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A Real Explorer's Guide to Skyrim


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Posted (edited)

Hey all,

 

Firstly, thanks CJ for what looks like an excellent pack.  I just discovered it from references in the ETaC Nexus thread.  I've kind of been rolling my own up until now - I built a STEP:Core + SkyRe setup a year or so ago, then came back to the game a few weeks ago and since then have been throwing in loads of extra mods without following any particular packs.  Mostly working OK so far, but I see several interesting mods on this pack (and some on SRLE too) that I want to start using, so I think I'm going to start again with a new MO profile, based on REGS + SRLE, so I can benefit from the patches and all, and then try and throw in my preferred extra mods in on top of that.

 

I actually came to this thread to find out why Dawn of Whiterun wasn't included - I see my timing was good, as it's been discussed quite recently! :)

 

I guess if a number of people are having perf problems, then it's not going to go in and that's fair enough.  But I'll just add my own experience which is that I've experienced none whatsoever.  Now maybe my definition of performance doesn't match everyone's.  I have a MSI factory-overclocked NVidia GTX 760 2GB gfx card, running on a 4-year old Intel quad core i7 which I've overclocked to 4Ghz.

 

In Skyrim, I use the Nexus top-rated ENB plugin - RealVision ENB, running at 1920x1080 at ultra quality, with a lot of texture replacers (mostly everything on STEP and a few more I've added myself).   I've set up ENB adaptive quality targetting 30 fps and I've also set the ENB frame limiter at 30fps.  Indoors and in towns, I am pretty much always at 30 fps (indoors it would go to around 40 if I removed the limiter.)  In exterior cells, it's more like an average of 27 or so.  As long as it's over 24 fps, I'm happy.  Even then I do sometimes get very brief drops to 10 fps when I'm panning the camera, but I don't care as long as it doesn't last more than a second or two, which it never does.  I appreciate that not everyone might be happy with such performance drops.

 

My point in all this is that Dawn of Whiterun is a rock solid 30 fps for me the whole time.  And I noticed no FPS change before and after installing Dawn.  

 

So to anyone who's read this thread and not tried Dawn of Whiterun because of the comments, I do suggest you at least try it for yourself - at least if you have a 2GB gfx card and use ENBoost.   I can say that at least in my experience on such a system (and bearing in mind I'm running a fairly heavy ENB setup), Dawn of Whiterun was no drop in FPS at all really.  And *well* worth it - it's a wonderful overhaul.  (Someone mentioned the clutter getting knocked about a bit - that does happen, true.  But the author has said she's aware of that and working on improving it for upcoming versions, making more objects static or whatever the right term is.)  

 

 

I have one question while I'm here.  Well, probably first of many :)  Is there a reason why STEP:REGS, and actually maybe all of STEP, is still using BOSS and not LOOT?   Since I came back to Skyrim a few weeks ago, I switched to LOOT, and it has seemed pretty wonderful.  I was getting increasingly huge lists of "Unrecognised plugins" out of BOSS.  And just the principle of 'intelligent' sorting - that actually reads what the plugins do rather than rely on a static ordering list - is attractive.

 

I do realise that following a STEP guide handles that, with specific placement of unrecognised mods.  And certainly LOOT auto sorting is not always correct - I've had to manually move a few things around.  But that manual re-ordering can be done with LOOT as well.

 

So is there any reason why LOOT is still not preferable?  Any reason I should consider switching back to BOSS when following STEP guides?

 

(Apologies if that's been covered somewhere obvious - I did Google, but haven't found any STEP-specific responses as to why BOSS is still used.  In general the advice I have read re LOOT is to switch to it.)

 

Thanks in advance - and again for all the awesome work being done here!

Edited by TheBloke
Posted (edited)
  • What Riften patch do you use if you have Cutting Room Floor and Dawn of Riften but not Interesting NPCs? (they're TOO interesting!)
  • What happened to the REGS Patch - RWT.esp patch?
Edited by statmonster
Posted (edited)

Hey CJ,

 

Just wanted to give you a bit of feedback. I have logged about 150 hours on REGS using 4 different characters (on 4 different profiles). I recently updated my patches to your latest, but I have not installed the latest REGS version, as I use Skyre and don't want to mess with that too much. I have 154 esp in my load for my latest build, and plan on playing it for a good while into the future.

 

Dude, REGS is good. It is really good. Damn good job mate. It is very stable, and easy to build off of. I love that your forum is so active, though I imagine for you it can be a bit of a headache to manage. So I'll try to be too long winded.

 

I have touched most of the 'new content' (read locations, modifications, questlines, etc) testing for stability, though I have not dove deeply into any of it. On my current character I have about 30 hours, and am only scratching the surface. This just adds SO MUCH. Thank you for developing this, and maintaining it. Keep up the good work. and again, damn good job. My favorite part of all of this is I find myself (sometimes, obviously not for Falaskar or other obvious adds) asking the question "wait, is that from REGS or is it in Vanilla".

 

I.D.

Edited by IdiotDave
Posted

I am using REGS with SRLE.  Doing the conflict resolution I did not come across several of the NPCs in ETAC that metnioned as needing cleaning:

 

Non-Player Character (Actor) 0001361E Rustleif

Non-Player Character (Actor) 0001361F <Seren>

Non-Player Character (Actor) 00013650 <Lod>

 

It seems some though not all of the previous content from Dawnstar is no longer present in ETAC Complete - though maybe it is just the version I used.

Posted (edited)
  On 5/18/2014 at 4:55 PM, yic17 said:

Hello. BOSS tells me that these files have missing navmesh records and may cause problems. I am wondering if they are fixed in the REGS Patch or they're just not going to be problematic?

