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Skyrim Revisited Pre-Release Feedback


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4. Moonlight Tales version 1.13 is no longer available for download from the Nexus page. It only lists 2.05 - but Werewolf Mastery has the appopriate compatibility version for Moonlight Tales 2.05, so there's that!

 

5. Following the steps for creating the Werewolf Mastery-BOYD Patch, I found that there was no issue - all of the nodes that required overwrites into the WM-BOYD Patch no longer even appear in Werewolf Mastery (I only found the nodes in BOYD and there was no column for WM when I checked them in TES5Edit). Perhaps this is the result of the new versions?

 

 

Does this mean that there is no longer any incompatibility between Werewolf Mastery and BOYD?
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I'm just returning to Skyrim modding and I've followed the latest, non-Legendary Skyrim Revisited, at least for the mods in it that I planned on using. Now that I've finished with the guide and am moving on to other mods, I'm wondering how safe it is to merge all these compatibility patches I've had to make? I've already begun the process of culling mods, such as Unique Region Names, Bring Out Your Dead, Playable Tsun, Achieve That, Realistic Room Rental Enhanced, and others to make room for more critical mods.

 

Currently I have about 17 patches strictly to make mods compatible with each other, so this is a huge target to run this Merge Plugins TES5Edit script on: https://skyrim.nexusmods.com/mods/37981 Could anyone offer advice on merging mods?

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After using DDSOpt on the majority of exterior and also some interior texture packs that come with SR, I decided to give it a try on W.A.T.E.R.

 

Thought I read some forum posts dating from january or february about users having various issues with it.

 

After DDSOpting (as per the DDSOpt wiki on step) with defaults 8192, my VRAM in water-heavy areas (Riverwood, Dragon Bridge and The Rift) has decreased by 100-180mb. In addition, my FPS in those areas increased by 3-7 fps. I personally did not notice a single drop in quality.

 

These gains are on i5 2500k @4.3ghz, 6950 2gb (non-OC), 16gb ram, ssd.

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  • 2 weeks later...

I noticed that the amount of mods in SR:LE has been cut down by a lot recently. This change is something that I like and hope that the end result will be to keep the amount of mods/esps needed to a minimum.

 

I have 2 questions regarding SR:LE

 

1. The current version of the guide has mods listed until section '4.6 Creatures of Skyrim'. The preceding sections all have some mods mentioned. To what extend do those sections (basically all of '4.5 World of Skyrim') reflect what you have in mind for the end result? For instance, in the original SR guide there is a whole texture section called 'the Mortar' as well as some texture mods from 'the Brick' which are not currently present in SR:LE. Would I be good to go if following the SR:LE install up to the creature section or do you think more mods will be added to the list?

 

2. Is there any way I can contribute to SR:LE by testing? Is there a certain procedure and/or are there requirements for this?

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Hello,

 

I'm installing Skyrim Revisited right now.

But when a mod installs through the BAIN installer, the files don't extract in the correct folders.

There is a problem with Main Menu Spinning Emblem for example which doesn't install the meshes and texture folders, but put all the files to the interface folder! So everything seems fine, but the emblem from the main menu never spins!

What is the proper way of installing BAIN mods with MO?

Do I have to click on "MANUAL"? or on "OK"? there is also a greyed out box "package.txt".

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Finally, I have re-checked all my 400 installed mods.....and there are only three mods which install through BAIN installer :

 

Consistent Older People

Main Menu Spinning Emblem

Skyrim Project optimization

 

Installing BAIN mods with MO works just fine....EXCEPT for Main Menu Spinning Emblem...which extract files in the wrong folders! The solution is to install this mod MANUALLY.

It's a detail but it's good to know.

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Hi, you can find it here. It is far from complete but works really well and is very stable as is. You can play it and your skyrim will look amazing. Very little patching needs to be done and that is just for OBIS - these patches also come with the mod itself but the idea is eventually to build all the patches into one new .esp file. It is a solid base upon which to try different mod builds but don't expect much support from Neo or Will, as it is labelled as do not use. Neo is taking a break (as much as he is able) so it will progress in it's own time.

 

:)

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The author of Vivid Landscapes has said in a sticky on one of his mods that there is a particular install order for his mods in order to get them to work properly.

 

https://skyrim.nexusmods.com/mods/38004/?tab=4&navtag=%2Fajax%2Fcomments%2F%3Fmod_id%3D38004%26page%3D1%26sort%3DDESC%26pid%3D0%26thread_id%3D1030616&pUp=1

 

This install order is different from the current one in SR:LE. Just wanted to bring this to your attention. I did notice something odd about the moss textures when using the SR:LE install order.

 

Here's a copy of what Hein84 said:

 

INSTALL INSTRUCTIONS for whole "Vivid Landscapes" series:

 

Install "Rocking Stones and Mountains Parallax - All in One" first,

 

next "Vivid Landscapes - Cliffs and Creeks"

(https://skyrim.nexusmods.com/mods/38497//?), let it overwrite.

Afterwards install it's compatibility patch (provided here and on Cliffs & Creeks-site) overwrite again

 

At last instal tundra moss (https://skyrim.nexusmods.com/mods/28292//?), if NMM asks, simply overwrite (no idea why it asks, tundra moss contains the same folder but not the same files like the other two mods)

It seems the SR:LE Vivid Landscapes mods are alphabetically sorted. Probably intentional, but just wanted to give you the heads up that this differs from the author's instructions.

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Hi' date=' you can find it here. It is far from complete but works really well and is very stable as is. You can play it and your skyrim will look amazing. Very little patching needs to be done and that is just for OBIS - these patches also come with the mod itself but the idea is eventually to build all the patches into one new .esp file. It is a solid base upon which to try different mod builds but don't expect much support from Neo or Will, as it is labelled as do not use. Neo is taking a break (as much as he is able) so it will progress in it's own time.

 

:)

I'm really excited to hear about a single patch esp.  I remember one time I asked if we could just post a copy of the patches and the description on how to make it.  I think there was some push back on the time and some question about the legality.   I don't have Hearthfire, so I always patch around that, but I'd be willing to pay for it just to utilize a posted esp.    
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