Gekko64 Posted September 27, 2014 Share Posted September 27, 2014 A silly question: no mention is made in SR:LE of what to do with ipresentinterval. Becasue I have followed the instructions exactly thus far i have the enb installed (and working because my fps went from 60 to 40) but im getting some seriously odd input lag. when i press to go forward there is a 0.5 second pause between pressing the key and movement beginning in skyrim. I can whizz the mouse around fine, just lag on pressing keys. What should i presentinterval be set to in the iniprefs given the ENB is active and is driving vsync as on. Having followed all instructions (i think) thus far my ipresentinterval was set to 1. (which is on I think). Should it be off in the ini been as the ENB is now doing that job? STEP Core seems to set it to 0 as part of running enb boost. Thanks you could try lowering "max prerendered frames" in your nvidia settings, default is 3 I think? 1 should work much better. Link to comment
DefyVelocity Posted September 27, 2014 Share Posted September 27, 2014 A silly question: no mention is made in SR:LE of what to do with ipresentinterval. Becasue I have followed the instructions exactly thus far i have the enb installed (and working because my fps went from 60 to 40) but im getting some seriously odd input lag. when i press to go forward there is a 0.5 second pause between pressing the key and movement beginning in skyrim. I can whizz the mouse around fine, just lag on pressing keys. What should i presentinterval be set to in the iniprefs given the ENB is active and is driving vsync as on. Having followed all instructions (i think) thus far my ipresentinterval was set to 1. (which is on I think). Should it be off in the ini been as the ENB is now doing that job? STEP Core seems to set it to 0 as part of running enb boost. ThanksFor me, this problem persists directly after character creation, or opening showracemenu. With Alternate Start, I just made all of the MCM changes, chose my start, saved, quit to desktop and then I loaded my save and the problem was gone. If using a HDD, you can also defrag :) Link to comment
myarta Posted September 27, 2014 Share Posted September 27, 2014 (edited) Another report from the field. I searched this topic first for 'Gemling' and found nothing about this issue, so I thought I'd point this out: I looked over it again and I appear to have followed the steps properly, but for the first time I'm getting a conflict list that differs from the guide. Complete Crafting Overhaul Remade claims: "Overrides: aMidianBorn Book of Silence, Bandolier Bags and Pouches, Bandolier - Dawnguard, Cloaks of Skyrim", but there are two others: 1) USKP (Scripts/mineorescript.pex) and 2) Winter is Coming (1nivWICCloaksCRAFT.esp) Clothing and Clutter Fixes claims: "Overrides: EotW Mage Robes of Skyrim", but I actually see: 1) CCOR: "meshes/armor/circlets/femelfcirclets/circlet[2,5,9].nif", 2) Gemling Queen Jewelry: "meshes/armor/circlets/femelfcirclets/circlet[1,3,4,6-8,10].nif" The split out of 2,5, and 9 are the results of instructions from the CCOR installation which let the GQJ versions pass through. After carefully doing that, however, CCF just wrote over it all anyway. Was this overlooked? Should I stop CCF from overriding some/all of these files? Plus, it doesn't override anything in EotW Mage Robes of Skyrim. I presume the override would have come from the "EotW Mage Robes Compatible Textures" step of CCF. That pack contains: "textures/Clothes/monk/hood_color_[black,orange,purple,white].dds" (oddly orange and white are .DDS and black and purple are .dds, but this is irrelevant I think). The EoTW Mage Robes of Skyrim package provides in the same directory "[hood,robe]_color[4,5].dds" (all 4 combinations) via the HF patch and "bluevariant[hood,robes].dds, boots[_n].dds, hood.dds, hood_color[2,3].dds, hood_n.dds, robes.dds, robes_color[2,3].dds, robes_n.dds, vaerminavariantrobes[_n].dds". The most likely thing is I missed a step somewhere since there are so many, but it's also possible the