
rhodsey
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Everything posted by rhodsey
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wip-fallout-4-using-modorganizer-2
rhodsey replied to Gernash's topic in Unofficial Fallout 4 Guides
Like I said I just followed what the guide told me. I'm not as hot on what is and isn't 4K etc. I just went with the guide that tells to runt he tool and change it to that. guide I'm referring to for VRAM size https://wiki.step-project.com/Guide:ENBlocal_INI/Memory So far seems to be working for me. I'm also running it on an SSD which will help. -
wip-fallout-4-using-modorganizer-2
rhodsey replied to Gernash's topic in Unofficial Fallout 4 Guides
Ok much better. Upped my VRAM to 44006 (result from DX11 VRAM tester) and getting 35-45 FPS where I only got 20 yesterday. also slightly tweaked the shadowboost ini to have a target FPS of 35 as was set to 28. Thats still below the 61 fps ENB locks it too so should be safe. For record I'm running at 1920x1080. No idea about the upscaling but for now I'll stick with and report to see if FPS stays steady. It's fine indoors just outdoors where there's more LOD but you expect that. So long as it can cope with the towns with a lot of people around I'll be happy. going to get at least to first town (can't remember name now been a while since I played!) before I start adding my own mods just so I can give you valid feedback on setup as is. One thing I have noticed is a bit of flickering on puddles (both blood and water) where the sheen seems to be going and coming? -
wip-fallout-4-using-modorganizer-2
rhodsey replied to Gernash's topic in Unofficial Fallout 4 Guides
Ok good to know thanks. I'll double check my Shadowboost install as I thought i'd done it right but not sure will double check my ENBlocal and ini tweaks as well. -
wip-fallout-4-using-modorganizer-2
rhodsey replied to Gernash's topic in Unofficial Fallout 4 Guides
OK awake. I'd followed the ini tweaks one thing I hadn't done was customise my ENB local will try that now. I've also downloaded the 2k mods and have both installed so I can switch between 4k and 2k for landscapes and trees (as I say internal is fine). One thing it might be are you two on Windows 7 or Windows 10? I know there's a known bug with windows 10w hich hard caps the amount of memory you can give hwen you use boris' VRAM tool so might be that causing me issues? I run a heavily modded Skyrim (SRLE+LOTD if you know what that means ) and usually come out around 30. -
wip-fallout-4-using-modorganizer-2
rhodsey replied to Gernash's topic in Unofficial Fallout 4 Guides
Last post before bed Some other mods I've been keeping an eye on while waiting for an actively developed guide like this that I'm thinking of adding. I've not got very far yet so it might be these aren't needed and somethign else in this pack does the same job or are know to cause issues but would appreciate opinions on them: (also you can tell I maybe spend a bit too much time watching Gophers vids...) https://www.gophersvids.com/?gopher_mod=quicktrade - Just makes it quicker to get to trade menus without having to hear the same conversations each time. https://www.gophersvids.com/?gopher_mod=immersive-vendors - Just think thye look better than vanilla https://www.gophersvids.com/?gopher_mod=dont-call-me-settlersettler-renaming-and-naming - Seems like could add to settlements and make them more personal https://www.nexusmods.com/fallout4/mods/4772/? - Better settlers - As above would add more personality to settlements and says fairly low impact conflict wise https://www.gophersvids.com/?gopher_mod=dont-call-me-settlersettler-renaming-and-naming - ties in well with above https://www.nexusmods.com/fallout4/mods/10111/? - Dogmeats backpack - more room for junk is always welcome https://www.gophersvids.com/?gopher_mod=where-did-i-put-that - Labels to help remember where you put stuff https://www.gophersvids.com/?gopher_mod=singing-settler - seems like a nice touch. Not sure how well it's implemented though would need to test https://www.gophersvids.com/?gopher_mod=scrapper-highlights-only-when-weapon-is-drawn - saw this and thought it would be annoying to have a glow constantly so might be nice to toggle it I've also been looking at the below but it seems something you'd need to build a guide around instead of just add on https://www.nexusmods.com/fallout4/mods/17374/? -
wip-fallout-4-using-modorganizer-2
rhodsey replied to Gernash's topic in Unofficial Fallout 4 Guides
