Jump to content

baronaatista

Citizen
  • Posts

    587
  • Joined

  • Last visited

  • Days Won

    9

Everything posted by baronaatista

  1. Yeah I can confirm there seem to be issues with footwraps/certain shoes. There is also the faintest trace of a neckseam.... really a shame, I can say without a doubt that otherwise this is the best skin retexture I've seen, and I'm really loathe to let it go... I may well also use the no foot mesh version just to keep it in... I'd have to never look at a bare foot in Skyrim again though! FadingSignal! come back from Fo4 and finish this Skyrim retexture I beg you!
  2. I wasn't keen on most of the screenshots I saw earlier in the forum honestly - any of them (SRO, VL, AMB... I actually by and large liked HighRes DLC better). The current version of this looks much improved though to me, I'm gonna pop it in right now and have a go.
  3. Oh and damn that easy wheelmenu looks nice, I don't know how I've never seen that before
  4. Awesome stuff man. Far as I'm concerned, this is the THE Skyrim overhaul. You'll be interested to know, ELFX - Exteriors.esp has a conflict with DynDOLOD - it replaces many of the vanilla buildings meshes and renames them, but does not assign proper LOD stuff... or whatever, lol. I of course don't know the particulars but Sheson does and I just troubleshot the thing with him, and he provides a patch for DynDOLOD for this issue here; https://forum.step-project.com/topic/5011-dynamic-distant-objects-lod-dyndolod-149/page-261?do=findComment&comment=164698
  5. WorldGen just finished, popped into a new game and checked out Winterhold - and she's there! Looking great man thanks a million.
  6. I'm having a bit of trouble figuring out how to do what you told me to, lol. I'm a complete layman at all this, can only use these tools because of the wonderful STEP guides and help from the community. Though I am learning... Thank you so much for the assistance here, can't believe how helpful and responsive you've been, honestly. * btw if you have a patreon or something Id be more than happy to donate.
  7. As I said before, ELFX - Exteriors overwrites 000CA6EA * just saw now, it changes the name of the tower. From WinterholdExtTower01 00105569 to ELFXWinterholdTower 1D03438F. Apologies, that should have been obvious before.
  8. Been running around Winterhold area trying to sort an LOD issue with the college and checking out the snow from this mod meanwhile, I will say that some of the transitions leave a bit to be desired. That being said, that was the case with STEP snow before (cant remember name) though perhaps to a slightly less degree. I'm still not sure how I feel about it, but on the large scale its a huge win....
  9. Yeah, re-ran worldgen and same results. * I am using Neovalen's DynDOLOD WorldGen Instructions; Open TES5Edit and click [OK] to load all plugins prior to DynDOLOD.esp. Right-click DynDOLOD.esp and select "Apply Script". In the drop down, select "DynDOLOD Worlds" and click [Ok]. When the pop up window appears, click the [Advanced >>>] button. In the top left selection box, check all of the boxes. Click the [High] preset button. If performance is an issue, consider selecting [Medium] or [Low]. In the "Output Path" text box, select a folder such as "C:/DynDOLOD Output". Make sure this folder is outside the MO directory structure. In the options panel, tick the "Windows" and "High" check boxes. Click [OK], this will begin the LOD generation process (can take up to 30 minutes). Once the script completes and any command prompts have closed, exit TES5Edit and save DynDOLOD.esp. * ....just thinking now, I used Optimized Vanilla Textures with install from SRLE, and followed this instruction (for convenience, not utility - lots of disk space) Notice:If on an SSD and drive space is a concern, deleting HighResTexturePack01.bsa/.esp, HighResTexturePack02.bsa/esp, and HighResTexturePack03.bsa/.esp will not negatively affect the game unless running fully vanilla. To reacquire them at any time use the [Verify integrity of game cache] function from the Steam library options. This will remove the Unmanaged: HighResTexturePack entries in Mod Organizer. Just did validate game cache with Steam, reaquiring the files and I suppose I'll run WorldGen again, see if anything changes.
  10. I'm running WorldGen right now, I'll check back when finished * EDIT - just a thought, I used instructions from SRLE Extended to NOT unpack BSA for ICW, could this be part of the issue?
  11. Anyone looking at this right now? I just popped it into my game and at it's base it's hands down the best snow retexture I've ever seen. I do feel that it may suffer a bit in details like transitions, though I haven't been able to check that out properly yet. Regardless, the overall effect on the landscape in the North is so great I may well ignore minor details for it... depending of course on how minor they are.
  12. I read everything, not sure I really gathered what was identified to be the problem? I didn't install the SDO patch for ICW, I am using ver.4.1, my vanilla BSA's are intact and accessible, and nothing is overwriting DynDOLOD. I checked the two lines in xEdit, ELFX - Exteriors.esp overwrites the ref. 000CA6EA, nothing is overwriting base record 00105569 * Tried the fix suggested by the one post, and it worked. Seemed counter intuitive to me, but placing ICW below DynDOLOD in MO sorts the issue.
