Deathwing514 Posted September 21, 2013 Posted September 21, 2013 Just want to inform you guys, that I asked the author about using his mod only for his textures, and this is his response. Question: Hi dDefinder1 First I want to start off by saying I have mad respect for this beautiful mod. However, i am currently in the process to eliminate mods that are script heavy such as yours but would love to continue using your blood textures. Now my question is: Is this possible? Would I be able to use this mod without the scripts? and if the answer is yes, how would i go about it? Thanks, and I eagerly await for your reply =-) Author Response: You going to have to delete about 90% of the mod to use the textures that vanilla uses. Delete everything, this includes the bsa and the plugin file. Leave the textures inside the gore folder and the following files. decalsbloodsplatter01.dds (this file is already included in the vanilla folder) decalsbloodsplatter01_n.dds decalsbloodsplatterblend01.dds decalsbloodsplatterblendaltalpha.dds screenbloodalpha01opt.dds screenbloodcolor01opt.dds Hope this helps the STEP community for their future endeavors
Aiyen Posted September 21, 2013 Posted September 21, 2013 Tip for the future. The Information selection when you right click in MO allow you to see what is overwritten. Assuming ofc. that you extracted the vanilla bsa´s. But those textures are the only things true enough. However its not like the textures are super good compared to the vanilla ones... but worth trying out.
Octopuss Posted January 24, 2014 Posted January 24, 2014 Is the information in the wiki about the crashes and stuff still true? According to the author, it doesn't seem so clear.Q: I’ve read somewhere that this mod is “known†to cause CTDs.When the mod author and a large majority of the EBT users are not experiencing this issue the “known†thing loses its merit. I have gone through a recent 20+ hour playthough with the following mods (https://pastebin.com/mARR2kpV) and have not experience CTD during combat. A deeper test needs to be done to find out if a mod is causing issues rather than just “I disabled this mod for 5 minutes and it stopped CTD.†Other harm can be caused by this besides mods, such as, editing the ini, especially the papyrus or the ugrids settings. Testing under a new game using the COC command is the best way to find out if there is something going on with a certain mod or if its caused a the current save. A lot more is covered in the FAQ below.- quoted from Nexus.No idea when was this written though.
z929669 Posted January 24, 2014 Posted January 24, 2014 It is very likely that the crashes blamed on mod scripting events are largely moot with the mempatch solutions of ENBoost + sheson's Mempatch '3.0'.
Neovalen Posted January 24, 2014 Posted January 24, 2014 I've actually been running BFS, DSI, and EBT all at once without issue or script lag since the mem patch. I suspect it was a mem allocation issue when all the scripts fired. Sent from my XT907 using Tapatalk
Octopuss Posted January 24, 2014 Posted January 24, 2014 It would be nice to test it as it is without that patch and update the wiki accordingly I guess.
TechAngel85 Posted January 28, 2014 Posted January 28, 2014 It would be nice to test it as it is without that patch and update the wiki accordingly I guess.That should be done before 2.2.8 is released. Whether or not it will be is not up to me atm since I'm out of commission until my rig is built.
EssArrBee Posted January 28, 2014 Posted January 28, 2014 I nominate z, he has been testing most of the mem patch stuff. :p Use Convenient Horses, in the MCM menu there is a script latency tester, you want values between 50 and 100 maybe 150 max during high levels of combat or actors on screen.
z929669 Posted January 28, 2014 Posted January 28, 2014 I've actually been running BFS, DSI, and EBT all at once without issue or script lag since the mem patch. I suspect it was a mem allocation issue when all the scripts fired. Sent from my XT907 using Tapatalkme too. I am running this now in my mega-requiem build just for my own personal entertainment. No crashes on that huge, script/graphics-heavy build as yet (running at uGrids=11 for over 25 hours game time now). So far, so good for EBT (default settings).
redirishlord Posted January 30, 2014 Posted January 30, 2014 I've actually been running BFS, DSI, and EBT all at once without issue or script lag since the mem patch. I suspect it was a mem allocation issue when all the scripts fired. Sent from my XT907 using TapatalkI have run these mods as well + Deadly Combat (more scripting) and several other mods, after the sheson memory patch I have not had a CTD event, with gameplay up to 7 hours straight. I not saying this qualifies as rigorous analysis, but in my experience quite stable together. That's on my i7 4770k (3.5GHz) with 16GB Ram and a GTX670 (2GB) with Realvision ENB .246 Full, ugrids at 7, patched SKSE loader (768/256 memory blocks)/cell stabilizer/safety load in play.
DoubleYou Posted February 3, 2014 Posted February 3, 2014 I presume that baseline being 1024 means we install the optional 1024 textures file?
TechAngel85 Posted February 5, 2014 Posted February 5, 2014 Yes, but personally I used to use the 512k version because 1k seemed a bit much for such a small thing on the screen.
Octopuss Posted March 22, 2014 Posted March 22, 2014 There is an ini file included in the mod, and regarding adding those settings to Skyrim's inis, Nexus says "You don't need to follow these steps if you used a mod installer. The ini changes are already included."I am not sure I understand. I see the file in the mod's folder, but I am not sure that MO actually has any such functionality as adding ini entries from extra files to the main ones.
EssArrBee Posted March 22, 2014 Posted March 22, 2014 There is an ini file included in the mod, and regarding adding those settings to Skyrim's inis, Nexus says "You don't need to follow these steps if you used a mod installer. The ini changes are already included."I am not sure I understand. I see the file in the mod's folder, but I am not sure that MO actually has any such functionality as adding ini entries from extra files to the main ones.MO probably does pick it up, but v1.1.2 changed the way INI work and I'm not sure that it will not change again. I wouldn't worry about it or just add it in from the INI Editor.
Octopuss Posted March 22, 2014 Posted March 22, 2014 Can you point me to the discussion about the ini changes? (I don't think reading the changelog is enough to understand it all in this case)And yes, I thought to add it all manually anyway. However... at least one of the settings has a comment next to it saying it's controlled by the MCM, so I really am not sure what approach to take.
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