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Posts
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Everything posted by dunc001
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Anyone here got any experience with SKGE and/or NLVA as possible VW/ENB replacements?
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Looks good Darth, good choice of colour! I have another suggestion - how about consolidating all of the LOOT rules into one section after the merges? I didn't run loot at all until I'd got through all the installs and merges and I kept missing things having to go back through the two guides to find all the rules.
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Does SKSE create a log somewhere for which mods are creating menus? I have one garbled menu left showing just $ and random characters and I can't for the life of me think which mod I'm missing in there! Anyway, here's a random screenshot for this morning: I'm using RW2 with Pure Waterfalls loading after it. Not sure if it's from AOS/Lucidity or the original sounds from Pure Waterfalls but they have a much better 'thunder' too!
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Why was water plants removed?
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Thanks Darth, maybe I was just expecting too much! I'll play around with ENB settings and see if I can get it to something I'm happy with.
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What a stupid recipe! BTW, what changed in the Landscape merge? I'm currently getting much assistance from Astakos to try and get my game something like stable so I can start some in-game bug hunting. After my initial euphoria of it actually loading without crashing it is proving very laggy. Max 42fps but usually <30 and occasionally low teens (Riverwood-Helgen bridge, Dragonreach steps, etc) with lots of stutter and the occasional weird flickering flora. Already culled one NPC mod. I'm also really disappointed with how it actually looks. With everything that's installed I was expecting much more 'realism' but it currently looks terrible compared to almost every screenshot/YouTube video I've seen. I also think Vividian is way too over saturated, even with it turned down in MCM. This is it on default: And this is it on one of the lower saturation settings: I'm not even sure I'm seeing all the textures or effects? What do you think? At least Wolfmaidens looks OK (using Useless Shop Overhaul BTW): Just so I can get a comparison could someone please post a similar shot from the Dragonreach steps please?
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Holy cow, what a day for updates! Campfire Frostfall DynDOLOD SkyTEST Ordinator (Imperious) (Wildcat) SpinINI EatingSleepingDrinking (again!) Plus new one to look at - Spice of Life Forts
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Good enough answer for me . Any suggestions on the earlier questions too?
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Equipping sets, auto casting, etc Also, anyone using Hailgoboost?
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I think I may have asked this before, but what do I need to do to get the keyboard enabled when playing with a 360 controller so I can make use of AH Hotkeys? Do I need something like THIS or THIS to 'unlock' the keyboard first as I can't set any keyboard keys in any of the MCM menus including AH. Also what do you guys use for in-game screenshots (the built in screenshot is disabled following the Crash Fixes guide)?
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One question: Real Shelter - Yes or No
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IT'S ALIVE!!! You may all have mocked, sniggered behind my back, goaded me into including a f@~*ng chicken/rabbit/bear, chuckled at the thought of corrupt saves due to string overload and more. Well after a marathon 30+ hours of CR over the last three days my utterly ridiculous build is up and running. My mod organiser left panel stops at just short of 800 (yes!), and my 490+ unmerged plugins are compressed into just 248 after bashed patch, dydDOLOD and SkyProc patchers (so I have another 7 slots to play with, hmmm...). I have three MCM menu problems to sort, all caused I think because I renamed the esp's after the merge, which is known to break them. I'll rename them back tonight and confirm this fixes it. I have loaded up three times, run around a bit, saved and reloaded the saves - all OK. I have been out in storms, rain, lightning, combat and all seems pretty solid, no drops, no stutter so far. It took around 5 minutes for the first load from clicking on SKSE in MO through to the final loading message in the top left disappearing! Subsequent loads into an existing save are taking around two and a half minutes. I guess this is normal with such a heavy load order? I followed everything in this post to the letter including ParkControl and Flawless Widescreen, I have installed and enabled SMAA as per this STEP guide. I'm a little bit disappointed with the saturation levels so far so I need to tweak them to get things looking right, and I forgot to edit the ningheim.esp to point the skeleton filepaths to the correct XPMSE ones so I can't set anything up in the XPMSE MCM menu yet. However, all looking good so far. Tonight when I get home I'll hopefully fix these issues, check the string count in my saves just out of interest (Crash Fixes and the preloader are obviously doing exactly when they said they would!) and then I'll post some screenshots and further info for interest. I'll also update my modwat:ch and try and figure out some way of providing information on what is included in each of the merges as they won't show up in the mod list because the original plugins are obviously all deactivated. I just wanted to say a massive thank you to Darth and Neo fo the two guides and to all of you who have so kindly offered support and advice - I absolutely could not have got there without you all! So into bug hunting mode for a few days and then on with a playthrough all being well!
