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Everything posted by richardo11
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I am almost to the end of the installing, I have been installing for 20hours in a row, but i couldn't finished it in one go :) In my experience i do one thing whilst installing this guide, every 10 mods or so (less if there is a "big" mod in between), I run LOOT and fire the game, i play for about 15 or 20 minutes, then with the help of usp.net, I coc four or five places, trying no to pick the someones every time, and time to time, I also go to console and type: tgm/tcl and player.setav speedmult 1500 So far (just installing the last stretch) the game looks amazing (better than ever in fact) I am also hitting very hard VRAM over the 3+++ strong, but i don't crash. Surely you will come to things that you will not get straight the first time you read it, read it again and again, try to figure out what Neovalen wanted to say, ask and be patient, the list works, I can tell you that. One thing more to prevent you to waste your time in my opinion, with 2gb vram i thing you are short and running from a HDD is also not ideal for this install. I have 4gb ram and all the time, absolutely all the time, i am well above the 3gb vram
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Got it
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I am trying to be careful with that, maybe i will need to step back to it. My character (or planed play) is a ranger/bow/shield and weapon. Now planing for dual wielding ... so that far it is OK. Now seeing that, as you said is a core/almost core in the installation guide. Up til now i have skipped = Race menu UNP BLESSED BODY- UNPB REDUX PROJECT XP32 Maximum Skeleton Extended – XPMSE Dual sheath redux If you think that skipping that is gonna cause troubles, I'll better step back to it, but if i can go ahead whit it, i can skip a couple of mods that I am not going to use other than following the installation Sorry if i am kinnda of a burden mate
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OK, tanks for the answer. I will see how i deal with it, because i have a ready to go character with a pure vanilla save just out of the Helgen cave, it is the one I am using as a test to check the installation. Don't know if really I want to create a new character, that way i do not need the Race menu mod, although just because of that i needed to skip the "XP32 Maximum Skeleton Extended - XPMSE" mod, that have as a requisite "race menu", hope that skipping that mod (Race menu) will not cause any trouble in the installation of your guide, which, so far is going pretty well in all the check-test I have done
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This post is more for an advice installing "mature Skin 2 UNP(B).." i did chose the only UNP, it is a matter of taste, but i do not like those (unnatural for me) big bobs (full of silicone) so i chose the "only UPN", thus i wonder if that is going to create some sort of problem, for example when we installed the KSHairdos breast... Grateful if you can answer that
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Just letting you know. KS Hairdos - Renewal Breast Weight Painted Hair does not contain any SKSE folder, although the last update of the mod is older that your last update
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instructions needed: When installing _ High Quality LODs _ a interface asking to chose BAIN installer or not... " ....contains a BAIN installer but I'm not sure. Install as Bain installer" Not being sure about and I relate BAIN Installer with Wrye Bash.. I chose not, but then the re installation must be re-ordered because "01_Low 64x64 / 02 Med 128x128 / 03 - High 256x256" Docs/txt (not to install) How to repack?
