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Skyrim Revisited Pre-Release Feedback


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So I'm having trouble sorting Guard Animations GDO.esp for some reason.  BUM just won't let me sort it.  This is what it looks like:

 

guardanimationsGDO.jpg

 

Any ideas how I can get it to sort?  Seemed to happen after a BOSS update.  I also ended up removing a bunch of rules too?  Hopefully things didn't get too screwed up.

 

Edit: NM I fixed the problem by removing the rule from BUM, restarting, then putting back in the exact same rule and it worked again.  Weird, but it worked.

Edited by perkymcgiggles
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In an attempt to eliminate issues to do with my own Skyrim install, I have started a complete clean reinstall. While doing this I saw the .15 release of ModOrganizer is out. Apart from the listed errors on the Nexus to do with the Debug message popups, I spotted another problem. The left hand MO pane self-sorted every time I loaded MO or clicked Refresh.

 

I have rolled back to .14 for now but wanted to raise this for you to check before updating the guide.

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So I'm having trouble sorting Guard Animations GDO.esp for some reason.  BUM just won't let me sort it.  This is what it looks like:

 

guardanimationsGDO.jpg

 

Any ideas how I can get it to sort?  Seemed to happen after a BOSS update.  I also ended up removing a bunch of rules too?  Hopefully things didn't get too screwed up.

 

Edit: NM I fixed the problem by removing the rule from BUM, restarting, then putting back in the exact same rule and it worked again.  Weird, but it worked.

 

Going to guess you had an extra space somewhere.

 

I may be mistaken, but I think this error comes up when you try to save a rule or override too high on the UserList. Moving the rule lower in the list usually helps.

 

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I may be mistaken, but I think this error comes up when you try to save a rule or override too high on the UserList. Moving the rule lower in the list usually helps.

 

I've never had a problem unless what I'm pointing to is also in the left pane (i.e. userlist). Then it's as simple as dragging it down.

 

As for MO .15 I saw the bugs and decided against as well.

 

NMUBS is not needed with beta version of mature skin and newer ENB binary. Boris fixed the specular map processing.

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In the current SR:LE guide there is a section in the SMIM instructions for an Update file and a Readme to ignore which can be removed...

 

 

 

 

Special Installation: Do not install the following file(s) and/or folder(s):
Update File:

  • SMIM Readme.txt

 

I have also noted that Relighting Skyrim (https://www.nexusmods.com/skyrim/mods/17609/) is up to 3.6b on the Nexus with some changes in early December but that we are recommended to take the custom ELFX version. Is this still advised?

Edited by DanielCoffey
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Hello Neo, small question since I read in an earlier post you appreciate Gamwiches textures,

I was wondering (since I haven't been able to compare sorry) why you haven't opted for Gamwiches Ethereal Cosmos over Enhanced Night Skyrim,

Gamwich does have CoT versions. I went with Ethereal Cosmos combined with his Ethereal Auroras. One of the few exceptions I decided while following SR-LE.

 

Also thank you very much for taking the time to check my post with TES5Edits, happy to hear I learned well enough (despite a few mistakes ^^) from following your guide.

Edited by Ogham
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I must admit that I also deviated.

 

I use lorkhans v2 for the stars.. since imo it is the most superior one around.. right amount of density without going overboard. And one of the galaxy´s from etheral cosmos... since I find those to be of the highest quality while maintaining a fantasy feel. Also they are fairly easy to tweak ENB´s for. No super saturation, or no saturation... just the right amount. 

 

My problem with ethereal cosmos stars is that they try to mimic effects that need to be dynamic to work, when put on a static canvas it just looks wrong after a while. 

 

And ofc. no night list is complete without moon glow! That mod is just too epic! 

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Hi, this might be something that is often asked.. but I haven't really paid much attention to the in game animations of drawing/sheathing with different combinations of weapons. So far I mostly did combat in first person after following the guide. I have installed the skeleton, immersive animations and dual sheath redux exactly like mentioned and have run all patchers correctly.

 

After the recent skeleton update I got a bit confused by the interaction between racemenu and XPMS. I got the placement of weapons sorted out eventually and started playing around with drawing/sheathing different weapons in 3rd person for a bit. That's where I really got confused..

 

I noticed that having a sword in your right hand and a dagger in your left gave you the animation of getting 2 swords from your back. This isn't very disturbing, but after that I tried different combinations. A sword in your right hand and a staff in your left places both weapons at the same angle on your back when you sheathe them.. which I thought was slightly weird. Animations don't seem to be consistent: for example just having a sword in your right hand and nothing in your left plays the right animation for sheathing the sword on your back. However, having a sword in your left hand and no weapon in your right hand plays a very funky animation where your sword magically appears in your left hand after doing a flip. A staff magically appears from your back in your hand most of the time too..

 

So as you can see I never really put much time into understanding how mods like DSR, animations (and skeleton mods?) work together, could someone enlighten me here? Does the right animation only play if you have the proper weapon in your right (main) hand? And do you need to reinstall immersive animations/DSR with other options if you want a slightly different weapon setup?

 

I feel like everyone understands this by now but me, lol.

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