directions weren't updated after newer versions changed the contents and overrides? I reviewed all my override data compared to the guide and came up with the following inconsistencies. Just to be clear, I either want help spotting the mistake I made in my install that I'm blind to, or I want to help contribute minor corrections to a thoroughly excellent guide. I saw that the history was almost entirely Neovalen, so I decided not to just edit it. Here's the list: Follower Trap Safety: Guide does not mention that it overrides USKP (Scripts/traptriggerbase.pex, Scripts/trapbear.pex) Vividian ENB: Guide does not mention that it also overrides USKP (12 nifs total in meshes/architecture/solitude/[clutter,doors], meshes/clutter[deadanimals,ingredients,ruins,silver]) SMIM: Guide does not mention that it also overrides Unofficial Hearthfire (meshes/_byoh/loadsscreens/loadscreenadoptionboy01.nif) Skyrim Realism Overhaul: Guide does not mention that it also overrides Unofficial DG Patch (textures/dlc01/soulcairn/scbonetile.dds, which was already overridden by SMIM, but also textures/dlc01/architecture/snowelfruins/seruinsmarble01_n.dds which was the active copy of the normal map up until SRO). It also doesn't mention the SMIM override, which goes for a handful of textures, nor the Unofficial HR Patch (textures/architecture/windhelm/whoutwall.dds, tex./arch./farmhouse/stonewall01_n.dds) Parallax Project Remastered doesn't mention that it overrides Skyrim Realism Overhaul (textures/architecture/windhelm/whroughgroundwet_n.dds). It also doesn't mention that it overrides BetterDynamicSnow, but that is probably because every file from BDS (there are about ~10ish) has already been overridden by SMIM) Animated Clutter: Guide doesn't mention that it overrides Parallax Project Remastered (meshes/architecture/winterhold/winterholdtrapdoor01.nif and meshes/architecture/whiterun/wrterrain/wrskyforge01.nif). It also doesn't mention that it overrides SMIM (meshes/architecture/farmhouse/interior/basement/farmbtrapdoor02.nif, meshes/clutter/tgbarrel01.nif, m/c/ruins/ruinsdeaddraugrwrapped0[1,2].nif, m/c/tgbarrel01.nif). Finally, it overrides one entry from ELFX (wrskyforge01.nif as mentioned before), but that's probably not mentioned since it was already overridden by PPR. Hold Border Banners: Guide doesn't mention that it overrides the UHRP which itself overrode the USKP for one file: (textures/clutter/citybannermarkarth01.dds) Stunning Statues: Guide doesn't mention that it overrides SMIM (meshes/clutter/statues/statuenamira.nif) or that it overrides the USKP (meshes/architecture/winterhold/magestatue.nif) Realistic Water Two: Guide claims it overrides something in No Stretching, but there are no overrides for that mod on my screen. Also, the only SMIM override is (meshes/effects/fxcreekflatlong01.nif), and that is already overridden by Vividian ENB. If the rubric is to mention SMIM in that case anyway, then that is why I noted the other such cases above, so the wiki can be consistent on that point. SkyFalls and SkyMills: Guide claims an override on Wyrmstooth, but I'm not showing any. Vivid Landscapes: Guide doesn't mention that it overrides Skyrim Flora Overhaul (textures/landscape/tundramosstest01.dds), which was already overriden by SFO over Skyrim Realism Overhaul. SFO has plenty of overrides by Vivid Landscapes besides this one, however. Vivid Landscapes - Castle Volkihar: Guide states that it overrides ELFX, but I did not see any conflicts. This prompted me to double check that I had installed the ELFX Compatibility Patch, and it turns out that I had. The files that it installs all conflict with Dawnguard itself and none with an ELFX file (e.g. meshes/dlc01/dungeons/castle/exterior/casextmaintowerbridge01.nif). ELFX does indeed have some of these files, but they are in dungeons/ELFX rather than sorted into castle and further subdirectories (e.g. they have casexfreelg01.nif which in Vivid-Volkihar and in Dawnguard DLC is located in dungeons/castle/lghalls/). I wonder if we should change ELFX to be in the proper directory