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Hi again. Deathbell HD has an Fomod that maybe does not need to be installed. I have a suggestion maybe for your next update. Have you had a look at NCLS - Nexus Community Loading Screens -- --- They are absolutely breathtaking..... I am planing to merge them with the ones of Chesno... maybe increases my loading time in a couple of seconds, but i rather use 15 seconds not knowing what is coming and what is coming is new, refreshing and beautiful, that 5 second less looking at something washed up.... Really, have a look at the first one. You will tell me
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OK, I am running out of tanks(es) :) :)
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Tx mate
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following you: Stunning Statues of Skyrim: meshes/clutter/Mehrunes/shrinemehrunes01.nif -> meshes/prometheus/architecture/statuessnow/mehrunesdagonsnow.nif Could be a Typo that you made? instead af ....dagon... might it be ...dragons...? Anyone can make a mistake, just to be sure Tx once more
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I believe the ruffled feather was/is integrated in "STEP - Skyrim Total Enhancement Project" for sometime ago, i believe that even before your last update... The Ruffled Feather in nowhere to be found. I have a old updated from the ruffled feather (4.2.2) that is a bit early that the one that you are installing (4.3.0) Should i install that one?? Tx for your time
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TES5Edit - Which record types DON'T need conflict patches
richardo11 replied to keithinhanoi's topic in xEdit
Hei to all. I am pretty much surprised that after reading the whole post there is not comment about it (or i have jumped over it), and there is NO load order that does not report that error o red flag better said. Try it check it in TES5Edit, load any bunch of mods and you, for sure will find the red flag under worldspace. I am talking abouth XCLR - Regions. I am trying to make a merge with all small towns modifications. For example The "Provincial Courier Service" by Arthmoor has: XCLR - Regions TundraMegan01 [REGN:00041449 avNavmeshBatch4 [REGN:0008EED7] WeatherTundra [REGN:000C5858] BorderRegionSkyrim [REGN:000C5859] Brie2npassTundra03 [REGN:000CAD0A] Then the next mod, also from Artmoor "Darwater Crossing" leaves in blank those fields, but then "Karthwasten" also from Arthmoor, Adds THE EXACT same names and record values... and so on. One put it the next takes it away for the next put them back with exactly the same values, and depends who is the last mod in the load order, the values will be carried or not. As i said, at leas in my experience modding eh game (not making mods) is that those red-flags are always present. I have asked several time in several places, but never got an answer about it- 69 replies
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BSA extractor or not BSA extractor...
richardo11 replied to richardo11's topic in Skyrim Revisited (retired)
Reading the comments i feel like being left on my own. I mean, when well know respected modders like Arthmoor of MannyGT have, not just different opinion but completely opposite opinions about how the game reacts with/without BSA's... So. it is like. chose your way and fire up. -
WY WRONG I READ TOO FAST -- YOU DO NOT NEED TO READ THE REST Following in order the installation process. When coming to install Even Better Quest Objectives, and reading through the author description page, I came to this - https://www.nexusmods.com/skyrim/articles/1273/? In that list, it is listed as included several mod that also are in your mod list, like timing is everything or the choice is yours among other I do not know if you know that, Tx again
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Hei thanks for your work and dedication. One thing i don't find clear. I suppose that changing in MO to be able to extract .BSA's (which as far i know in my years playing Skyrim many mod authors don't recommend) it is for pass their textures through DDSopt, but being that the case, many other mods, like A Matter of Time for example do not need that (I suppose that because in the guide it is not indicated) So, my confusion it is that with that setting in MO (extract BSA) every time i install a mod i am asked if i want to extract the bsa, normally i say not to, but i have had a weird problem with a mod that i have not had ever a problem, AMT, the game didn't load it, even with the mod active in both MO panels. I fiddle with everything to get it work and finally disabling the extractor made it for the game to recognize it. Now i put back the ability to extract because i am in the Falskaar step, but i wonder if this is going to happen with other mods too, that are not that easy to identify as AMT Should I extract all the bsa, disregarding if they gonna go through DDSopt or not? Or should I extract only the DDSpot"et" bsa? Tx
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To Administrator(s) I don\t know if it is just me, but you sound to me like being pissed of, I am not trying to bother no one? and i do not think is that difficult to answer my question just because i am asking from a different install that the Step one, that actually is the one i am doing (STEP 2.2.9.2) and where my question stems, because STEP Revisited USES as a base and need ALL STEP 2292 as a base. (it clearly states it in its page). I am installing STEP 2.2.9.2 So my question is perfectly legit and in the proper forum A different question is that you don.t want to answer me of find that i am pissing around or trolling, that it is OK, but i do not understand why. My question has being made with respect and measure as a rule on my own, don¨t need to be taught on that Yet, my question remains unanswered? Why? God knows why.
