cstarkey42 Posted May 24, 2015 Share Posted May 24, 2015 I was experimenting with SMAA and trying to figure out if I really needed subpixel and fixantialiasing set to false in the enblocal.ini when I discovered that, with or without SMAA, they were being flagged to false, as was terrainparallaxfix, when I opened up the enb console in game, despite both settings being set to true in the file. After some time playing with it ( and plenty of cursing at my monitor ) I realized that the " //* " flags at the end of the line seemed to be forcing them to be false and removing those from the file kept them as true, as evidenced by the enb console and the fact that things looked like they should ( ie terrain parallax was actually parallaxed ) in game. I swear that terrain parallax was working before since it looked amazing and the areas without the correct textures weren't distorted, but now I don't know what to think. Can somebody who has the flags on those lines via Vividian's enblocal.ini check their enb console and see if they are staying set to true? Thanks. Link to comment
Pretendeavor Posted May 24, 2015 Share Posted May 24, 2015 Ah, I saw the same thing happen with FixAliasedTextures and EnableSubpixelAA yesterday and thought I was going crazy. I'm not using Vividian ENB but did have those notes added in enblocal.ini. Removing them fixed it. I found it weird that I never noticed this until yesterday, but now that you posted this I wonder if it has to do with a recent ENB update? (as in, recent d3d9.dll updates) Btw if there is anyone with a load order based on SRLE+REGS, can you tell me how switching to LOOT affected your load order? I'm still hesitating.. Link to comment
cstarkey42 Posted May 24, 2015 Share Posted May 24, 2015 Thanks for verifying this, I thought I was going crazy too, especially since it initially seemed to me that adding SMAA was causing the problems which made even less sense than my going crazy. I use SRLE and REGS with LOOT and it works great, I can't think of any problems I encountered using it with those two guides. Link to comment
Noobsayer Posted May 24, 2015 Share Posted May 24, 2015 I'll take a look, tbh I don't like TES5Edit merge patches but I'll generate one just to see. Waiting on Billboards for DynDOLOD.Ooooooooh. I forgot SFO didn't automatically come with 'em like aspens. :) Link to comment
Neovalen Posted May 25, 2015 Author Share Posted May 25, 2015 No, I have the same rule set in mine that is undeletable. It's a strange rule for them to automatically add since every user probably has a different name for their merge patch. I just added another rule for TES5 MP.esp to the list as well. It looks like I had added a rule for asis dependency to load after the bashed patch. I don't remember if it wasn't loading after it or not but I assume it must have been since I added the rule. You might as well just add the rule since it's not going to hurt anything to have it and it will prevent you from having to deal with it every time. Can confirm this un-deletable "Load After" rule, must be a LOOT quirk. Thankfully for me I don't use a merge patch so it doesn't affect SR:LE at all. I was experimenting with SMAA and trying to figure out if I really needed subpixel and fixantialiasing set to false in the enblocal.ini when I discovered that, with or without SMAA, they were being flagged to false, as was terrainparallaxfix, when I opened up the enb console in game, despite both settings being set to true in the file. After some time playing with it ( and plenty of cursing at my monitor ) I realized that the " //* " flags at the end of the line seemed to be forcing them to be false and removing those from the file kept them as true, as evidenced by the enb console and the fact that things looked like they should ( ie terrain parallax was actually parallaxed ) in game. I swear that terrain parallax was working before since it looked amazing and the areas without the correct textures weren't distorted, but now I don't know what to think. Can somebody who has the flags on those lines via Vividian's enblocal.ini check their enb console and see if they are staying set to true? Thanks.I use Boris enblocal.ini + edits listed in the guide. I don't have any //* anywhere in my file. 1 Link to comment
Nozzer66 Posted May 25, 2015 Share Posted May 25, 2015 Another way around that is just to move the patches in the order you want and use MO's lock load order function to keep them there Link to comment