 

- DragonmournInn.esp

- Inns and Taverns.esp

- TheDomain.esp

The first two are false reports (both mods have no deleted navmeshes), and the third one has a replacer file to fix that issue in the REGS Patches.

 

  On 5/18/2014 at 5:56 PM, Thernn said:

BTW Spellmaking in Skyrim is not covered in the Boss Masterlist either. The ESP is Khalsspellmakingmod.esp. I Stuck it under Quests K, but it an argument might be made that it should go under Magic.

 

Have you thought about adding in the Kohnakrik's accouterments series to the Game Changing Section now that you have one?

 

The Chapter linker is loaded rather late unlike the ESMs. It is loaded between 13OJ's mods. So the ITMs could be more of an issue.

 

Also redownloading the patches fixed the errors it was finding so thanks.

Added a rule for Spellmaking, thanks.

About Kohnakrik's accoutrements, I'm still not too sure about adding it, I don't feel like it really fits in the game.

And the chapters linker as I said before is supposed to have ITMs, because it's made to ensure that whatever their load order might be, the 2 ORS quests will be linked properly.

 

  On 5/18/2014 at 6:11 PM, Kuldebar said:

Love what you fixed and incorporated in Nernie's Mod, by any chance have you taken a peek at the inside of the small mead house outside Whiterun?

Sigh. I remember trying to fix that bug over and over again back when I first made the pack. I really thought I had fixed it at one point, but it's just driving me nuts.

I'll see about looking into it again now that I've gotten better at using the CK.

 

@TheBloke: First of all, welcome to the STEP forums, and thank you for your feedback.

Concerning Dawn of Whiterun, I just removed it from the guide because too many people were complaining about the performance drop, and I was seeing my FPS drop from 60 to 30 (Not using any ENB, in case you're wondering) so I had to stop using it, and I can't exactly go around telling people to use a mod when I was forced to stop using it (since I wouldn't be able to spot any incompatibilities or small issues)

Concerning LOOT, I tried to get on that bandwagon when it was just released as a beta, but everyone was asking for BUM rules, so I just caved in and went with that after all ::P:

 

@Keith: Well MadFrenchie was never truly gone from the workshop after all, he just stopped showing up on the nexus.

 

@statmonster: 1. You don't need a patch in this case.

2. It's no longer required (worked around it since an earlier version, both to save a slot and some sanity)

 

@Astakos: Yeah, I actually got the new version from Ganda before he uploaded it on the nexus, so I forgot to update the version number for it, thanks for the warning.

 

@IdiotDave: Thanks for the encouragement. Glad to hear you're having fun with your setup.

As for not knowing whether stuff is added by mods or was already in the vanilla game, there's a simple trick for that: If it looks good then it's mod-added and if it's broken, it probably is bethesda's doing. ::P:

 

Fun fact: did you know that in Oblivion, every single dungeon in the game was designed by the same person?

 

@statmonster (bis): I'm leaving these records in for the moment, Lod for example might need conflict resolution once again when ETaC - Falkreath is released (hopefully soon).

Edited by CJ2311
Posted
  On 5/21/2014 at 6:51 AM, CJ2311 said:

@Astakos: Yeah, I actually got the new version from Ganda before he uploaded it on the nexus, so I forgot to update the version number for it, thanks for the warning.

Thanks mate!  ::):

 

In your installation instructions for this mod is there a problem with SMIM combatible meshes and you don't recommend them?

 

Also Skyrim Sewers got updated to v.4.12 a few days ago!  :;):

Posted (edited)

I have finally got a workable game going with this and SR:LE and a bunch of other mods, not Requiem, and it is working really well. Had to merge a bunch of plugins. Not perfectly stable but usually good for a few hours before any kind of unrepeatable random ctd. That is quite useful as a signal to get off my arse and do something useful. I am including my modlist and load order just for interest.

 

Modlist:

 

  Reveal hidden contents

 

 

 

Load order:

 

  Reveal hidden contents

 

 

::):

Edited by Smile44
  • +1 1
Posted
  On 5/21/2014 at 6:11 PM, Smile44 said:

I have finally got a workable game going with this and SR:LE and a bunch of other mods, not Requiem, and it is working really well. Had to merge a bunch of plugins. Not perfectly stable but usually good for a few hours before any kind of unrepeatable random ctd. That is quite useful as a signal to get off my arse and do something useful. I am including my modlist and load order just for interest.Modlist:

  Reveal hidden contents

Load order:

  Reveal hidden contents

::):

This may be off topic , what is your BUM rule for Extended encounters.esp? Thanks for sharing.
Posted
  On 5/21/2014 at 6:23 PM, thaiusmle said:

This may be off topic , what is your BUM rule for Extended encounters.esp? Thanks for sharing.

I have it at BOTTOM Base E

 

Seems to be fine there and works as it is supposed to.

 

::):

  • +1 1
Posted
  On 5/21/2014 at 7:09 PM, Smile44 said:

I have it at BOTTOM Base E

 

Seems to be fine there and works as it is supposed to.

 

::):

Can you share what esp(s) that you merged? Thank you very much. 

Posted (edited)

Atlas Map Markers, ELE interior lighting, High Level enemies, Relighting Skyrim, RND are the ones off the top of my head will give a more detailed answer at another time as will be out of touch till the weekend.

 

::):

 

Probably best to continue this in a separate post or pm as it is now completely off topic for this thread.

Edited by Smile44
  • +1 1
Posted (edited)

Hello. I am going through TES5Edit to check for mod conflicts. And I noticed Raven Rock Expanded and ELFX - Dragonborn have some "placed object" conflicts. Right now ELFX - Dragonborn is loaded after RRE. I wonder if I should move RRE's changes into a patch as override?

 

Edit: Okay, I just removed the 2 cells that ELFX edits. Don't really mind if there's no ELFX in 2 interior cells. =

Edited by yic17
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