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Yes I understand the STEP core is one guide and Revisited is a mod pack, if i am posting in the wrong place, please warn me about. About the question, thanks for the answer, if I got it (bot ways, enblocal ini set (which is the one i want) or inspector way) so if i go enblocal way, Should i set that setting to off? Thanks for your care
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I am installing STEP for the first time, aiming to STEP Skyrim Revisited LD. In the Nvidia Inspector settings says: " Set Anisotropic filtering setting to 16x. High values may cause texture shimmering in mid to long range texture LODs. If this happens, adjusting the LOD bias can help to remedy the issue. (See the Detailed Information link above for more information) ENBoost users should skip the driver anisotropic filtering and set ForceAnisotropicFiltering=true in the enblocal.ini." I am, of course planing to use ENBoost, but "ForceAnisotropicFiltering=true in the enblocal.ini." means to leave Anisotropic filtering setting to..... User defined? or Off? or any other settings like 8x or 1x? I have no clue
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When i look at my TES5Edit for conflicts with all my mods loaded, one of the things that shows more than any are in the worldspace (in red) and seems pretty aleatory, for example: I have a worldspace conflict that starts by some values that all the DLC's states, then USLEEP carries the same values forward to CRF, CCF.. etc. Then a mod (Random Encounters) leave it in blank (does not carry the values forward), then CCOR and CACO, set the values back, Run for Your Lifes, takes it away for, knights Templar sets it back for finally Ordinator take them away again.... Should I drag and Drop (in TES5Edit) (or make a new plug- "copy as overwite..) this value to the last mod in the load order or I can just ignore it? Thanks for your time
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level list forwarded/not in Bash Pathc
richardo11 replied to richardo11's question in General Skyrim LE Support
Ok Dreadflopp, I wil see. To say that WAFR - CCOR patch is loaded - https://imgur.com/qnHlicP - and that that Complete.......TrueWeaponsLvLLists.esp in unchecked by the Wrye Bash patch (an included i believe) I will take an eye about the order list and the jewlery mod About to remove the bash tags from IA/Immersive Jewelry, How I do that? I will be grateful is you show/tell me how to do taht In any case, many thanks for your answer -
level list forwarded/not in Bash Pathc
richardo11 replied to richardo11's question in General Skyrim LE Support
Ok thank you, I gonna see if i manage Here is the picture - https://imgur.com/52puiqW and i have a whole bunch of them, IW, Hothrooper44 (IA), Immersive Jewelry, ...... I am trying to learn to use TES5Edit and what is "safe" to forward or not, but i do not where to ask about, if it is a "proper place" to make those questions, please address me. Like for example: https://imgur.com/1WwCvda Are those records "safe" to be forwarded to the last esp? Please pay attention to the esp's names above (I have a lot of different ones in different esp's) -
level list forwarded/not in Bash Pathc
richardo11 replied to richardo11's question in General Skyrim LE Support
Yes my Wrye Smash is 306 Standalone : Default The bash tags (as well for Immersive Armours which i have the same issue) are Delev and Relev. Seems pretty much records or entries not being forward to the bashed patch Could you learn me how to upload screenshots? -
hi to all looking at my bash patch in tes5edit i can see a great bunch of "level list Entry" that has been forwarded to the bash patch, but here and there, in the middle of a very long list you see an entry that has not been forwarded like: (reference) -- OrckshSword "OrcishSword" [WAR:00013991] (with a value of 9 for level and 1 for count) that entry is from Immersive Armour, then WAFR-IA patch just take the exact same entry and just move it to a field below , but then this entry is not forwarded at all in the bash patch There is a whole bunch of them i can do it manually but i would like some opinion or advice about
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Weapons and armour fixes - USLEEP - obsolete??
richardo11 replied to richardo11's question in General Skyrim LE Support
Thakns very much mate, appreciate it Yes i agree with you, gonna use it