Ok just got home. Ran through beginning and can tell you with my i7, 16gb RAM and GTX970 with 4gb of VRAM my FPS absolutely tanked when I got out of the vault and looked in some directions. Around by red rocket it was less than 20fps but indoors is fine. Think it's all those 4k landscape and tree textures (it did say on them only to use for screenshots). In morning I'm going to install the 2k version of Vivid landscapes and trees instead and see if there is a difference. -
wip-fallout-4-using-modorganizer-2
rhodsey replied to Gernash's topic in Unofficial Fallout 4 Guides
Thanks for quick updates. Game loads now which is definitely an improvement! Thats as far as I can get testing wise now though have to run out the house. I'll check back tomorrow and update any changes then let you know how it plays. -
wip-fallout-4-using-modorganizer-2
rhodsey replied to Gernash's topic in Unofficial Fallout 4 Guides
One other suggestion if redoing the FOMOD for the patches. It would help to put the full names of the mods instead if just the abbreviations used by the community. Someone like me who is new to modding on here has no clue what half of them are! So when I thought of going through and doing modular I couldn't figure out which I did and didn't need. -
wip-fallout-4-using-modorganizer-2
rhodsey replied to Gernash's topic in Unofficial Fallout 4 Guides
No worries will do. Just can tell you now with the patches as they are you won't be able to boot into game due to missing masters. But I'll let you guys work and follow through the history page tomorrow for changes. -
wip-fallout-4-using-modorganizer-2
rhodsey replied to Gernash's topic in Unofficial Fallout 4 Guides
Thats fine it's just still part of the patches. But i've nod modded for a while on FO4 (just SKyrim) and won't have any time to play today anyway (was giong to start a new playthrough with this setup). so I can wait until tomorrow and do a run through of the guide again and record anything I come across that doesn't work/typos etc if you want? Or will you both need a bit more time than that? Edit: by part of the patches I mean the merge patch has Functional displays and newcalibers as masters might just need them remvoed as masters or manually removed from patches? Can do just fiddly. 3dscopes.esp also master on the naming merge patch as well. -
wip-fallout-4-using-modorganizer-2
rhodsey replied to Gernash's topic in Unofficial Fallout 4 Guides
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wip-fallout-4-using-modorganizer-2
rhodsey replied to Gernash's topic in Unofficial Fallout 4 Guides
No problem. also forgot to mention I also added Extended weapon mods since I noted that was missing when trying to install "Cut weapon mods restored". Think this is why it was greyed out when Darthf1 tried to install it as I had the same thing till I added it. Not sure if removed for a reason or not (compatibility?) Edit to add : also as part of the guide you get us to add the DEF_UI executables as programs to MO2 but can't see anywhere saying they need to be run or not? I've done a LOT of Skyrim modding but still pretty new to FO4 modding so not sure if this is something that needs to run? -
wip-fallout-4-using-modorganizer-2
rhodsey replied to Gernash's topic in Unofficial Fallout 4 Guides
Hey there. I've just done a full install of the guide and pretty much have same issues with the final patches as Darthf1 Just to clarify I've pretty much just installed the guide as is no tweaks or addons apart from enhanced vanilla bodies (couldn't see anything else on the guide that tweaked male bodies plus as textures only figured could just remove if I wasn't a fan) : WeaponryOverhaul.esp - not installed at all? is this an old patch from a revision to the guide and can just be disabled safely? 3DScopes.esp - The see thru scopes mod just doesn't add this at all? Is it supposed to come from elsewhere? Also part of the merged naming patch so not sure I can just disable ConcealedArmors.esm - Guide says to hide this as well as concealedArmors.esp but several patches requrie it? Typo and should be ConcealedArmors.esp that is hidden? FunctionalDisplays.esp and collectibles ESP - Again mod isn't installed as part of guide. Should we add the mod with no impact? Part of the merge patch so not sure I can just disable these without impacts elsewhere? NewCalibers.esp - Same thing not installed as part of guide. and part of merge patch -
theres a torrent link on their website as well https://www.enderal.com/
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SRLE- LOTD number of displays counter a negative number?