to override Vanilla and be overridden by the this patch. Or if we should change this patch to place them where ELFX does. ELFX is obviously a highly regarded mod, so I'm sure those files somehow perform their function, despite not being in the same place that Vanilla has them. Alternate Start: Guide does not mention conflict with USKP (Scripts/qf_mq102_0004e50d.pex, plus corresponding source file) Provincial Courier Service: Guide does not mention conflict with USKP (Scripts/wicourierscript.pex and corresponding source file) The Paarthurnax Dilemma: Guide does not mention conflict with USKP (Scripts/qf_mq301_00044c56.pex and corresponding source file) PondFish and Salmon Replacer: Guide does not mention conflict with USKP (textures/clutter/deadanimals/salmon01[_n].dds), though these two files are first overrode by the Bethesda HRDLC2. The Eyes of Beauty: Guide mentions a conflict with UDGP, but I do not see one RS Children Overhaul: Guide does not mention conflict with Books of Skyrim (textures/actors/character/facegendata/facetint/booksofskyrim.esp/000020e7.dds, meshes/actors/character/facegendata/facegeom/booksofskyrim.esp/000020e7.nif). Perhaps this is because a BOS patch is specifically included, so conflicts are assumed. It also doesn't mention the UDBP (textures/actors/character/facegendata/facetint/dragonborn.esm/00018fca.dds and meshes/actors/character/facegendata/facegeom/dragonborn.esm/00018fca.nif). Additionally, it doesn't mention the USKP (m/actors/char/fgd/fgeom/skyrim.esm/00013baf.nif and t/actors/char/fgd/ftint/skyrim.esm/00013baf.dds plus a couple dozen more. Only about a third to a half of them were already overridden by HearthFires) nor the UHFP (4 meshes and 4 textures of similar file name structure in hearthfires.esm: 0000403c, 0000403b, 00003f5f, 00003f56). RS Children Patchs - does not state that it overrides Falskaar and Wyrmstooth, although this is probably assumed since they're patches FOR those mods. DSAMG: Guide does not mention conflict with USKP and UDBP over the same file (so UDBP overrides first, then DSAMG once again): (Scripts/mqkilldragonscript.pex) WWLMG: Guide does not mention conflict with UDGP and UDBP (Scripts/dlc1wordwalltriggerscript.pex and Scripts/dlc2wordwalltriggerscript.pex respectively. Though really it should be dlc3, not 2, Bethesda). Wet and Cold - Ashes/- Holidays: Guide does not mention that these override Wet and Cold, though this is probably considered to be quite obvious. Dual Sheathe Redux: Guide claims it conflicts with USKP and Vividian ENB, but I don't see either. I doublechecked that my installation of DSR followed the steps. AMB Book of Silence: Guide claims it conflicts with SMIM, but the only conflicts with that that I see are (textures/actors/skeleton/skeleton[_n].dds), which was already overrode by Vivid Landscapes. As mentioned earlier, if that's enough to earn a mention, then this entry is fine. AMB Iron and Banded Iron: The Steel submod for AMB mentions AMB main as an override, so since there are indeed conflicts with AMB BOS's main files from Iron and Banded Iron, it ought to list AMB BOS as an override. AMB Steel Armor: Guide does not mention conflict with UHRP, though these 7 files are all first overrode by AMB BOS main. Apophysis Dragon Priest Masks: Guide does not mention conflict with USKP (several dragonhelm_*s in meshes/armor/dragonpriesthelms overrode by AMB BOS, plus some that are purely between the Masks mod and USKP, namely: _ultraf_[0,1].nif, similarly moonstone[f]_[0,1], marble with the same 4 options, ditto greenstone and finally corondrum) Better Shaped Weapons: Just noting that the only conflicts by Vividian ENB, which is listed in the overrides, are already covered by Dual Sheath Redux's overrides. Since the rubric seems to be include mention even so, just noting it in case the decision goes the opposite way and someone wants to hunt and strip such things. EotW Dawnguard DLC Textures Remastered: Just noting, like Better Shaped Weapons, that the only conflict with UDGP is (textures/dlc01/weapons/auriel/aurielsarrow_n.dds), which