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Skyrim Revisited Pre-Release Feedback


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I can't figure out why apachii sky hair causes the game to hang.

 

Using alternative start:

1. - Changing race to female causes the game to CTD.

2. Using the "start as female" mod solves this problem. However the game hangs when I attempt to leave Breezehome after using the bed.

 

Hmmm.

 

Are you only using the main file, or did you install the other female file too? When I had this problem it was because of the additional one. Running just the main file seems to be working for me now. Of course, I'm not running all of the mods in Skyrim Revisited so there is a chance it is a combination.

 

Sent from my LG-P999 using Tapatalk 2

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Neovalen, I just registered so I could post a THANK YOU! for putting together such a comprehensive guide. It was relatively easy to walk through, and, for a newbie such as myself, the guide gave me the chance to dig into tools such as TES5Edit and SKSE (which were a bit intimidating) that I never messed with before.

 

I do have one question. Although I am now familiar enough to go into these tools and follow your instructions to edit a mod, I'm wondering how I would go about learning WHY you know to edit a mod in the first place. For example, taking the first mod in your list that requires cleaning... (Yngol Barrow Button Fix). Before I follow your steps and go and clean it (naturally, I've already done so, but pretend I have not), what do I click on/load up to see that it, in fact, NEEDS cleaning? The same would go for a mod that "does not carry forward changes from Dawnguard.esm" or "wild edits", etc.

 

How would I know that a random mod (one that is not in your guide-- Ultimate Follower Overhaul, for example) requires any of those same changes/edits?

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Neovalen, I just registered so I could post a THANK YOU! for putting together such a comprehensive guide. It was relatively easy to walk through, and, for a newbie such as myself, the guide gave me the chance to dig into tools such as TES5Edit and SKSE (which were a bit intimidating) that I never messed with before.

 

I do have one question. Although I am now familiar enough to go into these tools and follow your instructions to edit a mod, I'm wondering how I would go about learning WHY you know to edit a mod in the first place. For example, taking the first mod in your list that requires cleaning... (Yngol Barrow Button Fix). Before I follow your steps and go and clean it (naturally, I've already done so, but pretend I have not), what do I click on/load up to see that it, in fact, NEEDS cleaning? The same would go for a mod that "does not carry forward changes from Dawnguard.esm" or "wild edits", etc.

 

How would I know that a random mod (one that is not in your guide-- Ultimate Follower Overhaul, for example) requires any of those same changes/edits?

 

I will write something here when I get time. :)

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By the way, I do think that I'd suggest you add Closer Quivers and Longer Arrows back into the guide. That mod now has a compatibility version for Explosive Bolts Visualized, and I think it's a worthy addition to the guide.

 

Other worthy additions include Ethereal Elven Overhaul (which I personally use), ACE, ASIS, but I'd highly suggest Closer Quivers and Longer Arrows for now.

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Here is an unusual one. I discovered that I was having CTDs outdoors in Helgen opening sequence at the same point each time. Then when loading through SKSE in MO I was getting some kind of bizarre window mode and freezing movement - this is with mods up to "Water" installed at the time. I was planning on a reinstall anyway but on running BOSS on just the vanilla game (no mods installed) all ESMs except Skyrim (Update, Dawnguard, Hearthfires and both HRDLC esps) came up as unrecognised.

 

Anyone ever had that happen before?

 

Looks a bit like I will have to reinstall everything starting with the game - something strange is afoot.

 

That said I will be upgrading my system, currently a Quad Q6600, P5QLD board, 4gb DDR2 ram and a GT440 1gb card, to an i53570K, Z77 Sabretooth board, 8gb DDR3 RAM and an HD7970 3gb card (possibly a 4gb GTX 670 - still torn on that one) and an SSD etc... So I will need to reinstall everything anyway.

 

Am looking forward to seeing how SR develops, I expect that every mod currently in STEP is on the SR to do list including Closer Arrows, with a few exceptions and plenty of additions, I believe there were another 100 or so to be looked at. That said if you posted a list of mods you were wanting to look at Neo, you might get a lot of advance useful feedback - not that you haven't got enough to do.

 

I for one will not be fooling around in Skyrim for a while, until I get my new rig set up at least - then I shall be back to modding Skyrim with a vengeance or perhaps not vengeance but similar only less dramatic.

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@Neovalen:

 

Here's a small mod suggestion that makes some of the rings look MUCH better! I can't stand the ugly shape of the vanilla (basic) ring meshes. This mod has actually been around for a while, but it's the only one I know that made the ring meshes better. And it includes a few other mesh improvements, but those can be overwritten of course...totally worth it for the rings (IMO).