rhodsey replied to rhodsey's topic in Skyrim Revisited (retired)
Thanks and congrats by the way! I'm surprised Lexy is letting you away long enough to update the guide with twins :) -
SRLE- LOTD number of displays counter a negative number?
rhodsey replied to rhodsey's topic in Skyrim Revisited (retired)
After some fiddling got it fixed so looks like something in the last few days patches did indeed make a difference: Hello pleased to say after some trial and error I managed to get it sorted. For your reference what I had to do below: Updated to latest merge from Patch central. However just trying to clean DBM_ArmoryDisplayScript and DBM_PrepStationScript2 on their own didn't make a difference so: Picked up every item using the safe then armour stand to ensure nothing installed. (for some reason after cleaning the scripts the counter stuck at zero and never counted the existing exhibits as the fix said it should even after waiting 24 hours in game in the gallery, only added on any new ones put in so picked everything up first seemed cleanest way) Ran SET DBM_DISPLAYMAX TO 0 as per the fix above the one linked. Cleaned all scripts: DBM_ShrineStoneScript (no instances) DBM_QuestExhibit DBM_QuestExhibit2 DBM_ArmoryDisplayScript DBM_PrepStationScript2 Then ran "Remove scripts attached to nonexistent created forms" and saved Logged in and put everything back and it now has an accurate count One last question. The guide says it won't count discovered standing stones again so they needed to be " manually added to the total display count with the same function". I'm not 100% but I'm taking that to mean that I should use the SET DBM_DISPLAYMAX TO command to manually change the number to what it currently is plus the number of stones i've found? So for me with a count of 98 and 4 stones found I should do "SET DBM_DISPLAYMAX TO 102? I only want to double check as screwing up scripts can be bad and I don't want to change a variable that might confuse it or cause issues downt he road if the counter suddenly goes above whatever the max displayed items count is if I ever get that far. -
SRLE- LOTD number of displays counter a negative number?
rhodsey replied to rhodsey's topic in Skyrim Revisited (retired)
Thanks just trying that now after it was finally suggested at the forum by sirjesto himself. Will confirm if worked. -
Hey posting the below here since, when I tried to ask for help on the LOTD mod page I got a surprising "tough **** deal with it yourself" response from the mod makers. I guess I forget the rest of the internet isn't as helpful as here. Has anyone seen anything like the below? I also confirmed I have the CCO version of the heavy armoury mod installed. My install of the guide is also a few days old (finished it about the time Darth announced he's a daddy - 11th August) so doesn't have the last few days of updates in it in case that is relevant. Hey got a very weird issue. For background I'm using the SRLE-LOTD guide for my game that Darth Mathias put together. The only mods i've added on top are windstad mine and Smartcast which I don't think would impact. I also had the current version of the mod (16.1) active when I started the game. I've got a very strange issue with the display count. When I checked it to see how many items i've got (i'm not sure of my exact count at present but there are definitely items displayed) it is showing negative numbers. Initially it was something like "the museum currently contains -238 displays" At that point I checked the troubleshooting and, after running SET DBM_DISPLAYMAX TO 0 and making a save i followed your instructions for cleaning the scripts and used the savetool thing to remove all instances of DBM_QuestExhibit/DBM_QuestExhibit2 (your guide mentions to delete instances of DBM_ShrineStoneScript as well but none came up?) and then ran "Remove Scripts Attached to Nonexistent Created Forms". I've done the above twice now. First time I did it the counter changed to show 0 then, after telling it to sort display items, it switched to 18. I then added some more stuff to the armoury I believe and it went back to negative numbers. Initially I left thinking if I added more items and ran the script again it would resolve but, after adding more armoury items, it now read -458!? I hadn't added 200 items at once so no idea where it is getting these values from. Second time I ran the script cleans the same but it just reverted back to the same value again. For completeness earlier in the save I'd also had a problem with my inventory and max carryweight with a similar issue. Initially noticed the max carry had shot up to 1800 but, as this was in my favour, I wasn't too fussed. Then suddenly while walking along (can't remember where sorry) my max carry weight shot to negative numbers and my current carry shot up by over a 1000 and was showing something like total eight 800 even when I had only quest items on. After googling I manually modified those values to close to what they should be and it seems to have stuck. It was similar symptoms though. I'm not sure if it's LOTD causing it but it's the one mod I can see a direct impact in so hoping you can help identify the issue or if you've seen it before? I can provide saves or antyhing else you need if you like? Also a screenshot https://gyazo.com/229642cd8deff57a12c919b9fc97917b I can put a loadorder up if it'd help if someone can remind me how to do it easily without pages of screenshots?