  13. Hey, not sure if this is the right place to be posting this - I run Immersive College of Winterhold in a pretty heavy setup (STEP: Extended + SRLE + parts of SRLE Explorers (no town/city mods though) + Dreadflopps' packs + patches + my own additions) and am getting a weird LOD issue with the College - the main tower as well as a couple of the other towers just don't have LOD's. They appear invisible until I am just inside Winterhold itself, though I do get some of the top detailing on the towers (crenellations i think they're called?) hovering around in open air. There are MCM settings for LOD's of certain new areas added, and I've got them toggled to on, but I'm wondering if maybe there's a STEP I missed for compatibility with DynDOLOD? As far as I can see, there aren't any special instructions in SRLE Extended for this?
  14. This texture looks pretty nice, but I do agree that it would be a lot nicer if it touched everything dwemer metal... would be odd to have consistency with everything else and then this spider.
  15. I'm playing with it in my game right now and it's looking amazing, I'll do some poking around and take some screenshots if I see anything odd.
  16. I'm looking at this mod right now and questioning why it doesn't replace Better Males for me... what is it that BM does that it does not that would necessitate a patch? It seems to me a replacer BM, of a higher quality.
  17. Checked out SpINI... I do very much like that everything is organized in the .ini, but other than changing imaxgrasstypespertexure from STEP recommended 7 to 3, even on Ultra settings, and maybe slightly tweaked LOD settings? It doesn't seem like much is different. Regardless, OCD me is happy about organized ini's, lol. And armors are my one problem with these body mods... I don't really want skimpy/sexied up armor (its cold in Skyrim ladies!) and I don't want to have only a portion of armors available... I'm also not sure I understand correctly... like what happens to NPC's? I assume NPC's receive the same body... is default clothing covered? Or do you have to DL meshes fit to your particular body mod for everything? If you're missing meshes, what happens - does the game know that females can only wear certain armors?
  18. I suppose I'm just shocked (ha!) at how much of an effect that one plugin has.... I mean it is in STEP and SRLE. I didn't include it in my last setup (though I was using RealShelter, and the battles version of IP), but as I was going through SRLE, I saw Neo used it also and thought well it can't be that bad... I was legitimately getting 20-30 fps drops every couple seconds during that test, as a result of BFS alone. Birds and Flocks... I just find the extra birds a cool atmospheric addition to the world. Don't use SkyTest (though I would if I hadn't heard that it can be a tough one for compatibility) so hopefully there won't be issues? I could totally drop it, but little unaggressive critters is an element of the game world I feel is really missing. I'm interested in SpINI, had heard of it before, but haven't really done any changes outside of the recommended STEP / SRLE ones, not sure what it can do for me? In my last install I did a bunch of the z-fighting changes from the STEP-linked guide cause I was getting it pretty bad, but they didn't seem to make any difference. For whatever reason, the issue seems lessened this time around. * just checked out True Daughters of Skyrim and have to say it looks pretty great. Those textures really make the women look strong and hearty - true to the name. Mature Skin is great, but the women do look a bit more like modern housewives or something. UNP also looks much better than UNPB... I may use it.
  19. Don't know if anyone is paying attention to DDproductions' GTKYMA, but I just listened to this entire livestream featuring a host of pretty legendary modders; really interesting conversation, ranging from what to be done about Fallout 4, to paid modding and Bethesda practices, etc. features DDproductions83, Elianora, FadingSignal, Gopher, T3nd0, ApolloDown, DarkOne/Robin (Nexus Owner), and Expired6978
  20. Birds and Flocks checked, and all good. Same with NPC KO. BFS is undoubtedly the culprit.
  21. Much appreciated Tech, thanks. I'll be checking all of those articles out in the next couple days, just finishing nailing down my epic mod pack.
  22. My concerns were unfounded. Not sure if it was BFS or Birds and Flocks (my guess, BFS) but my game is solid as a rock now. Spawned 20 bandits, then 5 dragons immediately after in Solitude, not a frame dropped, no stutter whatsoever (well, brief stutter immediately after the 5 dragons but only then). Ran around Solitude in god mode watching dragons and bandits run amok (it was tons of fun actually) until pretty much all the citizens not locked up indoors were dead, then ran outside, down to the mill, and spawned 3 more dragons. Solid. Then, I tcl'd and flew to and through the marsh, dragons chasing me, watching 5 dragons continue to tear up Solitude from afar, and the marsh comes alive with creatures fighting dragons. Perfection. I honestly don't think the vanilla game was ever this stable. I'm going to re-install Birds and Flocks and see what happens - if it checks out, then it is undoubtedly BFS alone causing large frame drops and heavy stutter in likely any heavily scripted event. If that's true, I really think STEP should consider removing it from Extended, or at least wording the warning they have listed a little more strongly. * I'm also going to reinstall NPC KO after checking Birds and Flocks, and again I'll be back here to share the results.
