vidalia Posted August 14, 2014 Share Posted August 14, 2014 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. Link to comment
hellanios Posted August 15, 2014 Share Posted August 15, 2014 Neo, will you add Rustic Windows eventually? Link to comment
Thamantis Posted August 15, 2014 Share Posted August 15, 2014 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? Link to comment
Astakos Posted August 15, 2014 Share Posted August 15, 2014 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! Link to comment
hellanios Posted August 15, 2014 Share Posted August 15, 2014 Neo, I think you should change the order between 4.2.3 Enchantment Reload Fix4.2.4 Dragon Stalking FixEm, alphabetically speaking Link to comment
Nearox Posted August 15, 2014 Share Posted August 15, 2014 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. Link to comment
fraquar Posted August 16, 2014 Share Posted August 16, 2014 (edited) 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 August 16, 2014 by fraquar Link to comment
afonik Posted August 17, 2014 Share Posted August 17, 2014 (edited) Oh well, i think i really need help! I started with a step extended install and also pretended to add regs and mmoEvery testing was working fine and i've kept adding more and more custom modsTesting 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 wantSo i made a clean install of srle and started testing well... CTD after CTDFPS 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 iniI was using ssme instead with success with the default values 512/256 (memoryblock log confirms) my rig is:i5 4670k@3.8nvidia gtx 780ti 3GB16 gb ram256 SSDasus 27'@1080p right now i'm out of ideaswhat 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 August 17, 2014 by afonik Link to comment
Smile44 Posted August 17, 2014 Share Posted August 17, 2014 Have you made the changes to your SKSE ini? Link to comment
afonik Posted August 17, 2014 Share Posted August 17, 2014 (edited) 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 August 17, 2014 by afonik Link to comment
Razorsedge877 Posted August 17, 2014 Share Posted August 17, 2014 I'm confused by where the cleaned masters go. Is it after the unofficial hi res patch? Link to comment
Barthanes Posted August 17, 2014 Share Posted August 17, 2014 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.espVividian ENB.espEnhancedLightsandFX.espELFX - Dawnguard.espELFX - Dragonborn.espELFX - Exteriors.espELE-Interior Lighting Merged.espRelightingSkyrim-FULL.espSR 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. Link to comment
afonik Posted August 17, 2014 Share Posted August 17, 2014 Oh well, i think i really need help! I started with a step extended install and also pretended to add regs and mmoEvery testing was working fine and i've kept adding more and more custom modsTesting 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 wantSo i made a clean install of srle and started testing well... CTD after CTDFPS 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 iniI was using ssme instead with success with the default values 512/256 (memoryblock log confirms) my rig is:i5 4670k@3.8nvidia gtx 780ti 3GB16 gb ram256 SSDasus 27'@1080p right now i'm out of ideaswhat 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 problemit was the only thing that it wasn't in the srle guideit was a memory issue with the v0.9.9.0 Skyrim-Elys-MemInfoAs 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 Link to comment
newt111 Posted August 18, 2014 Share Posted August 18, 2014 (edited) nm Edited August 18, 2014 by newt111 Link to comment
Phyrre56 Posted August 19, 2014 Share Posted August 19, 2014 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. Link to comment
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