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baronaatista

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Everything posted by baronaatista

  1. @LordOfLA - those are pretty bold accusations all around. I’ve been curating my own install for about the past year (though in various forms for the last three years) and have done rather extensive ‘play testing’, including multiple playthroughs up to lvl 20-40. My build includes Lanterns of Skyrim and always has, and I rarely ever CTD - I can play for days without one. I don’t use LOTD but not because of fears of its quality, just personal preference. While guide authors may not have the time to 100% play test their guides, there is a fairly large community for the LOTD mod itself, let alone this guide who are constantly play testing and giving feedback, and both the guide and the mod have responsive authors who are incorporating that collective knowledge as they evolve. None of this is to say you’re wrong, as I can’t say for certain. But some specifics to your claims might be helpful - ie what is it about the LoS meshes that don’t *cause* (because if they did, everyone would know) but increase the likelihood of CTDs? If this is so, how does one determine these dangerous meshes and which mods include them? Beyond all of that, *how much* do they increase the chance to CTD? Is this measurable? Are there reports from users?
  2. Oh god forgive me, nevermind... seems this is only in interiors, probably vanilla behaviour + BethINI's tweaks to map camera pitch. Never noticed before.
  3. So I've got a big ol' install of tons of mods that I'm managing on my own - using the various guides for reference here and there, but my setup is very much 'custom'. Anyway I've done a lot of searching and some troubleshooting (deactivated DynDOLOD, A Quality World Map, used BethINI + looked through .ini settings...) and come up with nothing here. I don't like bothering people for help, but I'm at a loss here... I've got part of the Cyrodiil landmass showing up on my world map? If I revert to my default profile it I get regular old vanilla map so it's definitely a mod issue, but I have no idea which mod it might be from. I can't quite remember but it seems like that part of the map should be obscured by clouds... Anyway looks like this;
  4. Might be worth going over your install of Merge Plugins. This is a fairly common issue - the folks at SRLEXLOTD seem to have issues with this regularly, but I've never had a problem. Regardless, most of the time there's nothing wrong with letting MP just merge the .esp's and leaving the mods associated with them active for the assets. You do indeed want to use the CCF 3DNPC patch, though it's only for consistency and not necessary at all. Can't speak to the JK/REGS patches as I don't use.
  5. If you have purple textures or missing meshes and they're coming from a merged plugin... almost certain the merge didn't copy assets properly. Try activating the merged mods in MOs left pane, but hiding the .esp's
  6. @Reddvilzz / Lightsourced - you would absolutely NOT want to remove the Mannequin record from the 'NPC' records. If anything, you remove the placed object reference in the specific cell / worldspace. Again though I'd be cautious there. I suggested a fix earlier regarding Ruunvald / ELFX / ELE but it got buried under a ton of comments/questions. It may already be covered by the LOTD CR but if not you guys will want the fix, so if anyone wants to check it out?
  7. @Lightsourced - it is possible to make a potion with 0 restore in CACO if I recall correctly - has to do with your skill level, type of ingredient and whether you're at an actual alchemy table or not. To remove anything from the game you need to find out it's formID using the console. If you can select it properly with the console you can just type 'markedfordelete'... but I'd be careful. You have to be certain you're selecting the right object when you do this, and also certain that object is not tied to any active scripts or referenced in a quest, etc.
  8. Hey guys, just troubleshooting my install currently and found/corrected an error with ELFX & ELE, not sure if you've already taken care of it; couldn't find references in the CR subguide (I know it's outdated but this is likely an error that's existed since SRLE) so I'm dropping a line; In Ruunvald from the Dawnguard DLC there is an issue where the cave disappears in an area and shows some kind of fake exterior worldspace. This is due to a room marker placed by ELFX but overwritten by ELE; 02018277 - Room Marker. I used the record from ELE and copied XLRM - Linked Room (REFR: XX0981BA) *from ELFX* into my patch, and all is well. * I know Lexy's busy right now but if anyone has a second to open up xEdit and check if the LOTD CR is handling this it would probably good to know - just drop 02018277 into the formID search and check if the patch is doing this. If not you can correct on your own by navigating to the ELE column header in the right pane of xEdit, right click and select 'jump to' (in order to select this record from ELE) then in the left pane, ensuring you are still selecting this record, just from the ELE plugin, right click (the record) and select 'copy as override into'. In the popup plugin selection, click the SRLEXLOTD CR patch and click 'okay'. Then drag the extra room marker I indicated earlier from the ELFX column into the ELE column and all should be well.
