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rhodsey

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Everything posted by rhodsey

  1. wasn't Darth going to look at something called animal tweaks? Did that get vetoed?
  2. Ok hope it goes well and I look forward to seeing what patches ar eneeded if any
  3. Exellent many thanks. Are you both still investigating if CWO will work? thats one thing I do want to overhaul as the vanilla Civil war is not very warry or interesting. And yeah I agree Warzones is pretty much a no go for a modlist with this level of mods and HD textures since every single one of those extra characters on screen will be covered in them.
  4. I'd tried multiple all the way up to 1280. and the first memory block was never filling up so don't think it was that (I've been stung by that on a previous SRLE and REGS install!) . It was a strange one in that I could create a character in Alternate start and choose the "start in an inn" option in say riverwood and it was fine inside the inn. But as soon as i tried to walk out the front door it would CTD within seconds. If a memory issue it would usually either ILS or load the world enough for you to hear people then crash. I thought originally it was because I was trying to add TPOS on top and something was conflicting (I'd tried to make my own CR Patch but i'm very much a rookie). But even with just SRLE and this pack (only difference being SFO still being there) it still bombed out Oh one more comment. And apologies if this is explained in the thread but some details on using SpINI would be appreciated as well. For example if I run that on my SRLE Extended Ini's do I then need to go back and put in manually all the tweaks Neo has on his guide because they are overridden?
  5. Hello there Just a quick comment from myself regarding your integration sub guide. I tried doing an install of this last week although it was from the front page as the guide wasn't quite done then and pretty much CTD'd everytime I tried to go outside. I assumed I'd screwed up somewhere so am waiting for the guide to mature a little and then try again (one thing I'm waiting on is the CWO integration to see if thats done/does work). Once the sub guide is good I'll run through again on top of my SRLE build (which I know works). With the integration guide I can see currently you have highlighted in red the mods you're removing which helps. however I'd also recommending highlighting the mods you've added in another colour as well so they stand out. Maybe in a blue or a green? It can be tricky to look through a long list of the same colour text when you are scanning for a single name quickly :) Other than that I like your mod choices and it will be interesting to try ordinator instead of PerMA or SKYRE. One mod I'm considering adding in is Hunting in Skyrim just because I always tend to end up playing Hunter type characters. I like the idea of building up your own hunting guild and I don't think it'd be too hard to integrate if you use the "no perks" version. This is more incase you are interested in the mod and not a request to add it if you don't. I'll just add on top myself. I was also considering The People Of Skyrim mod that was on the Hotfiles recently since you don't have the likes of ETAc but thats pretty huge so will probably conflict somewhere.
  6. Hmmm. I made the light a little brighter by updating to the most recent SR Conflict Resolution ESP (one I had was from about 10 days ago) and theres defiantely a difference now with the light being a bit better. but it's still not as bright as on your screens. I also loaded up my SRLE only profile (i.e. no Regs on top) and the light was STILL not as bright as on your screens. any ideas?
  7. OK just tried that. No difference. To confirm how I did it I remerged all the vividian ENB's again. I also initially merged the two ELE ENB's and named them to ELE_Legendary_Fs_Wt_Lite.esp (just to help with masters on my existing patches... didn't want to spend hours remaking them just for a test). And two screenshots taken on the profiles showed zero difference. There was also no light being given off by forges etc still. I also tried with the two ELE unmerged (having to disable various patches like SR conflict resolution etc) but again no difference.
  8. Sorry Passed out last night only just seen your message. Few screenshots below (hopefully this works!): This is outside Belefors in Whiterun at 2 in the afternoon. As you can see its so dark under the awning you can't actually see an NPC's face if chatting there. Brazier gives off a little light but doesn't have any effect ont he surroundings Same spot at midnight. You can see the brazier giving off a tiny bit of light but not a realistic amount for its location and size. (Indeed the entire of Whiterun is pretty much pitch black unless you are stood RIGHT next to a lightsource) The forge in riverwood. as you can see there is zero light emitted from the Forge the entire area is pitch black (again if I'd turned around riverwood would also be completely pitch black unless RIGHT next to a lightsource. One more to follow as too many attachments for one post apparently. And an example of the red light I was talking about. this torch is in helgen keep (alternate start version if that helps) but I get a very reddy glow in general indoors most places.
