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Skyrim Revisited Pre-Release Feedback


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That sounds interesting Darkside. Do you also use Verdant or Unbelievable Grass 2?

Nope. Verdant and Unbelievable grass are too performance heavy for me. They added grass on terrain that has no grass in vanilla which causing lots of clipping. I like SFO style of grasses, so SFO on Steroid is perfect for me.

Edited by darkside
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Just wondering why there have not been more ESP merges with this guide, such as:

 

   - Atlas Markers Legendary & Atlas Markers Compass Tweaks

   - ELFX DG & DB

   - Book Covers Skyrim & Book Covers Skyrim - Lost Library

   - Brows, Beards, Eyes & Hair

   - RaceMenu.esp, RaceMenuOverlays.esp, RaceMenuPlugins.esp

 

https://forum.step-project.com/topic/6760-what-esps-do-you-merge-compatible-merges/ is a good spot for finding these merges. Is there a reason why they have not been merged?

Edited by triptonite
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So I just went to take a look at Immersive Citizens - AI Overhaul in TES5Edit and am left wondering about a couple of things:

 

- After setting the rule Load AFTER ELE_Legendary_Fs_Wt_Lite.esp LOOT also placed the esp after SR Conflict Resolution. Is this intended? For example in Faction -> 00032D9C DragonFaction, Immersive Citizens adds a couple of 'XNAM - Relation' records. It doesn't however include a XNAM - Relation record that SR Conflict resolution adds, namely "nDragonFaction "Dragons"" from DeadlyDragons.esp.

(After a quick look at the Nexus description page it says that the plugin should be loaded after Deadly Dragons so I guess it's fine like this?)

 

- It loads after RealisticWaterTwo so a couple of 'XCWT - Water' records aren't included. Not sure if this is a problem, see below.

 

- I noticed the merged esp only carried over a few of the changes that ELE makes. I thought something went wrong during the merging process but I just looked at the original ELE Patch and there are indeed only a few CELL records changed. In MANY other cases the changes ELE makes are reverted to vanilla again by Immersive Citizens, most notably the 'XCLL - Lighting', 'LTMP - Lighting Template' and 'XCIM - Image Space' records. Do these records perhaps not count depending on what other changes the esp actually makes to the cells? I'm not sure why the ELE patch left so many things out but maybe I just don't know enough about TES5Edit and esp mechanics. It's supposed to be up to date with all ELE versions..

Edited by Pretendeavor
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So I just went to take a look at Immersive Citizens - AI Overhaul in TES5Edit and am left wondering about a couple of things:

 

- After setting the rule Load AFTER ELE_Legendary_Fs_Wt_Lite.esp LOOT also placed the esp after SR Conflict Resolution. Is this intended? For example in Faction -> 00032D9C DragonFaction, Immersive Citizens adds a couple of 'XNAM - Relation' records. It doesn't however include a XNAM - Relation record that SR Conflict resolution adds, namely "nDragonFaction "Dragons"" from DeadlyDragons.esp.

(After a quick look at the Nexus description page it says that the plugin should be loaded after Deadly Dragons so I guess it's fine like this?)

 

- It loads after RealisticWaterTwo so a couple of 'XCWT - Water' records aren't included. Not sure if this is a problem, see below.

 

- I noticed the merged esp only carried over a few of the changes that ELE makes. I thought something went wrong during the merging process but I just looked at the original ELE Patch and there are indeed only a few CELL records changed. In MANY other cases the changes ELE makes are reverted to vanilla again by Immersive Citizens, most notably the 'XCLL - Lighting', 'LTMP - Lighting Template' and 'XCIM - Image Space' records. Do these records perhaps not count depending on what other changes the esp actually makes to the cells? I'm not sure why the ELE patch left so many things out but maybe I just don't know enough about TES5Edit and esp mechanics. It's supposed to be up to date with all ELE versions..

It should be after ELE but before SR CR. I forwarded a bunch of records in the CR patch.

 

I will double check changes for the latest version tonight.

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It should be after ELE but before SR CR. I forwarded a bunch of records in the CR patch.

 

I will double check changes for the latest version tonight.

Ah right. I think I missed a couple of recent CR updates. I should have checked this before posting, sorry. Not sure if what I said still applies, I kind of made some changes directly to my Immersive Citizens plugin.

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Hey guys,

 

  I'm having a problem with ENB indoors. When I am outdoors, it looks beautiful. Indoors, however, there seem to be no walls or anything. I figure I've missed some little step somewhere.

 

What I'm running is yesterday/this morning's version of the wiki, with REGs and PerMa on top. I should have tested it with just SRLE, but I missed the step the first time through where you activate the ENB, so when I tested it ENB was off, and thus the problem was not seen.

 

 Right now I can play okay, with ENB off when indoors, but it's not as pretty looking. 

 

Here's an example of ENB off, and then popping ENB on for the exact same shot. Any ideas?

 

ENB off: https://www.dropbox.com/s/fnmgozy3w1ktvzm/2015-07-14_00012.jpg?dl=0

ENB on: https://www.dropbox.com/s/joe1wxgjbepwiai/2015-07-14_00013.jpg?dl=0

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Hey guys,

 

I'm having a problem with ENB indoors. When I am outdoors, it looks beautiful. Indoors, however, there seem to be no walls or anything. I figure I've missed some little step somewhere.

 

What I'm running is yesterday/this morning's version of the wiki, with REGs and PerMa on top. I should have tested it with just SRLE, but I missed the step the first time through where you activate the ENB, so when I tested it ENB was off, and thus the problem was not seen.

 

Right now I can play okay, with ENB off when indoors, but it's not as pretty looking.

 

Here's an example of ENB off, and then popping ENB on for the exact same shot. Any ideas?

 

ENB off: https://www.dropbox.com/s/fnmgozy3w1ktvzm/2015-07-14_00012.jpg?dl=0

ENB on: https://www.dropbox.com/s/joe1wxgjbepwiai/2015-07-14_00013.jpg?dl=0

Never mind. I had forgotten to disable Anti Aliasing in the base Skyrim launcher config before tweaking it. Set iMultisample to 0 and we're good.

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SkyUI has updated to 5.0. You might already know. The Celtic theme is not available any more.

 

If you update from SkyUI 4.1 mid-game, you need to change the Celtic theme to SkyUI theme and save before updating. Otherwise you will get infinite loading screen. Just FYI.

 

I really like new crafting/smiting/enchanting menus.

Edited by darkside
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This did not used to be the case, however I have read a few reports now that this is so. It certainly is not the case for my optimized files but then I did it a very long time ago.

The High Res DLC include duplicates of some of the textures in the DLC BSAs. After eliminating some of the DLC facial textures from optimization to reduce potential problems, we noticed a while ago that all the remaining DLC textures that are useful to optimize are duplicated in the HRDLC. The Skyrim DDSopt QuickStart guide was changed to note this, and the associated batch files were simplified to take advantage of this. I provided a description in a post a few months ago for moving the optimized DLC textures into the appropriate optimized HRDLC for those who don't want to redo the optimization (since it isn't really needed); when this is done there is no longer a need to have separate optimized texture archive files for the DLCs.

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  • 2 weeks later...

Hello,

 

I have a question about Vividian ENB. Game is beautiful but the shadows are too dark for me. I think I have to reinstall the ENB then use the brighter interior option in the Vividian installer. But my question is: If i do reinstall this mod, do I have to redo the Conflit resolution, LOOT, FNIS, Wyre Bash, TES5edit...etc stuffs of the "All Good Things Must Come To An End" part ? :/

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