  9. @Minoke - you need to disable the YOT merge in your new profile, add the Hunterborn patch to the other YOT patches and rebuild the merge, naming something different (ideally with the profile name - so YOT Patches Merged_New Profile). This way, you can switch between profiles easily.
  10. I did post this before, maybe you missed it? Seems like a little much, but I sort of can't help myself, I'm fascinated; Amazing Follower Tweaks
  11. @Minoke - you asked this question before and received a pretty thorough answer if I remember correctly. The simple truth is that unless you know how to spot conflicts and resolve them, then adding things to a guide like this is tricky. That being said, one thing a lot of people don't understand is that most 'conflicts' between mods don't amount to much. A lot of the conflicts taken care of in the LOTD CR patch you wouldn't even notice if they were not resolved properly - there would just be some items with the wrong stats or some features of certain mods wouldn't work correctly. So if you're okay to blindly trust that everything is mostly right, you'd be a-okay to add certain mods. Now of course other mods may well cause massive disruption - CTD's, floating objects, missing meshes/textures, borked quests, etc... again, the only way to tell the difference is to learn, and once you do you will realize how awesome that knowledge is, and how relatively simple resolving mod conflicts is. As I stated earlier, the MO 'conflicts' tab and the xEdit program are your best friends. I know xEdit seems intimidating but once you start poking around you will realize its not all that complicated - and you can usually search for answers on anything you don't understand. Barring that, you can always just list the mods you'd like to add here on the forums and maybe someone can help you out.
  12. @Gernash - couple other ones I saw recently that I forgot to mention (sorry I'm not more knowledgeable about specifics, like I said I've been away from Fallout, just keeping an eye on the nexus when I can); Amazing Follower Tweaks - by Dheuster, same author as the Skyrim AFT, this thing looks crazy. So many features... really insane. Too much for my 'realism / lore-friendly' build, but wow... HUD Plus Plus - by Kassent, haven't honestly looked into this much, but it looks similar to moreHUD for Skyrim - a mod I never thought I'd want but can't imagine playing without now. The text in the screenshots does not look very good, not sure if that's due to a DefUI setting or maybe a font replacer the author is using, or if that's the mod... *or if that's me being used to seeing all the text much smaller, as that's how I set up my DefUI...
  13. No, don't get it twisted - this is not SkyUI. Doesn't replace VIS or DefUI or anything like that, it's just the MCM component, and at least as far as I know there is no effort to create a 'SkyUI' equivalent for F04. It's not from the same team - there is absolutely no affiliation/relationship with SkyUI *afaik*. Simply a menu that shows up and functions like 'settings' for mods. It is currently early days and I don't think there are a ton of mods that require / use MCM, I just do imagine that as things move forward it will become more important.
  14. Yeah I expect more and more mods to use the MCM... I know Gopher will be converting his mods to it, probably quite soon if he hasn't already. Judging by some of the mods that have been popping up recently it looks like F4SE finally has some of the more advanced functionality we've seen in games like Skyrim and FNV, and I'm hopeful that we'll see a little resurgence over the next couple months. I too am not sure I'd ever really use KO Framework or Beast Master in a playthrough, but they're the type of mods I like to include in my builds as they do open up new possibilities for gameplay.
  15. Been away from Fallout for a while, but I'm always keeping an eye on things... Have you seen Knockout Framework + Non Lethal Armory Also, brand new but by two top modders; Extended Dialogue Interface has more features and flexibility than FDI, looks like a solid replacement to me. Always thought Beast Master looked cool.
