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Skyrim Revisited Pre-Release Feedback


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Posted
  'Neovalen said:
  Quote
  'walkman80 said:
Anyone having issues with 'Bring Out Your Dead'? After I finished 4.5.2 'The Bricks' section' date=' I went to start a new game and got CTD right when the main menu loaded. I disabled ALL mods from 4.5.2 and started up and it loaded a new game fine. I then started enabling mods 1-by-1 and loading the game after each one. It wasn't until I enabled 'Bring Out Your Dead' that it CTD again. I disabled it' date=' and of course the game loaded up fine again.[/quote'']

Load up Bring Out Your Dead.esp in TES5Edit and look through the Non-Player Character (Actor) GRUP. Are there any errors listed in the VMAD sections?

 

I'm guessing something went awry in your install of BOYD or related patches. Please reinstall and regenerate related patches. Also be sure using latest TES5Edit.

So, I went and and looked at it in TES5Edit and there was, in fact, a bunch of red entries under NPC (Actor). I decided to use the guide and re-check the edits and sure enough I missed 2 of them; did those and loaded the game again and was able to start a new game. There are still red entries under VMAD -> FormID for a bunch of NPCs but it looks like that is the mod doing its thing? I'll continue down the guide and cross my fingers :)

 

Just want to say thank you for the guide, its unbelievable. All the edits and such look daunting but I know its going to make Skyrim fantastic :thumbsup:

Posted

@NotARobot: do it with MO closed, then you can open MO without problem. New files will be at bottom, and old will be in it's old place without any mess.

Posted

MO was just updated to 0.12.7

 

This from the patch notes:

  Quote

Note: Turns out this update breaks compatibility with the GenerateFNIS... tools. If you need those, use the hook.dll from 0.12.6. I'll try to release a bugfix next week

Also, there are newer features... I just wanted to add that part cause it was at the top and I missed it with the Dark.qss style on the first time.

Posted
  Quote

Just a short question: If using only WB and not MO do I have to take anything serious into account whenst following the guide?

 

Just have to keep up with manually updating your mods would be the main thing I believe
Posted
  Quote

MO was just updated to 0.12.7

 

This from the patch notes:

  Quote

Note: Turns out this update breaks compatibility with the GenerateFNIS... tools. If you need those, use the hook.dll from 0.12.6. I'll try to release a bugfix next week

Also, there are newer features... I just wanted to add that part cause it was at the top and I missed it with the Dark.qss style on the first time.

 

Yeah.. SR uses FNIS so going to wait on upgrading until fixed.

 

  Quote

What do you guys use for AA in the game? Force it through your video cards?

 

SMAA through ENB is likely going to be how I will recommend.

Posted
  'justjr said:
I just made me a copy of the hook.dll' date=' so when I need to run FNIS I use it.[/quote']

That's what I did. I also ran FNISGen with the newer hook.dll and it seemed to work just fine. So I'm unsure what exactly might be broken about it lol.

Posted
  Quote
  'justjr said:
I just made me a copy of the hook.dll' date=' so when I need to run FNIS I use it.[/quote']

That's what I did. I also ran FNISGen with the newer hook.dll and it seemed to work just fine. So I'm unsure what exactly might be broken about it lol.

 

Maybe I'll give it a whirl.

Posted

Ok, found what is probably another edit.

 

Under the Dagi-Raht Khajiit Race instructions:

 

  Quote

Then find the following files in the /Mods/Textures/Actors/Character/Dagi/Male folder and save them into a temporary directory:

  • malebody.dds
  • malebody_msn.dds
  • handsmale.dds
  • handsmale_msn.dds
Are malebody_msn.dds and malebody.dds  supposed to actually be bodymale_msn.dds & bodymale_msn.dds?
Posted

Update on the CTD investigation (still ongoing). The set of mods I list here are from a fresh game so there's no concern of some weird save game corruption / script still active in the save. The configuration/files/edits are as per SR's instructions.

 

SKSE

Vanilla, Dawnguard, Dragonborn, HRDLC[1-3] Optimized

Unofficial Skyrim, Duwnguard, Dragonborn, and High Resolution Patches

SR's General Patch

No Stretching

Better Dynamic Snow

SMIM

Skyrim HD (Misc + Towns)

SRO (+Dawnguard)

Serious HD

SFO

 

That's it. Need to take a break. Cheers.

Posted
  Quote

Ok, found what is probably another edit.

 

Under the Dagi-Raht Khajiit Race instructions:

 

  Quote

Then find the following files in the /Mods/Textures/Actors/Character/Dagi/Male folder and save them into a temporary directory:

  • malebody.dds
  • malebody_msn.dds
  • handsmale.dds
  • handsmale_msn.dds
Are malebody_msn.dds and malebody.dds  supposed to actually be bodymale_msn.dds & bodymale_msn.dds?
Yes. Will Fix.
  Quote

Update on the CTD investigation (still ongoing). The set of mods I list here are from a fresh game so there's no concern of some weird save game corruption / script still active in the save. The configuration/files/edits are as per SR's instructions.

 

SKSE

Vanilla, Dawnguard, Dragonborn, HRDLC[1-3] Optimized

Unofficial Skyrim, Duwnguard, Dragonborn, and High Resolution Patches

SR's General Patch

No Stretching

Better Dynamic Snow

SMIM

Skyrim HD (Misc + Towns)

SRO (+Dawnguard)

Serious HD

SFO

 

That's it. Need to take a break. Cheers.

If thats all your running and still CTD... it has to be VRAM? I can't see any of those causing you an issue in and of itself. I'm running all the way through face and body with no CTD.
Posted

ok! So now I know how people feel after MO decides that it doesn't like your mod load order! It happened when I tried to remove a mod that I had installed that was no longer needed using MO. But that's the less important part lol

 

In case it happens again to anyone else and they don't have a back up of their profile here's what I did to make it a bit easier than clicking-and-dragging each mod around:

  Quote

Go to where MO is installed, then profiles->Skyrim Revisited (provided that's the name of your profile)

Find modlist.txt and open it.

This shows you all of the mods currently in your MO\\mods folder and whether or not they are active.

   a '+' means active

   a '-'  means inactive

A non-messed up list is also in the reverse order of what is shown in the GUI. In other words, the last mods to be loaded appear at the top of the list and vice-versa.

I would post the file that I have setup, and I may if people ask. But I have altered a few of the folder names and installed things slightly differently. This would auto-correct itself to the best that it can when MO is run after editing the modlist.txt. Anything that was named differenly would then show up at the top of the file with a '-' and would just need to be manually moved again. It should also delete any entries that don't exist in your MO\\mods folder.

 

Edit - I just confirmed that it would indeed remove anything not in the MO\\mods folder and it would add a mod that isn't in the list.

 

Edit #2 - Well, since spoiler tags do actually work, I guess I will just paste the file here.

This is updated to as far as Neo has gotten with the guide so far. (Which is to say at least up to When Vampires Attack as he is updating currently lol.) It also has 'Enhanced Projectile Soul Trap' disabled as 'Acquisitive Soul Gems' is not yet installed.

 

 

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