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I didn't realise that the Scarcity addons became part of the bashed patch. How many others disappear? Is it just the lvl_list ones or is there anything else?
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Darth, is there any reason why you don't just merge the three Scarcity esps in the correct order and set one loot rule on the merged plugin?
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Help required - xEdit showing errors in many core mods
dunc001 replied to dunc001's question in General Skyrim LE Support
OK, I'll go through the errors first then and see if I find anything obvious. Thanks for the advice- 31 replies
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Help required - xEdit showing errors in many core mods
dunc001 replied to dunc001's question in General Skyrim LE Support
Excellent, this is what I was hoping was the case! So basically, until I have done my full CR I should forget about checking for errors on the entire load order?- 31 replies
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Help required - xEdit showing errors in many core mods
dunc001 replied to dunc001's question in General Skyrim LE Support
So if I load up the entire load order minus ALL of my merges including the ones specified in SRLE & SRLEX I am still getting errors. That's with nothing but 'virgin' esps loaded in. Like this error in USLEEP for example: When I then check the first cell/ID I find this: Is it correct that ICW is removing the XTEL record? Is this what the error is or am I looking in the wrong place? Surely ICW can't be at fault here?- 31 replies
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Help required - xEdit showing errors in many core mods
dunc001 replied to dunc001's question in General Skyrim LE Support
OK guys, so to answer your various questions - https://www.modwat.ch/u/dunc001 The errors are showing up when I load in the complete load order. I also tried loading in without about half of the merged plugins and most of the errors were still there. If I load only the main files and, for example, USLEEP and check it individually for errors there are none returned. So something later in the load order is causing overwrites in USLEEP in this instance which are then reported as errors. The question is how do I trace which plugin(s) is causing this without having to build up the load order in xEdit one plugin at a time which will take forever. I have tried redownloading a sample of the mods but that makes no difference and as just stated when checked individually they show no errors. The pastebin link in the OP is the error report with the full load order loaded up in xEdit, the load order being that shown on my modwat.ch All plugins with ITMs have been cleaned unless the mod page specifically states not to.- 31 replies
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Help required - xEdit showing errors in many core mods
dunc001 replied to dunc001's question in General Skyrim LE Support
Damn, it's not the bear. With that merge not loaded up in still getting the same errors reported within the same plugins as before so it's something else. Any suggestions as to how I proceed from here to track down the cause?- 31 replies
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DynDOLOD updated to 2.10
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Help required - xEdit showing errors in many core mods
dunc001 replied to dunc001's question in General Skyrim LE Support
Yes, MP runs the check for errors before it can be included in any merge.- 31 replies
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Help required - xEdit showing errors in many core mods
dunc001 replied to dunc001's question in General Skyrim LE Support
Sorry, excuse my incorrect terminology. I did actually delete the original Animal Companions and Mounts merge completely and rebuild it from scratch with the offending bear included. I can't confirm my assumption as I'm in the office right now but when I get home I'll check the merge plugins map.txt on that merge and I'll be surprised if I don't find renumbering on the Dovahbear FormIDs. I'll also test the theory by loading everything EXCEPT that merged plugin in to xEdit and checking for errors again. If they all magically disappear then I have my culprit... And no, I'm not that partial to the mod but as you know Neo made me do it :P If it turns out that this is the cause, then the chicken and the rabbit get to stay and play but I'm kicking the bear out and I'm going to make it my mission to annihilate every last bear in Tamriel!- 31 replies
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Help required - xEdit showing errors in many core mods
dunc001 replied to dunc001's question in General Skyrim LE Support
OK, so having scoured through 16500 lines of log text from xEdit loading the plugins in I came across these three warning lines relating to one of the merges: [00:08] Background Loader: Warning: Record [LAND:020105F4] in file Dragonborn.esm is being overridden by record [ARMO:030105F4] in file Animal Companions and Mounts.esp. [00:08] Background Loader: Warning: Record [LAND:020105F6] in file Dragonborn.esm is being overridden by record [BPTD:030105F6] in file Animal Companions and Mounts.esp. [00:08] Background Loader: Warning: Record [LAND:020105F5] in file Dragonborn.esm is being overridden by record [ARMA:030105F5] in file Animal Companions and Mounts.esp. They all relate to records from the f'ing Dovahbear companion mod which Neo goaded me into including which I had to shoehorn into an existing merge. I am guessing that Merge Plugins has renumbered something which has then led to these errors when they've been injected back into Dragonborn.esm. Could these three errors be causing a cascade effect through the entire load which is resulting in so many errors in so many plugins?- 31 replies
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Heads up - WAA has been updated along with the CCOR patch
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Did you use the x64 patch/fix for the compiler to let it run through MO?