  9. Infact further to my lighting question I've noticed that it's extremely dark underneath overhangs outside buildings (e.g. the shops in Whiterun). even if there are braziers there they don't seem to give off any light. Also noticed the same with the Forge in Riverwood. I didn't have Vividian 6 long enough to know if this is something with Beta 7 or if I've done something wrong? Is this normal?
  10. Yup. Think it's all the extra stuff ETAC puts in (unsure if scripts get added in there too but Perma might be part of that) In the end I have it set to DefaultHeapInitialAllocMB=1280 (which might be too high.. It crashed at 1028 and I skipped 1152). And it seems stable now. Admittedly I just crashed but that was me being lazy and doing a quick load instead of restarting Do you have any Idea on the interior torches giving off a red glow instead of the Yellow you get outside? Or is that the way it's designed?
  11. You sir (or madam) Get my Second born (since I have to give my First born to Sheson apparently...)! Disabling that lets it boot with a higher memory and I managed to get much further than I normal do (I got a crash at pretty much the same area approaching whiterun). I got an ILS going into whiterun proper so upping the SKSE to 1024 since I hit the cap again. Many Many thanks all for the help I was pulling my hair out. Is there a hard limit on how much I should allocate before I should stop and reduce modload instead?
  12. Just tried that as per the Memory Log nexus page while I was waiting for a response. but If I increase the size by 128 as he recommends (to 896 say or 1024) then Skyrim crashes on startup before I even get to the menu screen. If I put it back down to 768 then it works loads but obviously crashes again. Is there a rule for how much to increase by which is safe? EDIT: to say I've also tried increasing it by a smaller amount (changed 768 to 800) and still Crash on startup now.
  13. 512. which is strange as I've got DefaultHeapInitialAllocMB in SKSE.ini set to 768 as per Neo's guide?
  14. Hello all I've just finally finished getting a stable(ish) load order for SRLE +REGS + Perma. Unfortunately REGS isn't as up to date as SRLE when it comes to merging/load order so took a while. Then the Perma Pack is just a list of mods. Managed to get it installed following the video guide on the Perma Patches Page (very similar to the post that popped up here a few days ago). I've essentially just ran SRLE as configured with just using Medium for DYNDOLOD than high to save a bit of VRAM. I've got a GTX 970 and most of the time I'm hitting my set limit of 34fps (apart from in JK's Whiterun wher it's around the 20 mark but this is known about from what I can see) Regs is as is apart from the gameplay altering mods and I followed the guide on the ETAC forums for merging the ETAC patches. On top of that all I've added is the ESF companions mod and a few companion mods (arissa etc). Also added smart cast but I think thats it. I can provide a copy of my load order if someone can let me know a simple way of getting it out of MO in a format I can paste to you without writing it out by hand? Couple of questions I actually finished SrLE just before Neo updated Vividian to Beta 7. However I've gone back and amended it retroactively so I'm pretty much up to date with the guide as of 03/05. And while outside the torches give off a nice natural glow I'm finding indoors while candles give off a warm yellow natural glow torches seem to be giving off a very red light making even the palet of Nords look like a Redguard. Is there a setting I need to tweak or something I've missed (I deleted the "light" records from the ELE ESP as advised). Also while my load is stable(ish) and will boot up and play for 30-40 minutes at a time sometimes wth no issues eventually it will crash for no obvious reason. usually caused by travelling in the open world or moving between instances. I tend to find if it crashes travelling through a door if I load the save I'm making ebfore I do then it will go into it fine. Only ont he 3rd or for move between instances does it crash again which leads me to think that maybe its some sort of script error and its building up over time then clearing the buffer when I reboot? (very layman terms... Just thinking of it from a general IT perspective). Is there anything I can do to try and isolate exactly what is running that might be causing the problem? Or even if its just too many scripted mods going together? Linked to the above my total active ESPs/ESM's is 242 which, while not at the 255 limit is fairly close. As I say I've merged a few mods I think are safe to merge (choice is yours, ETaC following the guide and a couple of others). Could my random crashes be caused by being so close to the 255 limit? I've read before that some users can be hit earlier than this depending on their system specs? If so should I be looking to merge more mods and can users advise what mods are mergable without too much work? (I've spent that long modding it already I just want to get on and PLAY the game... Perverse I know) MY specs are below: i7-2600 3.4ghz 16gb RAM GTX 970 Skyrim is also installed on an SSD
  15. In this instance it was literally just as a response to a comment Essarbee had made. The Mods forum seems to be purely Skyrim mods? Not argument just checking.
