Monobloc Posted August 24, 2016 Posted August 24, 2016 WaterLens are not working, it will be fixed in the next version. Motion blur is not compatible with the speedhack as well as the DoF. I like the sleeping mod a lot (it makes the player lay on the bed before pressing wait to sleep, it works with frostfall so no issue), Camera mod is like the old immersive first person view, like a camera on the head. Sadly SKGE and RW2 don't do well together, in the tundra with the hot water I had the invisible water bug.
mavanaic Posted August 24, 2016 Posted August 24, 2016 maybe we should also add this.https://www.nexusmods.com/skyrim/mods/58061/?https://www.nexusmods.com/skyrim/mods/18818/?That way we have water in the troughs and blacksmith forgeI'm using those two with vividian enb.. Also I've seen that a patch for Caranthir Tower Reborn and Inigo/Enhanced Landscapes is up..https://www.nexusmods.com/skyrim/mods/77806/?tab=2&navtag=http%3A%2F%2Fwww.nexusmods.com%2Fskyrim%2Fajax%2Fmodfiles%2F%3Fid%3D77806&pUp=1
reddvilzz Posted August 24, 2016 Posted August 24, 2016 Thanks for the Info Hissy for the info. Now the records in Apocalypse - Magic of Skyrim and Interesting NPCs - Alternate Locations are both Navigational Info Maps and from what Hishutup has said we could merge these safely without having to fiddle around in the Creation Kit.Is there a way to differentiate between Navigational Info Map and Navigational Mesh? I never know these are 2 different things
hishutup Posted August 24, 2016 Posted August 24, 2016 Is there a way to differentiate between Navigational Info Map and Navigational Mesh? I never know these are 2 different thingsOne is in CELL and WRLD groups whereas the other is its own group.Search for the FormID [12FB4] and you'll see the compiled NAVI for Skyrim.esm, there is at most one per plugin.Search for the FormID [9BA74] and you'll see the raw NAVM for Skyrim.esm for some random wilderness cell in Tamriel, there could be as many as you'd like, within reason of course. Correction: Its not Navigational Info Map, its Navigation Mesh Info Map(NAVI)
reddvilzz Posted August 24, 2016 Posted August 24, 2016 One is in CELL and WRLD groups whereas the other is its own group.Search for the FormID [12FB4] and you'll see the compiled NAVI for Skyrim.esm, there is at most one per plugin.Search for the FormID [9BA74] and you'll see the raw NAVM for Skyrim.esm for some random wilderness cell in Tamriel, there could be as many as you'd like, within reason of course. Correction: Its not Navigational Info Map, its Navigation Mesh Info Map(NAVI)Ah gotcha I understand. Thanks hishutup
dunc001 Posted August 24, 2016 Posted August 24, 2016 WaterLens are not working, it will be fixed in the next version. Motion blur is not compatible with the speedhack as well as the DoF. Sadly SKGE and RW2 don't do well together, in the tundra with the hot water I had the invisible water bug.Water lens worked fine for me if you mean the water running down the screen when you surface? So is disabling speedhack not required if you only use the water effects? It looked OK with RW2 to me, no invisible water?
Monobloc Posted August 24, 2016 Posted August 24, 2016 Hmm well maybe it's because of the speedhack.. But isn't the speedhack the memory thing ? can you play with it disabled without crashing at 3.1 GB ? Here's what i'm talking about : "- Fixed water on Lens effect is not fired" for the 1.5 coming today.
jdsmith2816 Posted August 24, 2016 Posted August 24, 2016 (edited) I'm not using the current release; it had issues so i reverted to the July version. Probably explains our different experiences. Edited August 24, 2016 by jdsmith2816
kareemamr50 Posted August 24, 2016 Posted August 24, 2016 hey Darthwhy did you replace vivid landscapes all in one 2k version with better performance?