was already overrode by HRDLC2. Noting for the same reason. EcthelionOtW Mage Equipment Overhaul: Just noting, like BSW and EotW Dawnguard DLC Textures Remastered, that the only conflict with UHRP is (textures/weapons/staffofmagnus/staffofmagnus_[m,g].dds and textures/weapons/staff01/staff01.dds), all three of which are already overrode by AMB BOS Gemling Queen Jewelry: Guide notes that this overrides USKP, but I am seeing no conflicts. TroubleMakers Clothing: Just noting, like BSW, EotW Dawnguard DLC TR, EOtW Mage Equip, that the only conflicts with the USKP (meshes/clothes/[chef,barkeeper]/[[chef_[0,1] or in barkeeper/f/torso[0,1]].nif) are first overrode by UNP Female Armors. TroubleMakers Forsworn Armor: Just noting like BSW, EotW DG DLC TR, Mage Equip, TM Clothing, that the only conflicts with the USKP (meshes/clothes/forswornarmor/forswornarmor_[0,1].nif) are first overrode by UNP Female Armors. Lore Friendly and SemiSkimpy Armors: This mod primarily overrides UNP Female Armors, with 4 USKP overrides tossed in, and NO vanilla overrides. More concerningly, it doesn't override AMB BOS like the guide claims. I compared the directory trees, and it seems that this pack is all meshes while AMB BOS is primarily textures, with a few meshes mixed in. There are a ton of readme files in this mod that I had to remove as the guide instructed, but none of them really explained what to do with these meshes. Am I supposed to pick and choose the meshes that correspond to the armor textures I picked and overwrite some files somewhere? Otherwise this seems to be just adding mesh files to the mix, sometimes with a different directory name than the corresponding texture. Or maybe the big patch at the end will link the proper mesh with the proper texture despite the folder name variations? I guess I'll find out. NPC Knockout Overhaul: Guide claims conflict with SKSE, but all the script files are prefixed with NKO, except SCONUtil.pex, which isn't part of the SKSE scripts installation anyway. Wiseman303's Trap Fixes: Just noting like BSW and others that the only overrides of the USKP are on files already handled by Traps Make Noise - More Dangerous Traps. Also of note: Guide didn't mention not installing the Docs folder. Better Fast Travel - Carriages and Ships - Overhauled: Guide does not mention USKP, though there are two conflicts (Scripts/Source/CarriageSystemScript.psc and Scripts/carriagesystemscript.pex). However, both are overwritten by UHFP changes first. Edited September 27, 2014 by myarta Link to comment
Ogham Posted September 29, 2014 Share Posted September 29, 2014 (edited) Hello Neo, small question. I was reading up today on the NEXUS about the Merge Plugins xEdit Script.Also I'm following up on REGS as I'd like to combine it with SR-LE. Things is REGSs is still at TES5Edit 3.0.31SR-LE is using TESEdit 3.0.32While the Mod Author of Merge Plugins xEdit Script highly recommends the 3.0.33 version because it would work better with his MOD. I'd like to know your thoughts or opinion (I couldn't readily find a discussion page) on this topic. Edited September 29, 2014 by Ogham Link to comment
hishutup Posted September 29, 2014 Share Posted September 29, 2014 (edited) Use the latest released TESEdit The ITMs and UDR might not be the same though EDIT: Same thing :P Edited September 29, 2014 by hishutup Link to comment
Neovalen Posted September 29, 2014 Author Share Posted September 29, 2014 Always use the latest TES5Edit. Link to comment
Ogham Posted September 29, 2014 Share Posted September 29, 2014 Ugh, very funny guys, But with the "Experimental" addition to all the releases, what can I consider the latest. Don't answer ok, haha Link to comment