  23. I for one am very interested in this, though it does sound like a pretty complicated process. That being said, Merge Plugins is definitely a complicated tool, but it's user-end experience is absolutely fantastic. I just got done a really complex setup (well, still doing testing, but mostly done) - STEP Extended (most of) + parts of SRLE / Explorers Edition + Dreadflopps' Dovakiin Reborn, Deleveled Loot and Gameplay Rebalance packs + Survival pack by smile44 and Hishutup, and a couple extra's of my own choosing, all sewn together with Dreadflopps' patches. There are a number of questions that arise when I think of attempting to automate a process such as what I just went through (not sure if something that complex is really the goal of this project); - would this site handle merging as well? and if so does that mean it's possible to automate the process of merging? (actually making merges in MP is easy once its setup correctly, but for the uninformed user (ie. me) what's difficult is determining what can/should be merged and can/should not) - what about stability? I have this crazy setup, but it's one that is not far off from what just about anyone making a large pack is doing, and the testing I'm doing right now is to check mostly for script lag. What I'm asking is; Frostfall, Wet&Cold, Enhanced Blood Textures, Deadly Spell Impacts, Real Shelter, Convenient Horses, EFF/AFT, Burn Freeze and Shock effects CAN all be used together relatively easily. In my experience however, doing so can put a serious hamper on game performance. Will this site be able to determine script overload? If so, will it allow users to install overloaded setups anyway? - there were other questions I had, but it's late and I'm tired. I'll check back if one comes to mind. Also, please forgive and feel free to ignore me if I'm asking stupid questions, serious layman here. *EDIT - on the subject of merging... now this probably won't be a typical experience but because Dreadflopp is amazing, he's broken up his patches into little bits so that people can basically pick and choose what they want, at least in a basic framework. This means though that when merging the patches, you could have from like 10 - 80 patches that need to be merged. I had to go through my list and deactivate any mod that wasn't necessary to be active in order to actually make the merge and then re-activate, re-sort, etc. Again I'm just wondering about the ability to handle such a situation. *EDIT - ah, stability; will there be any kind of interface for reporting system specs & performance information to go along with user-created mod lists? (ie. these are my system specs, this is my Mod Picker list & info, and here is some performance info... then, the ability to grab said users list)
  24. So I've done a bunch of looking around and haven't found much in the way of a light, compatible follower mod. There is Multiple Followers Lite - https://steamcommunity.com/sharedfiles/filedetails/?id=87578317 but it's old and (as far as I know) abandoned. I know exactly what I'm looking for here, and it isn't much; - The ability to have multiple followers. Specifically, 3/4. Don't want or care for anything more than that, as I don't see how that would be stable or even useful - they'd all be bumping into each other constantly, and jamming every doorway around. Not even sure I'd ever travel around with that many (3/4) followers, mostly just there for a play-through or perhaps a quest where a "party" seemed appropriate. - This is the big one; a quick-menu to control them, with a configurable hotkey. Ideally, options to tell group to; wait, follow, go over there/pick that up/attack that, defend (wait, but combat-ready) - pretty sure all those commands are available for individual followers in the vanilla game (maybe not defend? I can't remember), I'd just like them applied to the whole group, through a quick menu. Possibly options to slow/pause or even keep time running regularly when using menu. Finally, to also give commands to individual group members through that same menu. *EDIT - oh, and ideally able to "tell" a follower to stop waiting or whatever from a distance (ie. when you leave them in a cave in the Reach, and don't realize till you're halfway to Riften. I play w/o fast travel, so this is especially useful.) No teleport function though. Followers either show up where you are after some time, or go back to whichever appropriate "home" destination they should go to. - The ability for followers to ride horses owned by the player would be cool, but is not necessary thanks to Simple Follower Mount https://www.nexusmods.com/skyrim/mods/70823/? - Finally, some small AI tweaks to followers would really be awesome - all followers able and likely to use potions, ranged attackers genuinely attempting to use cover/evade damage, attempting to maintain distance between themselves and