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Skyrim Revisited Pre-Release Feedback


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I keep haveing a problem with BUM and sorting the order for MVAIvarstead.esp and MVARorikstead.esp. Each time i try to save the rule for eather one of them i keep getting this invalid error at the bottom saying

 

"sort order (MVABasic.esp) is defined in the userlist, but this rule needs to be moved after it" for MVAIvarstead.esp

 

"sort order (MVAIvarstead.esp) is defined in the userlist, but this rule needs to be moved after it" for MVARorikstead.esp

 

And i know i did everything 100% to the guide instructions and i have tried it a few times and still keep getting this error any way of fixing this?

Had same problem it is an easy fix. When your first start BUM in the bottom left section do this:

- Drag MVAIvarstead.esp to below MVABasic.esp

- Drag MVARorikstead.esp to below MVAIvarstead.esp

 

So should end up looking like this:

MVABasic.esp

MVAIvarstead.esp

MVARorikstead.esp

 

After that is done you should be able to save the rules without a problem.

Yup, can confirm this works. I had to move them into order then do MVABasic.esp, save and close, then open BUM again and do the other two .esp files.

 

As far as the updated Flora mod, when its said it is like the summer edition, what does that mean? I've never seen the summer edition - does it change the apperance that much?

He added a few green plants/foliage/trees mixed in with the gold/dead stuff... looks more realistic to me honestly. Think that is what he meant.

 

For everyone:

 

Here is a screenshot from my game running a customized version of "Unreal Cinema ENB". Really liking the results thus far, this is with NO weather mod presently.

Posted Image

 

Did a full playtest from new game -> char creation -> Helgen -> Riverwood -> Whiterun -> Bleak Falls Barrow -> Whiterun -> Kill First Dragon with no breaks, problems, or CTD... :D I'm happy.

I've almost managed that, just got as far as the farm with the companions fighting the giant (did Bleak Falls first). I got a CTD sprinting into the fight. Prior to that barely a stutter with a full SR and ENB plus RLO. I have not Ddsopt ed on the larger textures packs yet but that will probably be next.

 

Otherwise going very smoothly. Not too keen on the Unreal ENB, I know you have modified it, so that may be different. For me it seems to put a grainy film over everything which washes out alot of the colour - compared to just RLO.

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Had a question about Serious HD retexture. The SR guide says version 1.2.3, but the latest version on nexus is 2.0, is that just an oversight or is 1.2.3 better in some way?

 

I haven't looked closely at 2.0 yet and it is a style change from 1.2.3 so for now recommend 1.2.3 until I've had a chance to review.

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Ok, next issues:

Jewelry of the Nord - HD Rings and Necklaces

Author: Pfaffendrill

Version: 1.2

is actually "Jewels of the Nord - HD rings and necklaces" (sorry for that, I had to ;)

Nightingale Prime HD

Author: Zerofrost

Version: Final

both versions are "Final"
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To "solve" this 

For me it seems to put a grainy film over everything which washes out alot of the colour - compared to just RLO.

Just go to the enbeffect.fx and comment out the grain. Or just use his non cinematic version. 

What is nice about this enb compared to so many others is that the author have made it somewhat easy to change the effects by setting it up in a nice way in the files, and also provide a few comments about what stuff does. Along with a nice range of different pallets to try out. It is better service then most other ENB´s provide, since they just have "Look at these shiny screenshots" but they tend to forget that every monitor displays colors differently hence why it is so hard to find "The perfect ENB". 

 

Strange about the performance for you toshaka... on my old computer which only had a GTX 260 and 4Gb DDR2 ram I had a massive boost in performance going from .119 to .132 and even more going from injector to wrapper. But since there are so silly many variables involved perhaps it is a bit...stupid of me to say that performance increase when you go to higher versions since this is not always true for everyone! 

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I also had problems in those areas, persistent CTD, it was enough for me to just half size all the normal maps in SRO and optimize all the AV packages.

If that is not enough try to get the 1k version of SRO and try with that.

But also try to run with papyrus log and make sure it is not a script based CTD, by checking which scripts are executed before CTD.

Saying that try to run a char without activating frostfall and other mods and see if the CTD persists.

It should also go without saying that you start a fresh char every time... and make sure to run both AV and bashed patch every time you change an esp (These mods depend in some way on having an up to date list of your current loadorder to function properly as I understand the documentation)... and proberly also FNIS for good measure.

 

Another thing worth checking out if it turns out to be RAM related is the SIMM installation. Many of the changes it brings are higher amounts of polygons in meshes, which all things considered requires more RAM and performance to render at all, and if the game engine cannot load in a mesh it will most likely just flat out crash, since it cannot draw a texture on top of it etc.

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I also had problems in those areas, persistent CTD, it was enough for me to just half size all the normal maps in SRO and optimize all the AV packages.

If that is not enough try to get the 1k version of SRO and try with that.

But also try to run with papyrus log and make sure it is not a script based CTD, by checking which scripts are executed before CTD.

Saying that try to run a char without activating frostfall and other mods and see if the CTD persists.

It should also go without saying that you start a fresh char every time... and make sure to run both AV and bashed patch every time you change an esp (These mods depend in some way on having an up to date list of your current loadorder to function properly as I understand the documentation)... and proberly also FNIS for good measure.

 

Another thing worth checking out if it turns out to be RAM related is the SIMM installation. Many of the changes it brings are higher amounts of polygons in meshes, which all things considered requires more RAM and performance to render at all, and if the game engine cannot load in a mesh it will most likely just flat out crash, since it cannot draw a texture on top of it etc.

 

Even I with two 4gb cards had to half-size the normals in major TeX packs and opt the Av packages. Best decision I made cause stability is stellar now. As I stated in a previous post I have my theory on why CTDs happen with full size large TeX packs.

 

If you have ctds with SR this is where I'd start.

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