  16. Just saw you write this line and just saw this on the hotfiles for this week. Might already know of it but thought I'd mention it if only for yourself not the guide :) STUN - Stun and Tie Up NPCs
  17. Thankyou very much! That seems to have done it. Although the textures don't seem as sharp as i'd expected. I'll play around with my settings I found earlier int he process all my ini tweaks had reverted or something so had to redo them. I'll double check everything again
  18. I'm not sure what you meant though? I installed the Ojo bueno ones as you suggested for floral overhaul but still have the issue. do you mean I should try others as the instructions might not be right (or might not be right for me for some reason)? If so what others should I try? vurts FAQ just says to not use the one i stated.
  19. No worries thats a damn site better formatting that *I* get when I try to type on my phone! Thanks for coming back so quickly. I won't bother editing the worldspace don't want to risk screwing it up. LOD stuff when you say play witht he different LOD's what do you mean? It can wait until you are home or someone else to answer don't worry.
  20. Hello all. I finished following the guide through earlier this month and have a complete install done. To give you an understanding of my setup it is F&L as of 8th Dec (i.e. when new vegas redesigned was added back in). I've also added several of the mods since then in (e.g. beyond boulder dome) and the essarbees suggested weapons. I've not added in the new Yuki mods (purely because I don't want to fiddle around making a new merge patch. I've not added a single additional mod and the install was completely clean at the start. I've sorted using Loot only with the additional sorting instructions advised in the guide Few questions if people have time to answer them 1) how "complete" is the guide? I know a lot of these guides are never really finished tinkering with but I was wondering how comlete EssArrBee feels the guide is. I've noticed you talking about a mod called impact and some others? Any of these or other mods you are thinking of adding that will change fundamental gameplay? Reason I ask is I'm planning on starting a playthrough and would like to finalise a load order I'm not going to tinker with too much once it's done so if you are planning a lot of changes or additions over the next week/month then I'll hold off starting my playthrough to get the full F&L experience :) 2) I Have a problem with some (not all) trees where the LOD is loading locally so they look pretty terrible. I've checked Vurt's page and he suggests this can be caused by using "LOD in 8192x4096 by MrDeathKill" but I used the Ojo Bueno files as instructed in the guide. Has anyone else had a problem similar to this and if so how was it solved? I've tried launching with the Ojo Bueno LOD turned off (since installed it separately as advised) but didn't make a difference. 3) I know you say your MCM settings are incomplete but I'd be interested to know if/when these will be and what else you plan to tweak? I'd also be interested if anyone could share screens of how they have their HUD setup or what shortuts they prefer to use. Obviously with so many different mods and commands and with the limitations of the way the mod menus are setup (i.e. you can't see all the shortcuts for everyone on one screen to my knowledge) I'd like to use an existing setup someone plays with then tweak it instead of trying to start from scratch. 4) I like the look of the millenia mods and the others you have suggested however am not a fan of the way they all are available around Doc Mitchells house. I guess the question is two parts a) are these weapons also in the level lists so they'll appear used by NPC's in game or as loot/available to buy or are they only found here and you have to take them or not and b) If they are on the levelled lists can they be removed from Doc Mitchells house? Obviously if A is true then I can just avoid temptation and pretend they aren't there. The same goes for the other weapons added like the gauss pistol from a few days ago. 5) Do you plan to have a preferred ENB or does anyone have a guide and suggestion as to how to get it to work with the guide (e.g. which mods need to be reinstalled with ENB specific setups etc) Think thats everything guide was pretty clear. One bit of feedback though obviously with all the merge mods there is a lot of creating mod from the Overrite folder. However on several occasions this folder also have other files in from the UI etc. wasn't really sure what to do with these so just kept copying them back to Overrite. Not sure if that was right or not but it might be worth clarifying this in the guide (unless it is and I missed it?)