target, light-armored warriors using a lot of movement, and heavy armored being ultra-aggressive and attempting to take on the most dangerous close-range enemies. Target prioritization improvements in general. Finally, some kind of healer mechanic - anyone with decent restoration skill will attempt to heal allies. Maybe better/easier to use created "healer" followers instead, as attempting to add that AI to existing followers might get messy? In general, the AI part might be beyond me, especially in light of compatibility with other mods (specifically Immersive Citizens). I've only ever started up the Creation Kit, I know almost nothing about how to do this - but I'm really good at teaching myself, given the right resources (my current setup is STEP:Extended + parts of SRLE + parts of Explorers edition + Dreadflopps modular packs; Dovahkin Reborn, Gameplay Rebalance and Deleveled Loot with Survival pack by smille44 and Hishutup, all sewn together with Dreadflopps' modular patches) and I'd love to make this mod - which is something I think a lot of people would find useful - even just for the quick-menu with one follower. I'm wondering if anyone could point me in the right direction here? Hit up a link with a tutorial that might help, or just some general advice would be appreciated, as well as comments on features. My initial thought is to open up a mod that uses a quick menu like Immersive Horses and attempt to see how it accomplishes that? *EDIT one issue I'm aware of is the seperate follower system used by some NPC's in the game that can conflict with changes made to the regular system. Pretty sure this is why most follower mods include the "force-recruit" option... I'd rather not go that route, unless there is just no way around it.
  25. been doing some playing and testing; in general gameplay I'm running ultra-smooth (and while I have a pretty nasty system, Skyrim engine and Win10 limitations really only allow me to use a fraction of what I have available). - as a sidenote here, I had avoided major perk overhauls in the past because they seemed at a distance to be a little heavy and often unnecessarily complicated. However after playing a bit with Ordinator doing some difficulty testing, I have to say man, what a great mod. Just with some of the stuff in Block and One Handed; slow-time on timed blocks, and extra weapon swings / crits with good positioning... combat feels fresh, dynamic, and rewarding. Really happy to include this one. However spawning 3 dragons in Solitude - framerate is solid mostly (I vSync at 35 fps, monitor is only 60hz) but I do experience some pretty serious, regular stutter. This is the case even with only 1 dragon. I'm also getting an animation bug where the dragons don't always animate properly - they move around and fly, but all in a static pose. - I dropped Burn Freeze and Shock effects, use only textures from EBT and DSI, and after still experiencing stutter (though less after dropping BFS) have dropped Birds and Flocks, to see if that does anything. - I'm using the no battles version of Immersive Patrols atm, though it's on the list to remove depending on how things go, as well as 3DNPC. After that, I can't think of much else I'd let go of easily. Possibly Hunterborn, though I don't think any of it's scripts run regularly and thereby it shouldn't really be having an effect? Maybe Wet & Cold. I know that one get's brought up a lot as being script-heavy and you can tell just by looking at the MCM options - lots of different effects on player & NPC's, all depending on a variety of situations that the script has to detect and then react to. This is an interesting part of the process... I really want all of these mods, they all add their own little thing to the game that really enriches the world and the overall experience. Yet stability of the game, specifically the ability to have big, cool moments like when a couple Dragons attack a major city or any of the larger battles that occur, is unfortunately more important. I wonder how much smoother I will be able to make it, and if that will be worth the price of all these cool mods. I mean, my current setup is only a little bit heavier then SRLE, if at all, and almost certainly lighter than SRLE Extended... Is it possible to run SRLE Extended w/o stuttering during that Solitude Dragon test, or at least, minimal? Have we really got a decent amount of people doing actual testing with these packs? I'm going to do as much as I can to learn conflict resolution, and go over my setup before I take out something like Wet & Cold - it may be that I haven't crossed all my t's and dotted all the i's... I'm seriously suspecting though that the simple answer is that Skyrim just cannot handle too many scripts at the same time, and any heavy setup is bound for some serious stutter, at least in large events in cities. Anyway I'm about to go test again without Birds and Flocks (also starting a new game after removing BFS - testing I did before w/o it was on the same save, maybe some script pollution going on). I'll check back here to share my results. I am wondering if the fact that I'm console spawning Dragons w/o starting the MQ is causing issues....
×
×
  • Create New...

Important Information

By using this site, you agree to our Guidelines, Privacy Policy, and Terms of Use.