  16. If you use categories properly in MO it's super easy...
  17. I don't use LOTD but I do use AAE, I'll have a look/test at it tonight.
  18. * I hope I'm not coming off as disrespecting the guide here, or anyone at all. I really love mods, modding, this great STEP community and so on. And I find it amazing the dedication of people like Darth, Lexy, Paul and JD, TechAngel, Dreadflopp, Essarbee, all the great moderators here, for the love god Sheson, Zilav, Sharlikran, ianpatt, behippo and the rest of the script extender team, all the contributors on this thread... I could go on and on. Enai, Chesko, Arthmoor... I really find it all amazing - It was these guides and this community that enabled me to design my own perfect little vision of Skyrim... or at least, to continue tinkering and 'get there' one day, lol! I will have a long playthrough... someday...
  19. @Reddvilzz - 'Actually it is not that tricky'; That also, is exactly my point. It's tricky if you are a novice and not working to understand the tools properly. Once you do understand them though, a whole world opens up to you. I started as a complete novice - could barely understand how to navigate file paths. Thanks to working my through many guides; STEP, SRLE, SRLEX: LOTD, Dreadflopps' Packs, Fear & Loathing in New Vegas, Mythic Dawn, I am now able to completely manage my own install - I have 480 mods currently installed and did my own CR entirely. I basically follow this thread and the guide to keep me up-to-date with a variety of things, and with all the users here they often catch or propose things I had missed before. *I'll add here; I was really resitant to learning early on. I kept telling myself 'I just want to play the game, I don't want to spend all this time learning about modding tools & practices'. But the guides, they give you the sweet taste of large, integrated installs... they beckon you further and further, like Sirens! More! I want more mods! I want them to work seamlessly together! More!!! lol. I was just trying to emphasize the value of learning the tools properly. Also don't get me wrong. This thread is wonderful because of the helpful community and the fact that people can ask questions and find answers is really great.
  20. This is exactly what I was getting at. Everybody, no matter how large and complete the guide is, wants to add their own little touches. The simple truth is though, you can't properly do that without having a good understanding of MO (specifically the conflicts tab) and xEdit. Otherwise you can't troubleshoot conflicts except for offloading the responsibility onto others - who are already doing a lot of work maintaining a huge guide. Even then, they may have diverged in ways different than you want, and won't necessarily be able to provide good answers. * and with a guide this large, adding stuff can be tricky. For Wyrmstooth specifically, it was once in the guide and I'm sure there are at least a couple here that still use it. Never have myself so I can't say, though I doubt there's much to worry about...
  21. ... I'm not sure what you mean by 'perhaps'. I just gave you a rather definitive answer. I'd bet money that YouHunger isn't even CR'd in the guide at all, it is simply allowed to be overwritten by anything that needs to. There are sooooo many conflicts, and it still removes tons of food from the world. Even attempting to CR it is a fools errand. I can't speak to how the metadata info is distributed in the guide, but understanding this stuff is really worthwhile when attempting to manage a massive modlist such as this one, guide or no.
  22. Sorry to keep butting in here as Lexy's the only one with real answers, but I'm in transit with nothing better to do (and I do use both of these mods, exactly as the guide implements them). This is a great example of learning to resolve conflicts yourself; I get why you'd think to load YouHunger after, however let's think about consequences; if there is a conflict between the two, which is more important? All YouHunger does is remove food from the world. ELFX moves lights/light boxes, changes color values, etc. If ELFX is last there will probably be some food where it shouldn't be, according to YouHunger. However if ELFX is last, you might get floating lights, messed lighting, incorrect color values, etc.
  23. Dreads patches likely won't provide much visible/obvious solutions to problems, they're mostly to do with consistency. The problems won't reveal themselves until you really explore and play for a while - which may be too late to do anything about. Not to say you can't play like this. Dread is quite thorough in his patching, and most of the updates to most of the mods have likely been MOSTLY simple. Still, it's better to know, and I always advocate learning to use xEdit (and MO's 'conflicts' tab) as it really is your best friend if you're trying to assemble a large modlist like you are. I know it seems intimidating but it's wayyyy easier than you think. Anyway, I digress.
  24. CR sub-guide shows you how to make the CR. VERY useful if you're interested in learning to do it yourself - i.e. If you want to diverge from the guide; add mods, remove them, use different mods. I believe it's out of date for this guide, nonetheless an invaluable resource.
  25. @ Lexy - a good point, to be sure. I just think it's possible to completely bork a followers inventory/storage chest if misused
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