16MnCr5 Posted August 24, 2016 Posted August 24, 2016 Hi everyone, I have finished installing SRLE ETX LOTD and launched it.Nothing happened, I mean I could not get the main menu to show up and had on the screen only skyrim's emblem. I waited some minutes but nothing changed.Out of curiosity I tried with papyrus' logging and here below is the result. I do not have enough skill to understand the problem if there is one from this log. Can anyone help? [08/24/2016 - 05:47:18PM] Papyrus log opened (PC)[08/24/2016 - 05:47:18PM] Function GetEffectMagnitudes in the empty state on type Ingredient does not exist. Function will not be flagged as callable from tasklets.[08/24/2016 - 05:47:18PM] Update budget: 1.200000ms (Extra tasklet budget: 1.200000ms, Load screen budget: 2000.000000ms)[08/24/2016 - 05:47:18PM] Memory page: 128 (min) 512 (max) 76800 (max total)[08/24/2016 - 05:48:01PM] Cannot open store for class "ddunequiphandlerscript", missing file?[08/24/2016 - 05:48:01PM] Cannot open store for class "ddunequipmcmscript", missing file?[08/24/2016 - 05:48:01PM] Cannot open store for class "BloodsbaneEffect", missing file?[08/24/2016 - 05:48:02PM] Cannot open store for class "xs2__prkf_xmapassivefingersmi_05112b24", missing file?[08/24/2016 - 05:48:02PM] Cannot open store for class "xxx_prkf_xxxpassivefingersmit_020a3756", missing file?[08/24/2016 - 05:48:06PM] Cannot open store for class "Mycastanotherspellscript", missing file?[08/24/2016 - 05:48:06PM] Cannot open store for class "NecroApocryphaBookScript", missing file?[08/24/2016 - 05:48:07PM] Cannot open store for class "sfl_rng_script", missing file?[08/24/2016 - 05:48:07PM] Error: Unable to link type of variable "::SFL_RNG_var" on object "SFL_Cloak_Script"[08/24/2016 - 05:48:07PM] Error: Unable to link type of property "SFL_RNG" on object "SFL_Cloak_Script"[08/24/2016 - 05:48:07PM] Cannot open store for class "KA_AdditemOnActivate", missing file?[08/24/2016 - 05:48:07PM] Cannot open store for class "KA_RevFogSCRIPT", missing file?[08/24/2016 - 05:48:07PM] Cannot open store for class "_ds_hb_globals", missing file?[08/24/2016 - 05:48:07PM] Cannot open store for class "DsR__TIF__020253E5", missing file?[08/24/2016 - 05:48:07PM] Error: Unable to bind script DsR__TIF__020253E5 to topic info 820253E5 on <NULL quest> because their base types do not match[08/24/2016 - 05:48:07PM] Cannot open store for class "DsR__TIF__02025960", missing file?[08/24/2016 - 05:48:07PM] Error: Unable to bind script DsR__TIF__02025960 to topic info 82025960 on <NULL quest> because their base types do not match[08/24/2016 - 05:48:08PM] Cannot open store for class "jjnudebombtimer", missing file?[08/24/2016 - 05:48:08PM] Cannot open store for class "QF_aaML_Quest_Vendor_TEST_04186009", missing file?[08/24/2016 - 05:48:08PM] Error: Unable to bind script QF_aaML_Quest_Vendor_TEST_04186009 to aaML_Quest_VendorONOFF_TEST (9C186009) because their base types do not match
InstantKor Posted August 24, 2016 Posted August 24, 2016 hey Darthwhy did you replace vivid landscapes all in one 2k version with better performance?Im no Darth but it was to slightly increase fps and lower the VRAM usage for users who dont have as much available. Also the quality between them is hardly noticeably.
Darth_mathias Posted August 24, 2016 Author Posted August 24, 2016 Need help. Somewhere along the line by standard standing idle animation has become a wobbling drunk. If I am standing still, and go into 3rd person,i can't even walk. I can jump and then i walk, buts its a drunk staggering walk animation. Drawing a weapon breaks me out and i walk fine, and obviously it works fine in first person. I tried getting drunk and then recovering, but that doesn't fix it. Any ideas?try regenerating FNIS.hey Darthwhy did you replace vivid landscapes all in one 2k version with better performance?it was done to lower Overall VRAM Usage.
Michi Posted August 24, 2016 Posted August 24, 2016 try regenerating FNIS. Did that. Didn't help. I suspect I have some kind of hidden effect on me.
baronaatista Posted August 24, 2016 Posted August 24, 2016 (edited) Never understood why blacksmith forge/horse trough water fix mods weren't incorporated into STEP/SRLE/Extended. I was never able to set it up properly in the past due to my refusal to learn things or pay attention to details, but now that I've got it working it seems a prime candidate for 'fixes' in all of these guides to me. This does make me think that there is a reason I may be unaware of? I recently added SOT Sleeping Encounters - can't shake the feeling that I've heard warnings about SOT mods in the past? The features of this one sounded too cool to at least give it a shot though. Haven't played with it too much, but you can set the likelihood of being attacked in various areas, and disable certain places (No attacks in Jorrvaskr/Inns for me). I keep the settings low cause I don't want it to be a bother, but I really enjoy things like this that can make for some unpredictable moments. Edited August 24, 2016 by baronaatista
Darth_mathias Posted August 24, 2016 Author Posted August 24, 2016 Never understood why blacksmith forge/horse trough water fix mods weren't incorporated into STEP/SRLE/Extended. I was never able to set it up properly in the past due to my refusal to learn things or pay attention to details, but now that I've got it working it seems a prime candidate for 'fixes' in all of these guides to me. This does make me think that there is a reason I may be unaware of?For me not added cos1. it's not part of SRLE Base2. time constraints on my part and3. Laziness
Recommended Posts