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Skyrim Revisited Pre-Release Feedback


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Nope, no Open Cities, just plain SR:LE. I think it could be related to Immersive Patrols, just met some Vigilants of Stendarr inside Nchuand-Zel, in the large chamber from where you can access the different subsections (Armory, Quarters, etc.). Perhaps the game adds patrols to locations that are marked as "outside world" (like I think also Blackreach)?

Just a guess though...

 

Ah, reading Vidalias post just now - does the SIC event system add Vigilants etc. too? The mod page says Imperials, Dawnguard, Thalmor, Stormcloak. 

There a few new Vigilant encounters added by SIC like a group of them fighting Perfect Hybrids and such...not sure if SIC goes as far as adding Vigilant based encounters in Dewmer ruins though - best to check if SIC makes any edits to Nchuand-Zel cells in TES5Edit.

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Ok, tracked down the event with the Vigilants appearing in Nchuand-Zel, had some Vigilants in Rimerock Burrow too. IMO it is Moonlight Tales, since those were "Vigilant of Stendarr Elite" and those are added by Moonlight Tales: it is possible for the werebeast player to be tracked by experienced armed hunters of various skills and races. Those elite hunters from factions like Silver Hand and Vigilants of Stendarr ... 

 

Still don't know why they appear there. Perhaps a scripting thing with the random events?

 

Also strange that the Vigilants do not attack me, though they are supposed to hunt me? Or do they only attack when I'm in beast form? 

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Hi Neo,

 

As per JK's Whiterun nexus comment's page, there is another bad mesh from Project Parallax: Meshes/ArchitectureWhiteRunWRTerrainWRBridgeStone01.nif

 

Creates some sort of a black texture (you can see a posted picture a few posts down and the solution from LeanWolf) and I can also verify this issue as it happened in my game.

Removing/hiding the mesh resolved it.

 

Thanks! ::):

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Hi Neo,

 

As per JK's Whiterun nexus comment's page, there is another bad mesh from Project Parallax: Meshes/ArchitectureWhiteRunWRTerrainWRBridgeStone01.nif

 

Creates some sort of a black texture (you can see a posted picture a few posts down and the solution from LeanWolf) and I can also verify this issue as it happened in my game.

Removing/hiding the mesh resolved it.

 

Thanks! ::):

I can confirm this.

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I'm running into an issue with the ambush just down the road from Rorikstead.   Every time I go there, the parties to the ambush stay glued to their spawn points unless I get very close to the wagon/dead body. I mean that I can walk up to each bandit and they don't move until I click on them (and they are the only ones that move). I can literally wipe them out 1 by 1, so long as I don't go near the wagon/dead body.  Added: Even followers don't recognize them as enemies (and vice-versa) until I click on them.

 

Anyone seen this, or have an idea on what might cause this?   I've followed the install instructions pretty thoroughly.

 

Is it possible that farm might be affecting this event?

Edited by fraquar
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Oh well, i think i really need help!

 

I started with a step extended install and also pretended to add regs and mmo

Every testing was working fine and i've kept adding more and more custom mods

Testing was fine... but using LOOT was really a nightmare to me compared with the BOSS cleaner LO (imo)

 

It was when i realizer that neo's SRLE was similar with what i want

So i made a clean install of srle and started testing

 

well... CTD after CTD

FPS is solid 50 (capped with nvidia inspector) but my VRAM loaded is always near the 3gb limit so i crash a lot

 

I'm using skse 1.71 with DefaultHeapInitialAllocMB disable

(it never works for me - my MemoryBlocksLog.log always shows block1 256 and block2 256)

So i've disabled the memory input in the skse ini

I was using ssme instead with success with the default values 512/256 (memoryblock log confirms)

 

my rig is:

i5 4670k@3.8

nvidia gtx 780ti 3GB

16 gb ram

256 SSD

asus 27'@1080p

 

right now i'm out of ideas

what i find weird it that no matter what alternate start i use i start with a vram load near the 3gb limit

 

does it happen with all of you guys?

i know i can skip the hd textures but if neo can why couldn't I?

... am i missing something? :-

 

thanks in advance!

Edited by afonik
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Have you made the changes to your SKSE ini?

 

::):

since i'm using ssme this is my actual ini:

[Display]

iTintTextureResolution=2048

 

[General]

ClearInvalidRegistrations=1

 

;[Memory]

;DefaultHeapInitialAllocMB=768

;ScrapHeapSizeMB=256

 

 

my MemoryBlocksLog.log max values are 278 150 (average)

Edited by afonik
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I have a quick question on load order for lighting & weather. I'm using Loot & I think this is correct. No crashes, just want to be sure.

 

CoT-WeatherPatch.esp

Vividian ENB.esp

EnhancedLightsandFX.esp

ELFX - Dawnguard.esp

ELFX - Dragonborn.esp

ELFX - Exteriors.esp

ELE-Interior Lighting Merged.esp

RelightingSkyrim-FULL.esp

SR Conflict Resolution.esp

 

All my ELFX patches are fine, Ive checked in Tes5edit. Just want to make sure the core lighting and weather .esp's are in the right order.

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Oh well, i think i really need help!

 

I started with a step extended install and also pretended to add regs and mmo

Every testing was working fine and i've kept adding more and more custom mods

Testing was fine... but using LOOT was really a nightmare to me compared with the BOSS cleaner LO (imo)

 

It was when i realizer that neo's SRLE was similar with what i want

So i made a clean install of srle and started testing

 

well... CTD after CTD

FPS is solid 50 (capped with nvidia inspector) but my VRAM loaded is always near the 3gb limit so i crash a lot

 

I'm using skse 1.71 with DefaultHeapInitialAllocMB disable

(it never works for me - my MemoryBlocksLog.log always shows block1 256 and block2 256)

So i've disabled the memory input in the skse ini

I was using ssme instead with success with the default values 512/256 (memoryblock log confirms)

 

my rig is:

i5 4670k@3.8

nvidia gtx 780ti 3GB

16 gb ram

256 SSD

asus 27'@1080p

 

right now i'm out of ideas

what i find weird it that no matter what alternate start i use i start with a vram load near the 3gb limit

 

does it happen with all of you guys?

i know i can skip the hd textures but if neo can why couldn't I?

... am i missing something? :-

 

thanks in advance!

hurray!!! i've solved my problem

it was the only thing that it wasn't in the srle guide

it was a memory issue with the v0.9.9.0 Skyrim-Elys-MemInfo

As stated in nexus, i rolled back to v0.9.8.4 and now my VRAM usage droped from 3Gb to 700Mb

 

It seems i can start adding more mods to SRLE  ::):

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Just wanted to chime in on the Vigilants / Patrols (?) issue. I had a weird scenario where I approached Halted Stream Camp and fired some arrows at the bandits within. I moved in to assault the camp...and there were at least 2 Vigilants of Stenndarr in the camp who also started fighting the bandits and then turned on me when I struck one of them by accident (I wasn't expecting another faction in the camp, so I wasn't really paying attention to who I was attacking). My character is not any of the things Vigilants should be tracking. 

 

I didn't attack anyone who wasn't within the camp to start. There was no fighting as I approached. So were the Vigilants chilling in Halted Stream Camp, waiting for a melee to break out to start attacking the bandits?? I can't make heads or tails of it. 

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