bekcicandrej Posted December 15, 2017 Posted December 15, 2017 Just thought this would be worth taking a look at: https://rd.nexusmods.com/skyrim/mods/87687?tab=description
DarkladyLexy Posted December 15, 2017 Posted December 15, 2017 Just thought this would be worth taking a look at: https://rd.nexusmods.com/skyrim/mods/87687?tab=descriptioni doubt this would be compatible with many mods we use.
Nebulous112 Posted December 15, 2017 Posted December 15, 2017 OK guys with Winnows 10 just want to make sure on something does the DirectX issue only occur once the ENB file d3d9.dll have been installed as part of the prerequisites page?Yeah, I'm pretty sure it's only an issue with ENB or ENBoost. If so then maybe best to have a separate section just before the ENB installation on the prerequisites page directing Windows 10 users to install the Runtimes? then maybe a an idiot check on the main guide. This will also remind me that Windows 10 needs the runtimes installed when users report crashes and I don't end up giving bad advice.That makes sense to me; sounds like a good plan.
DarkladyLexy Posted December 15, 2017 Posted December 15, 2017 Yeah, I'm pretty sure it's only an issue with ENB or ENBoost. That makes sense to me; sounds like a good plan.OK added a section about DirectX to Prerequisites page, this only for Windows 10 users Nebulous can you check it's OK if not tweak as you see fit.
Nebulous112 Posted December 15, 2017 Posted December 15, 2017 OK added a section about DirectX to Prerequisites page, this only for Windows 10 users Nebulous can you check it's OK if not tweak as you see fit.Looks pretty good, I just made a couple minor wording / typo changes for extra clarity. Thanks, Lexy.
ShadowMonkey987 Posted December 15, 2017 Posted December 15, 2017 i doubt this would be compatible with many mods we use.Yeah I agree 100% it would conflict with many of the mods in the Guide. What I'd say to the guy/lady who that suggested using this mod is to create a new profile in MO and test it to see if it works! If you get it working without any conflicts then yay! I mean it does look like a good mod!
Lordx1 Posted December 15, 2017 Posted December 15, 2017 Do these two mods conflict with the guide? https://www.nexusmods.com/skyrim/mods/58728/ https://www.nexusmods.com/skyrim/mods/87895/ There is plans to add Mihail Monters in guide? He made a good work https://www.nexusmods.com/skyrim/users/37834630?tab=user+files :)
DarkladyLexy Posted December 15, 2017 Posted December 15, 2017 Do these two mods conflict with the guide? https://www.nexusmods.com/skyrim/mods/58728/ https://www.nexusmods.com/skyrim/mods/87895/both of these are SKSE files so shouldn't conflict. There is plans to add Mihail Monters in guide? He made a good work https://www.nexusmods.com/skyrim/users/37834630?tab=user+files :)currently no.
memnochs Posted December 15, 2017 Posted December 15, 2017 A trusted user of my guide reported that Floating Damage was responsible of many CTD on his side, be wary with it.
fallenknighte Posted December 15, 2017 Posted December 15, 2017 A trusted user of my guide reported that Floating Damage was responsible of many CTD on his side, be wary with it.Been using Floating Damage for a couple weeks now. Can't say as I've experienced any further CTD issues than those I was experiencing prior to installing it, but hey, maybe I just got lucky :P
geeee785 Posted December 15, 2017 Posted December 15, 2017 Hey just installed the whole guide over the course of a few days, quick question. When you have mods being updated, for instance, Even Better Quest Objectives, what is the protocol for that as this mod is part of a merge. Am I to reinstall the mod fully and and rebuild the merge?
DarkladyLexy Posted December 15, 2017 Posted December 15, 2017 Hey just installed the whole guide over the course of a few days, quick question. When you have mods being updated, for instance, Even Better Quest Objectives, what is the protocol for that as this mod is part of a merge. Am I to reinstall the mod fully and and rebuild the merge?Yes what I do is reinstall the mod, then delete the old merge and then rebuild it from scratch. This is the main reasons we recommend having separate profile for each merge so it is easier when mods get updated and merges have to be rebuilt .
geeee785 Posted December 15, 2017 Posted December 15, 2017 Yes what I do is reinstall the mod, then delete the old merge and then rebuild it from scratch. This is the main reasons we recommend having separate profile for each merge so it is easier when mods get updated and merges have to be rebuilt .Makes sense, luckily I have that setup. Now the follow up, how often would I have to re-do the 'The Big Push Towards the End' i.e xedit/bashed patch
berndaroy Posted December 15, 2017 Posted December 15, 2017 Geeee785 Hi! Generally speaking these are what mentioned in the guide:1.LOOT: Perform the following(and again every time mods change with an esp):2.FNIS: Perform the following(and again every time animation mods are changed):3.Wyre Bash: Perform the following (and again every time mods change with an esp)4.DynDOLOD: This will only need to be executed again if object textures are changed.Perform the following to execute TexGen.exe:5.Skyproc Patches:Each time load order is changed, ASIS/Dual Sheath Redux should be run again to remake all existing patches.Failure to do so may lead to a CTD on startup.
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