth_mathias's topic in Skyrim Revisited (retired)
So this is kind of a combination of a question and suggestion. In SR:LE, there are a whole bunch of different lighting mods, but the one that wins in terms of load order is the RSPatch A.K.A. Relighting Skyrim, and ELE covers just about everything that RSPatch doesn't. In SR:LE Extended, you consistently use the ELFX patches probably because that is the only lighting option that the mods have. So the question is, if Relighting Skyrim and ELE have precedence for lighting in SR:LE, should SR:LE Extended have a home-made patch that perhaps keeps the lighting changes from the ELFX patches, but also carries over the Lighting Template from ELE or RS so-as to maintain the standard used for everything from SR:LE? -
I don't mean just the normal auto cleaning; I mean listing changes that are within the mods that shouldn't be there to be removed. For example, many mods contain vanilla cell overrides that revert sky or water flags, or change the RGB of lights back to vanilla when they have no reason to contain any cell changes at all.
-
It'd be nice is STEP included a cleaning list for every mod too, so you could just remove all the crap that shouldn't be in there in the first place using xEdit. These things invariably cause small harm like removing weather or changing lights back to vanilla by accident.
-
SRLE Extended Mod Suggestions
Electrocutor replied to Darth_mathias's topic in Skyrim Revisited (retired)
Hearthfire Extended Helgen Reborn Unlimited Bookshelves Morskom Estate (would require some patchwork updating) -
SRLE Extended Mod Suggestions
Electrocutor replied to Darth_mathias's topic in Skyrim Revisited (retired)
Sometimes I wonder if, in the long run, it wouldn't be better to break all mods apart into a property-level delta database and split between required and non-required. It seems that so, so many mods are just terribly full of things that has nothing to do with them, which cause problems later down the line. Then just have a script build a bunch of BSAs, ESMs, and ESPs depending on which features you choose, regardless of which mod those features came from. When TES6 comes out, I will probably build a software suite for doing this: there are just too many good ideas with mods that are not properly translated into their mod files, and the endless need for patches between x, y, and z mod is silly and unending. Alas, as I understand it, the Nexus does not allow someone to post fixed or cleaned versions of others' mods. ---- I'd like to see the Civil War Overhaul added to SR:LE Extended, but I'm not sure it plays well with many things. I'd also suggest that you edit the original post and add all the suggestions made by others later in the thread with a status of Evaluating, Accepted, or Rejected noted for each. -
Merge Issue with Load Order
Electrocutor replied to Electrocutor's topic in Skyrim Revisited (retired)
I think if LOOT has no rule on an ESP and does not have proper masters, it cannot be trusted where it will stick it in the line-up; kind of like SQL without an order by. After adding the rule, they are 69 and 70 for me, but were previously 70 and 69. -
Need help to improve fps in SR:LE on good hardware
Electrocutor replied to xxx78's topic in Skyrim Revisited (retired)
I run an almost constant 60fps with 2x670 SLI at 1440p except in heavily grassy/treed areas where it dips into the 30s... The GPU utilization of both are pretty low; just a symptom of the inefficient engine. I noticed, however, that you need to have your GPU drivers with everything set to clean driver defaults except with triple buffering enabled. Adjusting almost any setting to be higher or lower seems to reduce the framerate in Skyrim. You also have to set the ini vsync off, save, then on again before the setting will hold (because the default vsync setting is in the wrong file). -
Major Game Crashing Help Please!
