Neovalen Posted February 6, 2014 Author Share Posted February 6, 2014 Ok, thanks Neovalen. BTW, somehow I managed to get it working. Each time I tried manipulating the file I'd get a system message saying it was in use. I checked task manager and skyrim executable wasn't running but the system seemed to think it was. So I rebooted. Before opening any instance of MO, I went to the Mod Organizer\folder and was able to delete sum.esp. I launched MO, ran SUM and built a new one. This time I immediately followed with TES5Edit and did a sort masters on sum.esp and suddenly it worked/saved the new copy. Launched the game from MO and everything was working fine. (P.S. I chose your version because you have similar tastes in mod choices and this SR:LE version is absolutely amazing. Eventually I want to add SkyRe and Helgen Reborn but want to make sure this one is running first. Amazing work, I don't know how you guys do it. It took me 6 days to work through the guide and learning all the new tools on the way. Your guide gave me just enough info to get me in trouble with all these new tools! - Sincerely appreciate all the hard work you and those who helped have put into this! Thank you!)Always good to hear! :) Work continues to make the guide even better every day and its comments like these that keep me motivated. Link to comment
Neovalen Posted February 6, 2014 Author Share Posted February 6, 2014 Disabled mist for now until I can find a good setting for it, cleared up some more over brightness just look at this scene outside Winterhold: This one shows off some fog effects: Link to comment
torminater Posted February 6, 2014 Share Posted February 6, 2014 Hey Neo, I tested Open Cities together with Skyrim Revisited LE. SpeedMult 500 uGrids 9 Skse values 1024 and 512 (way too high, 768 and 256 should be sufficient) I didn't do any patching yet, but I had a quick glance at it and most things should fit just fine. Just some minor record moves for Touring Carriages, Falskaar, Realistic Water 2 as far as I can tell - ELFX conflicts in dozens of things though. However I did notice there were several records from the DLCs that were not moved to their corresponding OCS patches. I believe Arthmoor knows his way around TESVEdit a whole lot better than I do, but I cannot quite guess why some of those records were left out. For ELFX and OCS sb should create a patch, so that takes most of it's conflicts away. I couldn't get the game to crash, although the game did get some hickups once in a while. Papyrus did seem a bit slow though. I think this mod does so much for the game. Do you think it'll make it in? Link to comment
Faylon Posted February 6, 2014 Share Posted February 6, 2014 Few questions (for Neo):When is the SR:LE guide considered finished? Some mods may be officially complete and at their final version, while other mods keep getting updated. So when do you think it is completed and stable for use (considering it's in a flux - do not use state right now). Mind you, I'm not asking you to give an estimated time for when it's finished, I'm asking what your requirements are for the guide to be considered finished.Furthermore I'd like to point out that the guide is still missing texture-specific mods for stuff like food, clutter, animals, general small things. Are you planning to add these in the future, or do you stick with the HRDLCs?Finally, I think that the sprinting animations for females look rather "blunt". Is there a mod that gives them a somewhat more girly running/sprinting animations. And if so, are you planning to add something like that as well? Link to comment
Neovalen Posted February 6, 2014 Author Share Posted February 6, 2014 Hey Neo, I tested Open Cities together with Skyrim Revisited LE. SpeedMult 500uGrids 9Skse values 1024 and 512 (way too high, 768 and 256 should be sufficient) I didn't do any patching yet, but I had a quick glance at it and most things should fit just fine. Just some minor record moves for Touring Carriages, Falskaar, Realistic Water 2 as far as I can tell - ELFX conflicts in dozens of things though. However I did notice there were several records from the DLCs that were not moved to their corresponding OCS patches. I believe Arthmoor knows his way around TESVEdit a whole lot better than I do, but I cannot quite guess why some of those records were left out. For ELFX and OCS sb should create a patch, so that takes most of it's conflicts away. I couldn't get the game to crash, although the game did get some hickups once in a while. Papyrus did seem a bit slow though. I think this mod does so much for the game. Do you think it'll make it in?It depends... I'm thinking of doing some city upgrade mods this time around so will have to see how compatible things remain. Few questions (for Neo):When is the SR:LE guide considered finished? Some mods may be officially complete and at their final version, while other mods keep getting updated. So when do you think it is completed and stable for use (considering it's in a flux - do not use state right now). Mind you, I'm not asking you to give an estimated time for when it's finished, I'm asking what your requirements are for the guide to be considered finished.Furthermore I'd like to point out that the guide is still missing texture-specific mods for stuff like food, clutter, animals, general small things. Are you planning to add these in the future, or do you stick with the HRDLCs?Finally, I think that the sprinting animations for females look rather "blunt". Is there a mod that gives them a somewhat more girly running/sprinting animations. And if so, are you planning to add something like that as well?I would consider it finished when I am (mostly) happy with the full state of the game and generally won't be making sweeping changes. There are still key elements missing such as further gameplay enhancements, vampire/werewolf gameplay, and of course the little details. As far as animations, it's on the list of things to improve, so much to do so little time! :) Link to comment