myarta Posted September 29, 2014 Share Posted September 29, 2014 (edited) 3.0.32 is the latest released on Nexus Mods. I found a downloadable zip of an SVN version that's over a year old now that is an early 3.0.33. I think I'm going to stay away from that one. There's some code on github indicating that they were trying to port the xEdit SVN over to github but that they were having difficulties. I spent a couple minutes tops looking for the official SVN and didn't have any luck, but stopped after that amount of time. I'd probably stick with the latest on the official NexusMod download, unless you're so pro with the software that you can understand the changelogs of the alpha/beta and deal with any possible negative consequences of new bugs. Edited September 29, 2014 by myarta Link to comment
hellanios Posted September 30, 2014 Share Posted September 30, 2014 neo, have you tested the perkus maximus beta? any thoughts? Link to comment
Neovalen Posted September 30, 2014 Author Share Posted September 30, 2014 Another report from the field. I searched this topic first for 'Gemling' and found nothing about this issue, so I thought I'd point this out: I looked over it again and I appear to have followed the steps properly, but for the first time I'm getting a conflict list that differs from the guide. Complete Crafting Overhaul Remade claims: "Overrides: aMidianBorn Book of Silence, Bandolier Bags and Pouches, Bandolier - Dawnguard, Cloaks of Skyrim", but there are two others: 1) USKP (Scripts/mineorescript.pex) and 2) Winter is Coming (1nivWICCloaksCRAFT.esp) Clothing and Clutter Fixes claims: "Overrides: EotW Mage Robes of Skyrim", but I actually see: 1) CCOR: "meshes/armor/circlets/femelfcirclets/circlet[2,5,9].nif", 2) Gemling Queen Jewelry: "meshes/armor/circlets/femelfcirclets/circlet[1,3,4,6-8,10].nif" The split out of 2,5, and 9 are the results of instructions from the CCOR installation which let the GQJ versions pass through. After carefully doing that, however, CCF just wrote over it all anyway. Was this overlooked? Should I stop CCF from overriding some/all of these files? Plus, it doesn't override anything in EotW Mage Robes of Skyrim. I presume the override would have come from the "EotW Mage Robes Compatible Textures" step of CCF. That pack contains: "textures/Clothes/monk/hood_color_[black,orange,purple,white].dds" (oddly orange and white are .DDS and black and purple are .dds, but this is irrelevant I think). The EoTW Mage Robes of Skyrim package provides in the same directory "[hood,robe]_color[4,5].dds" (all 4 combinations) via the HF patch and "bluevariant[hood,robes].dds, boots[_n].dds, hood.dds, hood_color[2,3].dds, hood_n.dds, robes.dds, robes_color[2,3].dds, robes_n.dds, vaerminavariantrobes[_n].dds". The most likely thing is I missed a step somewhere since there are so many, but it's also possible the directions weren't updated after newer versions changed the contents and overrides? I reviewed all my override data compared to the guide and came up with the following inconsistencies. Just to be clear, I either want help spotting the mistake I made in my install that I'm blind to, or I want to help contribute minor corrections to a thoroughly excellent guide. I saw that the history was almost entirely Neovalen, so I decided not to just edit it. Here's the list:I'm guessing some of the overrides listing stuff just did not get updated as I was going along over time. Reason for this is simple:A Overwrites B. C overwrites B. The conflict window for B only shows C in the lower window and no mention of A in the upper window. I'll take a closer look at the full list when I am able and update as needs be. I went through and updated 1 and 2 right away. Thank you for the reports! Edit: To all, it looks like both of my 670s are going to sell soon. I have not yet been able to order my replacement 970s so I may end up out of commission for a short while. Just in case I randomly disappear and the guide stops updating. Link to comment
darkside Posted October 1, 2014 Share Posted October 1, 2014 Perkus Maximus release date is 11/1/14! Can't wait! Link to comment