Electrocutor replied to Gudmond's question in Guide Support & Bug Reports (retired)
It smells like bad RAM, bad PSU, or bad GPU. I would suggest you download the newest bios, flash it, then load defaults. Run a CPU and GPU benchmark program for a few hours and see if it croaks. -
Merge Issue with Load Order
Electrocutor replied to Electrocutor's topic in Skyrim Revisited (retired)
Found a bug in SR:LE: You need to add a LOOT rule to GuardAnimationsGDO.esp to load after GuardAnimations.esp; apparently it's not included as a master. -
Merge Issue with Load Order
Electrocutor replied to Electrocutor's topic in Skyrim Revisited (retired)
yay for stupid mistakes... and thanks for pointing me in the right direction. I successfully got all the way through the intro without a crash or freeze. Now... hopefully on to adding a few must-have mods without breaking everything again... Is SR:LE Extended stable or not really? -
Merge Issue with Load Order
Electrocutor replied to Electrocutor's topic in Skyrim Revisited (retired)
Here is my skse.ini: Here is the beginning of the memory block log: Why is it ignoring the 768 specified? -
Merge Issue with Load Order
Electrocutor replied to Electrocutor's topic in Skyrim Revisited (retired)
As far as I know, I only deviated from the precise directions in 3 spots: to use non-nude males, khajit, and unpb versions instead of the nude ones. Could something like that actually cause the whole setup to fail? -
Merge Issue with Load Order
Electrocutor replied to Electrocutor's topic in Skyrim Revisited (retired)
Immediately after the load screen from clicking New, it usually instantly CTDs. On the 6th or 7th attempt, I got to character creation, where the body disapeared about half-way through and then it CTDed immediately after entering a name. On a further attempt, I got through character creation and MCM setting; saved. Then after selecting vanilla start, the thief dies right away from an arrow shot from nowhere and the game freezes 100% of the time on the cart ride... If I had to guess, it is freezing as soon as it attempts to either load up Helgen or load up a patrol on the adjoining road near the entrance (freeze 100% of the time here, but not CTD). Any ideas what is wrong? Edit: I am able to start some of the other starts without freezing or crashing, but the moment I cast Flame on anything, it freezes the game 100% of the time. -
Merge Issue with Load Order
Electrocutor replied to Electrocutor's topic in Skyrim Revisited (retired)
Done and... nothing :-(. After spending 4 or 5 days working through the guide, the moment I get past the loading screen for a new character it just instantly CTDs, meaning that somewhere in the vastness of everything that was done I made a mistake with no way to have the slightest idea where that mistake was made. -
Merge Issue with Load Order
Electrocutor replied to Electrocutor's topic in Skyrim Revisited (retired)
I'm also curious about the extra patch added during the merge of Vivid Extended stuff. This patch was not linked anywhere else in the guide. Is it a patch that has since been removed, but the merge instructions still included it by accident? TS Vivid Patch.esp (Download here. Patch by Neovalen.) -
Merge Issue with Load Order
Electrocutor replied to Electrocutor's topic in Skyrim Revisited (retired)
Thanks; this works for everything except Realistic Waters Two, where a pre-made merged plugin also has it as a master, so it cannot be merged. -
Merge Issue with Load Order
Electrocutor replied to Electrocutor's topic in Skyrim Revisited (retired)
Actually, aside from the first two merges that only had minor errors that could be ignored, none of the other suggested merges work due to various reasons, including having other plugins that require the main plugin be kept separate (Realistic Waters Two and RBB - SR Merge). -
Greetings, I'm running into two critical errors when doing the BetterQuestObjectives merge. The order that LOOT puts the ESPs in causes me to be unable to create the suggested merge. Should I just manually create some arbitrary LOOT order rules to try to get them to be in the same order as they are listed on the merge instructions or what? LOOT Order: BetterQuestObjectives-CRFPatch.esp (Even Better Quest Objectives)BetterQuestObjectives-DBForevertoMisc.esp (Even Better Quest Objectives)BetterQuestObjectives-EFFPatch.esp (Even Better Quest Objectives)BetterQuestObjectives-PaarDilemmaPatch.esp (Even Better Quest Objectives) *criticalBetterQuestObjectives-AlternateStartPatch.esp (Even Better Quest Objectives) *critical
-
SRLE Extended Mod Suggestions
Electrocutor replied to Darth_mathias's topic in Skyrim Revisited (retired)
I wonder if a better approach might be to download tons of the well-made armor and weapons mods, but only use their textures and meshes; and build your own mod for the implementation esp that includes everything included with normalized stats, leveled lists, and CCO data. Then for the instructions you could just have a long list of mod links with a single direction: only include the textures and meshes. -
STEP v2.2.9.2 Official Bug Reports
Electrocutor replied to TechAngel85's topic in Step Skyrim LE Guide
As I mentioned in my bug post; I don't think the actual dialogue is getting cut short, just the voice over sound clip that is being prematurely terminated. The subtitles for the text remain visible for the normal amount of time. 2.2.9.2 seems to have a number of audio issues, this included. -
STEP v2.2.9.2 Official Bug Reports
Electrocutor replied to TechAngel85's topic in Step Skyrim LE Guide
You misunderstood; I did not mean to include the assets in the STEP Patch, but rather to include instruction within the STEP guide to go and download those textures and meshes, since their ESP entries are already included in STEP.