statmonster Posted February 6, 2014 Share Posted February 6, 2014 With OBIS (and some other mods) adding extra NPCs, would it be a good idea to use the Wrye Bash setting to increase the AI limit on the number of actors? Anyone know if there's a threshold where a falloff in performance comes? Or any suggestions what to set it to? Link to comment
Neovalen Posted February 6, 2014 Author Share Posted February 6, 2014 With OBIS (and some other mods) adding extra NPCs' date=' would it be a good idea to use the Wrye Bash setting to increase the AI limit on the number of actors? Anyone know if there's a threshold where a falloff in performance comes? Or any suggestions what to set it to?[/quote']OBIS doesn't actually ADD any... just replace existing unless you up the spawn rate in the MCM. In any case, SiC does add and so will things like Immersive Patrols. I dont know what the limits of that are. I think* EFF has options for these settings in it's MCM menu. Link to comment
apenney Posted February 6, 2014 Share Posted February 6, 2014 Neovalen, do you think you'll make a decision on if to stick with unreal cinema soon? I've been lazily putting off the complete from scratch run through of SR:LE since I broke the previous stuff with a half baked update. My excuse has been "Well, I'll wait until he updates the ENB" but I'm getting a hankering to tackle it this weekend. :) Link to comment
statmonster Posted February 6, 2014 Share Posted February 6, 2014 With ENB manager it's not too painful to reinstall or swap ENBs. It's not like ESPs where you have to redo the various patches (compatibility, FNIS, Bash, SUM...) Link to comment
Neovalen Posted February 6, 2014 Author Share Posted February 6, 2014 Neovalen' date=' do you think you'll make a decision on if to stick with unreal cinema soon? I've been lazily putting off the complete from scratch run through of SR:LE since I broke the previous stuff with a half baked update. My excuse has been "Well, I'll wait until he updates the ENB" but I'm getting a hankering to tackle it this weekend. :)[/quote']So far I've tried a bunch... and keep going back to UC. I'm still trying out more but as statmonster says below:With ENB manager it's not too painful to reinstall or swap ENBs. It's not like ESPs where you have to redo the various patches (compatibility' date=' FNIS, Bash, SUM...)[/quote']In any case, I've separated out the enblocal.ini tweaks from the enbseries.ini stuff for unreal cinema so it should be easier than ever to choose your own or to follow my ENB suggestion. :) Link to comment
Faylon Posted February 6, 2014 Share Posted February 6, 2014 Neo, have you considered including Ethereal Elve Overhaul? You might want to add this too since you already have mods that improve humans, Khajiits and Argonians. Either way, this mod seems to do a little bit more than just retexture the elves of Skyrim though, so you may have to look into compatibility if you decide to use it. :) Link to comment
Neovalen Posted February 7, 2014 Author Share Posted February 7, 2014 Neo' date=' have you considered including Ethereal Elve Overhaul? You might want to add this too since you already have mods that improve humans, Khajiits and Argonians. Either way, this mod seems to do a little bit more than just retexture the elves of Skyrim though, so you may have to look into compatibility if you decide to use it. :)I remember looking at that mod a long time ago and it seemed a compatibility nightmare, but I will take another look with my new mod list. Link to comment
SSL Posted February 7, 2014 Share Posted February 7, 2014 It hasn't been updated for more than a year... EDIT: Shiet, it even doesn't carry over the Update.esm. But, it is under free licence, anyone can redistrbute patched versions. Link to comment
Neovalen Posted February 7, 2014 Author Share Posted February 7, 2014 It hasn't been updated for more than a year... EDIT: Shiet, it even doesn't carry over the Update.esm. But, it is under free licence, anyone can redistrbute patched versions. Will see :) Need to check if I even like the style first. Sent from my XT907 using Tapatalk Link to comment
Ssylex Posted February 7, 2014 Share Posted February 7, 2014 Hi all! First off, thanks to Neo for the guide. I've been following it since August of 2013, but after taking a loooong break from Skyrim, I'm happy to see the new changes to memory optimization that have really helped stabilize things; at least for me. I've done a recent clean install, following the Revisted Legendary guide, and everything is running super stable, with one exception: now and then, when I die several times in a row, the game will CTD. Occasionally, when restarting the game, I will immediately CTD. Attempting to restart the game again generally will get me back in, and I can reload my save. This doesn't happen very often (only thrice so far), and it's certainly not a dealbreaker, though it is somewhat annoying to an otherwise rock-solid build. As far as modifications to the guide, I've chose to not install Convenient Horses (I had a ton of script errors with it in the past, and developed a hatred of it, and decided I don't need it), Frostfall (same as Convenient Horses), Bring Out Your Dead (another seemingly script-heavy one that I don't care if I have or not), Wet and Cold, Realistic Diseases, and Touring Carriages. I've been careful to not install any optionals or install any patches related to the mods on my no-fly list. One a possible quirk, I actually ran the game for 8 hours on Feb 1 (having just completed the guide the night before), then on Monday I installed the recent update to Book of Silence which patched Complete Crafting Overhaul, and used the wiki history changelog to install the other changes to the guide that I had missed. After making these updates, I noticed the first crash on death. I've gone ahead and resynchronized tonight, using the wiki diff. This might be completely unrelated, as prior to this point, I hadn't experienced a rapid number of deaths in a short period of time (damn tundra spiders). If anyone has an idea, any help would be appreciated. Thanks! :) Link to comment
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