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SRLE Extended: Legacy of The Dragonborn
rhodsey replied to Darth_mathias's topic in Skyrim Revisited (retired)
Awesome thanks all figured as much -
SRLE Extended: Legacy of The Dragonborn
rhodsey replied to Darth_mathias's topic in Skyrim Revisited (retired)
congrats :) Since you'll be otherwise engaged for a while I ask others.... quick question going through doing install now. When doing the LOTD Installer there is a section about immersive weapons and armor which isn't in the guide? It preselects immersive armor but i'm going to assume it should be "none" like all the other pages as covered in patches? If not i'll reinstall. -
Thankyou all! I did do a reinstall of Immersive Creatures but I think i figured out the issue. I had the Skyrim Immersive Creatures - DLC2.esp installed but, because i didn't run Loot before doing the merges (this comes after int he guide) it was above the main ESP so wasn't loading properly and therefore causing the CACO patch to fail as well. Now I can continue finally!
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Hello all. so I'm going through doing a full fresh install of SRLE ready to put the LOTDB pack on top. I've got right down to the merge plugins section but am having a weird issue. When trying to do the CACO patches merge i'm correctly putting the ESP's in order as per Neo's guide and selecting them and all their pre-requisites when choosing what ESP's to load in Merge plugins (I should add this is a brand new instance of Merge plugins so completely fresh profile). https://gyazo.com/a3905c04cd8231e552e012905ac839c9 However (Even though it actually logs it's master file. The CACO_SkyrimImmersiveCreatures+DLC2_Patch.esp refuses to appear to let me merge it! https://gyazo.com/673986ee9332522b102f7cee16f30a82 Any ideas? I can't see anything obvious that would cause it. I've tried other merges ok (one i had the same problem but it seemed to go away when I selected less ESP's to load) another instance of merge plugins where I've actualyl merged this same ESP before etc Anyone else seen similar?
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SRLE Extended: Legacy of The Dragonborn
rhodsey replied to Darth_mathias's topic in Skyrim Revisited (retired)
fair enough never knew them to miss them. glad you've cut back on the Dragon combat overhauls as well. In my currenty build of SRLE (pre wyrmstooth) I've yet to manage to kill a dragon without going into godmode. Hell I'm yet to stay on my feet for more than 2 seconds the way they spam spells :/ Think what I'm going to do is start modding up SRLE tomorrow. that's going to take the better part of a week on its own as going to do it fresh (separate instance of MO so I can go back to my old char or play wyrmstooth at a later date). By then i'll see where your at. -
SRLE Extended: Legacy of The Dragonborn
rhodsey replied to Darth_mathias's topic in Skyrim Revisited (retired)
Damn more pulled mods? thats part of why I never updated past the wyrmstooth mod being pulled as I've not done those quests yet. What got pulled? -
SRLE Extended: Legacy of The Dragonborn
rhodsey replied to Darth_mathias's topic in Skyrim Revisited (retired)
Hello all. Coming back to skyrim after a while. I know the guide is in Beta but Darth how far off is it from being mostly complete other than keeping up with updated mods? I.e. have you incorporated everything you initially wanted to from SRLE:Ex and for your initial run of legacy? If so since my current install is still pre-wyrmstooth being removed I was planning to do a completely new install of SRLE with this on top but don't want to if by the time I get through it it will have changed a lot again (I know your fond of adding and changing things :) )