  21. No problem someone just told me on the nexus forums and an F5 of the page has it now gone :) Thought i was going mad for a moment. I've also gone back and found out why it was removed int he first place now... Thats the problem with those nexus forums it's so damn tricky to follow threads when it's all jumbled up into one and you can't see the previous comment without clicking a link!
  22. Hey. with regard to New Vegas redesigned i've just posted this on the Nexus forum thread: Hey quick question. I'm Following the Fear and loathing guide (already was but see you recommend it too) and it tells me to get the Assets for New Vegas Redesigned 3 optional file from your mod page. I can see it's also mentioned in your changelogs however I can't see it anywhere? am I belng blind? undder optional I see the patches, no NPC edits, FCO ESP and the Russell patch? Have they be moved elsewhere or removed for some reason? Any Ideas here? I can see that was only just added to the guide last night so thought it would be up to date? And good timing! I'm just following the guide now and got to that part tonight
  23. Me again. I've installed all mods patches and done BUM (had to do a few myself like ETAC requiem but should be ok) but I've think i've found a compatibility problem between SRLE and REGS. SRLE updated to EFF 4.00 BETA 10 yesterday. However it looks like the main ESM has changed from XLFMain.esm to EFFCore.esm meaning currently (according to comments from EFF author on the EFF nexus page) interesting NPC's is not currently compatible :/ As I say not part of this pack so not the packs fault but thought I'd let you know as it'll affect SRLE integration. I was going to disable interesting NPC's and keep an eye on it to see when they are compatible again (he does say "not yet" when asked if they are compatible) but just noticed in the REGS patch there isn't an option for just cutting room floor and Dawn of Riften only for cutting room floor and interesting NPCs or all 3. Will Dawn of Riften and Cutting room floor work together unpatched?
  24. thanks I'd gottent he loose files just couldn't tell for definate about the guides. One last question. I'm mostly through the guide now but Amber Guard the mod from the Steam Workshop? For some reason It does not have a BSA file only an ESP? All of the others (granite hall etc) correctly have both files in the Overwrite folder but Not Granite hall. Is that correct for everyone else? Seems strange to not have a BSA unless he completely reuses vanilla textures and objects? EDIt :Ignore this Just did what I shouldv'e done in the first place and searched the thread!
  25. Hi there. I've just finished installing SR:LE and seems to be working as of yesterdays build. I'm currently looking to add REGS then Requiem using Smile44's pack. First question though (I've done a quick search and can't see an answer) Is there a specific reason why Nernies city and village is only installed at 1.25 and not updated to 1.26? Edit : second question. The next two mods after that for the Sewers and windhelm lighthouse also state I should not activate them? do you mean as I not activate the ESP within them (and therefore I can delete it?) or not activate the mod in Mod Organiser at all? In that case do I not need to download them? Just trying to make sure I get things correct apologies for the questions.
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