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Posted

I think we discussed long time ago that Breezehome fully upgradable to be compatible with current REGS including Dawn of Whiterun. I believe CJ confirmed it long time ago.

 

I am not sure about JK's.

Posted

A new version of Better City Entrances was uploaded this weekend without Whiterun, to be compatible with JK's outskirts, if that's a combo anyone wants to use.

 

As a sidenote, I didn't notice any drop in FPS with JK's until 1.0, now there's several spots where it looks like stop-motion animation (~18 fps)... but, it's so pretty  ::(:

Posted

I'll have to look at the mod you mentioned Nearox. But, first I have to figure out why I'm CTDing as the start menu loads as this load order worked earlier today and everything loads fine in TES5Edit so it's not missing any masters and I rebuilt the bashed patch, DSR and FNIS.

Posted

Yes, it's fully compatible, but you should place the Breezehome mod before REGS - Cities.esp in your load order, otherwise followers won't be able to enter the whiterun sewers.Maybe, but then you wouldn't have problems with the vanilla meshes options from ETaC for Falkreath, Dawnstar, and Winterhold (which is what you reported on ETaC's page)All I can tell you is that the custom meshes used by ETaC will load ALL the textures from "Texturesmjb_townsarchitecture" if you choose the new textures option, and from the vanilla texture path if you choose the vanilla textures option. So if you're not getting the rustic windows textures in those cities, then something might have gone wrong with the rustic windows/farmhouses install.Otherwise, if you're only encountering this issue on other towns, I'd recommend opening the farmhouse0*.nif files from whatever mods you might have and checking the texture paths with NifSkope.

Quote from CJ

Posted

Maybe 5 FPS dip? Still not 100% sure as I'm having some issues elsewhere. There were a few places I dropped to 15 but that was before I copied TechAngel's .ini files. One of them was going up the steps to Dragonsreach. One was on the steps looking into the courtyard (the intensive spot) and the other... I can't remember but I think it was by Breezehome.

 

Of course, it could have to do with this I'm not sure what texture it is though.

Posted Image

Posted

Maybe 5 FPS dip? Still not 100% sure as I'm having some issues elsewhere. There were a few places I dropped to 15 but that was before I copied TechAngel's .ini files. One of them was going up the steps to Dragonsreach. One was on the steps looking into the courtyard (the intensive spot) and the other... I can't remember but I think it was by Breezehome.

 

Of course, it could have to do with this I'm not sure what texture it is though.

Posted Image

There was a fix posted for that in the JK's Whiterun Nexus forum, might be SMIM overwritten by something, scroll back a few days and you'll see it.

Posted

Hi all - I'll chime in with my bits on the latest banter here:

 

RE: Breezehome

 

I Use Breezehome Fully Upgradable + ELFX v2.0 (with the ELFX - NoBreezehome.esp plugin & ELFX Enhancer.esp) + Skyrim Project Optimization (the No Homes - Full version .esm) + RCRN + a personalized patch to mix ELFXEnhancer's overall lighting environment color changes with the dynamic time-of-day lighting scripted effects by RCRN. I've just started using Vividian ENB (without any of the included ELE plugins,) and things look pretty good to me...

 

I'm no big fan of player homes, but since I use BH as my main "base of operations," I really appreciate BHFU's storage options and automated access to potion crafting ingredients, etc. I haven't noticed any problems between JK's WR and the exterior elements that BHFU adds.

 

RE: JK's Whiterun & FPS drops / CTDs

 

I am not using JK's WR + DoWR together, and frame rates on my GTX 760 were acceptable, though they do definitely get low around the main entrance facing in certain directions, and the to-be-expected standing below the Skyforge eagle looking out over the city. I will check again next time I'm there and take screens in any spots where it's particularly bad.

 

I'm getting no CTDs inside the Whiterun city walls whatsoever, though. Outside, on the other hand, I occasionally CTD a little north, around the meadery, or along the road heading south, kind of around the area where the stream is. But it is just once in a while - with no consistency that I've noticed.

 

RE: The new optional Better City Entrances that's JK's WR Outskirts compatible

 

Oh boy, I did not notice any problems when I started using JK's WR Outskirts, and that's with the REGS optional version of BCE, and the REGS replacer version of Nernie's. I'm really going to have to take another look to see where they conflict or clip or whatever. But thanks for pointing it out, as MO doesn't identify when a mod has newly added optional download files, only updates to the main downloads.

 

RE: Skyrim Better Roads

 

Thanks hamgelu for pointing that out! It's looks to be really nice, and I guess that it has involved a considerable amount of work by the author to clean up the roads and keep it compatible with other mods. I'll be testing it very soon.

Posted (edited)

https://www.nexusmods.com/skyrim/mods/57612

 

This was released today ( I think ), I'm definitelly tracking it to see how well it goes.

 

Do you guys think it would be a good addition to REGS?

FINALLY a good road and bridges mod that seems well thought out and well executed! 

 

Seriously, it looks amazing. 

 

Some months ago we tested Skyrim Bridges but found it not to be good enough. Plus it made a lot of conflicting navmesh edits. SkyBeRoads however doesn't change any navmeshes but adds new bridge models plus changes many roads to be... just better. 

Edited by Nearox
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