 

Higher-Poly Skyrim

https://skyrim.nexusmods.com/mods/2054

 

CONFLICTS (with SMIM):

  • apple01.nif
  • bread01a.nif
CONFLICTS (with Radiant/Unique Potions):

  • winebottle01a.nif

Here are a couple before/after screenshots:

https://imgur.com/a/KCaBa#0

 

I will also ask Brumbek if he could fix those for a future SMIM update.

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If using MO how would this section this work as regards to editting Vanilla Skyrim??

 

"Open the Creation Kit and select File > Data.

Double-click Guard Dialogue Overhaul.esp to select it, click [set as Active File], and then click [OK].

When prompted select [Yes to all] to disable all Warnings.

Once loaded, select File > Save.

Close the Creation Kit."

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Higher-Poly Skyrim

Author: DeadlyAzuril

Version: 0.2.1

Special Installation: Do not install the following files:

 

Textures/clutter/apple01.nif

Textures/clutter/bread01a.nif

Textures/clutter/winebottle01a.nif

 

There's no texture folder in the mod's file. You mean to delete this files in the meshes folder?

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Hi guys.

 

Just started using MO but just wondering if other users could claify some things for me. I've been following the Skyrim Revisited STEP guide.

 

 

1) So first when using TES5Edit, when i clean a plugin, it gets moved to the Overwrite folder... Do i then have to move this cleaned plugin back into the appropriate folder in the Mods folder or will MO just read the plugin from the overwrite folder

 

2) From where does MO read or store changes to the official Skyrim ESM's, such as Update, Dawnguard and Hearthfires. When cleaning these the original files in the steam folder are changed and cleaned ESMs are bot created in the Overwrite folder unlike plugins stored in the Mods folder. Should i copy the editted ESMs from the steam folder to the MO Overwrite folder and then copy the backups back into the steam folder?

 

Thanks

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Higher-Poly Skyrim

Author: DeadlyAzuril

Version: 0.2.1

Special Installation: Do not install the following files:

 

Textures/clutter/apple01.nif

Textures/clutter/bread01a.nif

Textures/clutter/winebottle01a.nif

There's no texture folder in the mod's file. You mean to delete this files in the meshes folder?

It's a small mistake Neo made probably in rush. NIF files are meshes, and you will find the files in the following directories:

 

Data/meshes/clutter/food/apple01.nif

Data/meshes/clutter/food/bread01a.nif

Data/meshes/clutter/wine/winebottle01a.nif

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If using MO how would this section this work as regards to editting Vanilla Skyrim??

 

"Open the Creation Kit and select File > Data.

Double-click Guard Dialogue Overhaul.esp to select it, click [set as Active File], and then click [OK].

When prompted select [Yes to all] to disable all Warnings.

Once loaded, select File > Save.

Close the Creation Kit."

Opening Creation Kit through MO should give you access to any installed files (including Vanilla ones). You could also create a new plugin this way with access to any of your available mod resources. Not sure what your trying to do?

Hi guys.

 

Just started using MO but just wondering if other users could claify some things for me. I've been following the Skyrim Revisited STEP guide.

 

 

1) So first when using TES5Edit, when i clean a plugin, it gets moved to the Overwrite folder... Do i then have to move this cleaned plugin back into the appropriate folder in the Mods folder or will MO just read the plugin from the overwrite folder

 

2) From where does MO read or store changes to the official Skyrim ESM's, such as Update, Dawnguard and Hearthfires. When cleaning these the original files in the steam folder are changed and cleaned ESMs are bot created in the Overwrite folder unlike plugins stored in the Mods folder. Should i copy the editted ESMs from the steam folder to the MO Overwrite folder and then copy the backups back into the steam folder?

 

Thanks

1) Yes, move the ESPs from the overwrite folder to the mod folder. This is specified for some, surprised it's not moved automatically by the latest MO version. (I have yet to have to move a file since upgrading unless its a new file).

 

2) Odd, these files always ended up in the overwrite folder for me... but the answer is the modified ones should be in your overwrite directory and the originals/backups in your game dir.

 

Higher-Poly Skyrim

Author: DeadlyAzuril

Version: 0.2.1

Special Installation: Do not install the following files:

 

Textures/clutter/apple01.nif

Textures/clutter/bread01a.nif

Textures/clutter/winebottle01a.nif

There's no texture folder in the mod's file. You mean to delete this files in the meshes folder?

It's a small mistake Neo made probably in rush. NIF files are meshes, and you will find the files in the following directories:

 

Data/meshes/clutter/food/apple01.nif

Data/meshes/clutter/food/bread01a.nif

Data/meshes/clutter/wine/winebottle01a.nif

Thats correct, fixed shortly.
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When you click the red X to exit TES5Edit, when it shows you which .esps have been modified. At the bottom of that window, it asks if you want to make a backup. By default it is checked, and it will save the modified .esps to your overwrite folder. If you uncheck it, MO will put the modified .esp file into the original mod's folder.

 

If you modify a file in the creation kit, it still saves to your overwrite folder though.

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