hazelwolf Posted October 2, 2014 Share Posted October 2, 2014 Hi. First of all, (obligatory and well deserved compliment for all the work you are doing on this) goes here :P I'm gunning through a SR:LE + REGS install and am encountering a few issues towards the end when it comes to the Conflict resolutions. Mostly these are on REGS' end as their guide hasn't been updated in a few months but I've no doubt some of it has to do with the odd couple of liberties I've taken with some extra mods I'd like to include and probably some part of the guide I've overlooked (I'm very new to all of this.) I wanted to integrate the Epic Gameplay Overhaul mods https://www.nexusmods.com/skyrim/mods/52487/? (Particularly Civil War and Dragon Combat) as well as Inigo https://www.nexusmods.com/skyrim/mods/40960/? Are there any known incompatibilities with these mods that would prevent their use with SR:LE and REGS? Also I did notice that the Dagi Raht file has been hidden on the nexus and has been for at least the past two weeks as far as I know (the amount of time I've been working on this :P). Is there anything else that can be used in the meantime for khajiit bodies or am I overlooking something? Link to comment
hishutup Posted October 2, 2014 Share Posted October 2, 2014 (edited) Violens has a cdo patch (possibly scripts only) Indigo may miss some dialogues with eff but I am unsure There might be other mods in ego that you may not like. I would say use the ones you want the most. The reason I say this is because iio doesn't work with enb, multi card or both... Fio in the past murders papyrus. It's supposedly fixed. That and some patching here and there. Mostly merging individual records. Some one also said place VIolens after dco. I can confirm nor deny this. I think that's all but I may have missed something. I think it's best to use the betas but you'll have to decide that. On a side note, I hate it when mod authors hide their files. It's okay for a few hours while the page is being updated but seriously, it's still going on, that's absurd because it can wreak install guides. Edited October 2, 2014 by hishutup Link to comment
hazelwolf Posted October 2, 2014 Share Posted October 2, 2014 Violens has a cdo patch (possibly scripts only)Indigo may miss some dialogues with eff but I am unsureThere might be other mods in ego that you may not like. I would say use the ones you want the most.The reason I say this is because iio doesn't work with enb, multi card or both... Fio in the past murders papyrus. It's supposedly fixed.That and some patching here and there. Mostly merging individual records.Some one also said place VIolens after dco. I can confirm nor deny this.I think that's all but I may have missed something.I think it's best to use the betas but you'll have to decide that.I'm presuming by "Betas" you're referring to the Dagi Raht, yes? In which case where might I get hold of them? There doesn't appear to be a link in the guide though I suppose I should really check Nuska's Nexus profile as they may have them there. Thanks for the info on EGO and Inigo. I'll keep it in mind when I double check my load order. Link to comment
hishutup Posted October 3, 2014 Share Posted October 3, 2014 (edited) Oops wrong pre release word, so no...Dragon Combat OverhaulDragon Combat Overhaul V11version 11 early testing upload. This is the same as the Alpha experimental. REQUIRES DAWNGUARD AND DRAGONBORN. DERGENBURN.Civil War OverhaulCWO V4 Alpha ExperimentalVersion 4 - Alpha experimental, use at your own risk. REQUIRES A NEW GAME. I would say don't use Epic Gameplay Overhaul but rather use the separate mods that you would like to use.That above is my opinion because EGO seems to add a lot and I like mods like that separate because I don't like and found parts of EGO to be incompatible with my setup. Like IMPORTANT INFORMATION OVERHAUL with ENB or multicard (I can't remember which) has issues.ANDFire and Ice Overhaul which... (looks through changes tab) Version 3.1A critical error, the Skyrim equivalent of a memory leak, has been identified and patched. Users should update immediately.That being said, it is apparently fixed but I don't trust it but it was pretty awesome. *Your results may vary. Edited October 3, 2014 by hishutup Link to comment
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