Razorsedge877 Posted May 25, 2015 Share Posted May 25, 2015 I have never used merge patch and I get the un-deletable "Load After" rule. I have completely uninstalled LOOT and reinstalled it but all of my changes were still saved. There must be a LOOT Master list save in a folder other than the LOOT Folder. Link to comment
hishutup Posted May 25, 2015 Share Posted May 25, 2015 Another way around that is just to move the patches in the order you want and use MO's lock load order function to keep them thereI used that for the unofficial patches and DLC but that is about it.I think tannin said dont use it to keep the lo when using loot but I could be mistaken.I have noticed that it can be unpredictable when selecting and deselecting mods. Link to comment
Nozzer66 Posted May 25, 2015 Share Posted May 25, 2015 I only use it when I have some mods in customized spots and I'm adding/subtracting others, and possibly LOOTing in between. Once I'm satisfied I unlock everything and just leave it alone. Link to comment
GrantSP Posted May 25, 2015 Share Posted May 25, 2015 I have never used merge patch and I get the un-deletable "Load After" rule. I have completely uninstalled LOOT and reinstalled it but all of my changes were still saved. There must be a LOOT Master list save in a folder other than the LOOT Folder.The actual files used by LOOT to determine order are in: %LocalAppData%\LOOT\<gamename>\The variable used here usually points to C:\Users\<username>\AppData\Local The files in question are:masterlist.yaml and possibly userlist.yaml, if you have made edits to the metadata. Link to comment
chopain Posted May 25, 2015 Share Posted May 25, 2015 1) FNIS version 5.4.2 just out 2) Instructions for GeonFaces very hard for me to follow. Never quite sure if I did it right. Maybe a picture of the archive like how you do a picture of the fomod would be a good idea. Link to comment
rand0m Posted May 25, 2015 Share Posted May 25, 2015 (edited) Hi Guys. I was lurking into tes5edit after completing SR:LE and noticed that Immersive Armors overrides Guard Dialog overhaul in some "dialog topics". Then i looked at the GDO page and it says that GDO should be after IA in load order. Now (after LOOT sorting) I have GDO at position 22 and IA at 100. Should I leave it like that or move one of them to fit GDOs author advice?Thanks in advance. Sorry for mistakes. English isn't my native language. UPD I don't know why, but LOOT(in my case) places Guardanimations.esp after GuardAnimationsGDO.esp which makes GuardAnimationsGDO.esp useless. Maybe that'll help someone.UPD2 Neo, maybe next time you'll want to forward the changes to books made by BCS and overwritten by CCOR into SR CR.esp. Or maybe I have wrong loadorder? Oh! And Neo, thanks alot for this TITANIC work you've made while writing this awesome guide! It's just priceless. Edited May 25, 2015 by rand0m 1 Link to comment
Astakos Posted May 25, 2015 Share Posted May 25, 2015 (edited) 2) Instructions for GeonFaces very hard for me to follow. Never quite sure if I did it right. Maybe a picture of the archive like how you do a picture of the fomod would be a good idea. I think you might find this post helpful! Edited May 25, 2015 by Astakos Link to comment
Neovalen Posted May 25, 2015 Author Share Posted May 25, 2015 Hi Guys. I was lurking into tes5edit after completing SR:LE and noticed that Immersive Armors overrides Guard Dialog overhaul in some "dialog topics". Then i looked at the GDO page and it says that GDO should be after IA in load order. Now (after LOOT sorting) I have GDO at position 22 and IA at 100. Should I leave it like that or move one of them to fit GDOs author advice?Thanks in advance. Sorry for mistakes. English isn't my native language. UPD I don't know why, but LOOT(in my case) places Guardanimations.esp after GuardAnimationsGDO.esp which makes GuardAnimationsGDO.esp useless. Maybe that'll help someone.UPD2 Neo, maybe next time you'll want to forward the changes to books made by BCS and overwritten by CCOR into SR CR.esp. Or maybe I have wrong loadorder? Oh! And Neo, thanks alot for this TITANIC work you've made while writing this awesome guide! It's just priceless.I'll double check this with my load order when I can. Thanks for the report. 1 Link to comment
Pretendeavor Posted May 25, 2015 Share Posted May 25, 2015 Hm for me Guardanimations.esp isn't placed after GuardAnimationsGDO.esp. CCOR also doesn't overwrite BCS nor BCS - Lost Library 1 Link to comment
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