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A Real Explorer's Guide to Skyrim


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6) Download our patches. These will be installed last. https://dl.dropboxusercontent.com/u/15909840/Modular%20Morrowloot%20Overhaul.7z

 

Right, but I don't see anything in there specifically about making those four mods work with each other or if any of those patches are even necessary for that. The only mods I'm really using from that pack would be High Level Enemies SIC Edition, SIC Evenge of the Enemies version, and Revenge of the Enemies. I don't see OBIS in there (was thinking about using OBIS Redone).

 

So I guess I'm not understanding whether I need these patches if I'm just installing a few of these. I don't have STEP Extended, just STEP core and a literally three or four STEP Extended mods. I do have the entire REGS pack though. I also have Cloaks of Skyrim. So if I'm using Cloaks of Skyrim, Step, High Level Enemies and Revenge of the Enemies, do I need all the patches provided from that dropbox link? Do I need the High Level Enemies - SIC patch? Like I said, I'm only using a few of these and I'm not certain I need the patches.

 

Honestly not trying to be difficult or obtuse here. I've done a significant amount of research on this, just looking for a little bit more explanation on how to work this all out without screwing up my game.

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Not sure if this guy is paying attention to this thread anymore, but I'm wondering if anyone else has used ASIS with this? I'm using STEP Core (with a lot of mods from Realvision ENB install guide integrated in), along with the Real Explorer's Guide and a number of other more minor mods stacked on top (player houses, armor, spell mods, deadly dragons, etc.)

 

I'd really like for NPCs to be able to use some of the spells from the mods I've installed, but I don't want to blow up my game. These improved ASIS inis look promising, but I'm just wondering if anyone else has tried ASIS and maybe the improved inis on top of STEP Core and REG? Out of the personal preference mods I've installed, I'm specifically worried about it conflicting with Mighty Magick.

 

As a bit of a segue, also wondering if anyone else has used Mighty Magick with ASIS, and if they could tell me how much the perk and spell changes extend to NPCs? My gut feeling is that I don't need to use the ASIS auto-perk feature as Mighty Magick is basically just altering perks that NPCs already have. Also thinking I don't need to put it in the spell inclusions as it mostly modifies spells npcs already have, and I don't want them to be randomly using player-centric non-combat spells just because they slipped through the filter somewhere (e.g., storage spells, mark and recall spells, etc.).

 

Anyone have any thoughts on this?

I use ASIS and those improved ini files with REGS, Mighty Magick, Apocalypse Spells, SIC, SkyMoMod, SIC High Level Enemies, OBIS, SkyTEST, and a crap ton more stuff.  It works great.  The improved ini files do a pretty good job of making sure NPC's don't end up with player-specific spells.  The perk changes from Mighty Magick don't make a difference...it still works just fine with the Automatic Perks from ASIS.

Edited by noobzor
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So I guess I'm not understanding whether I need these patches if I'm just installing a few of these.

Read the MMO pack, at the bottom, Patches section. That should answer your questions. https://wiki.step-project.com/Pack:Modular_Morrowloot_Overhaul

If it doesn't you may want to post your question there. But with their explanation, the patches are pretty straightforward and easily merged.

MMO recommends ASIS so, I don't see why it wouldn't work for you on top of REGS. However, they don't recommend OBIS. Not sure why, haven't dug into that forum deep enough, but the answer should be there.

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I use ASIS and those improved ini files with REGS, Mighty Magick, Apocalypse Spells, SIC, SkyMoMod, SIC High Level Enemies, OBIS, SkyTEST, and a crap ton more stuff.  It works great.  The improved ini files do a pretty good job of making sure NPC's don't end up with player-specific spells.  The perk changes from Mighty Magick don't make a difference...it still works just fine with the Automatic Perks from ASIS.

Thanks for answering, your setup sounds very similar to mine. Did you put any custom inclusions/exclusions in the ASIS improved inis, or did you just let it run as is on your setup? I'm asking because I installed most of the mods I was discussing in my previous post and ran ASIS, and I'm getting pretty consistent CTDs now (been testing with new saves as well). Haven't had time to do trial and error on it, but I know it's something I've added in the last couple days. I used some custom inis from the WIP Modular Morrowing Overhaul on top of the Improved inis and I'm thinking maybe I shouldn't have done this. Going to be working on it more tonight, seeing if I can find which mod is causing the crashes.

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@zombiecurse

 

I assume you're using enb to at least manage your memory and ssme/skse 1.07.  I use a lot of those mods also, plus a whole lot more, as well as the asis improved ini files and the mmo/ngo asis ini files, with a few modifications (mainly blocked a few mods, like extra guards) and I'm not having any problems.  Are you using memory block log to monitor your memory blocks?  In my skse ini file I had to adjust to:

 

[Memory]
;DefaultHeapInitialAllocMB=768
;ScrapHeapSizeMB=256
DefaultHeapInitialAllocMB=1024
ScrapHeapSizeMB=512
 
in order to get my setup to run but it runs very smoothly without any ctd problems.
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I'm using Realvision ENB and SKSE 1.07. I also have Safety Load installed. I have not adjusted my skse ini files though, so I'll take a look at that when I get home. I have a pretty beastly computer and I kinda figured that it could take whatever Skyrim could throw at it, but maybe that's not the case. My PC is:

  • GPUs: Geforce GTX-770x2 (SLI)
  • Ram: 16gb Kingston Hyperbeast Ram
  • Motherboard: MSI Z87-GD65 Gaming
  • Processor: CPU INTEL|CORE I7 4770K 3.5G 8M R

I've also overclocked the processor using the automatic overclocking stuff on the mobo, it runs at about 4.2ghz I think. I will take a look at the SKSE files when I get home though. I already edited the ENB files to make full use of my VRAM, so maybe I need to tone those down a bit? And sorry, which mods did you block from mmo/ngo?

 

The ones that I have installed are:

  • HLE
  • SIC
  • RoTE
  • Bandoliers
  • Winter is Coming
  • Immersive Weapons
  • Immersive Armors
  • Aurora Doomstone Package
  • Thunderchild
  • Apocalypse Spells
  • Forgotten Magic Redone
  • Deadly Dragons

Most of those I had installed before I even took a look at MMO/NGO. Do you need to block anything from that list in the inis? Which mod are you blocking extra guards from? Or is that just a mod that you installed as a personal choice, outside of the pack?

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"Extra guards" is an additional mod I added.  It has an etac compatible version and is nice with all of the extra bandit/hostile npc spawns that are in my game.  I trimmed down my block list and trusted the asis improved files, which have been nice, but the guards from that mod were spawning twice so I had to block it.  I also blocked the populated mods but I don't use those anymore so I didn't bother to add it with the new asis inis.  I've stopped using the perks and spells with asis as well.  It's a personal choice but I rather like the changes RoE, Skyre and Obis add and the npcs do seem to have unique styles to them.  With the perks from asis everyone seemed largely the same and with the spells everyone just seemed to use lightning and other powerful spells from apocalypse, I think, so the default spells seem to add a bit more variety to the game.  I'm still testing and playing around with things so I might change my mind on that but that's where I sit right now.  

 

They say you don't need safety load with the new skse or ssme so you probably want to lose that as well.  Definitely check out your skse settings though.  The default is perfect for a light load, and then some, but if you're trying to add half as much stuff as I am then you will need to up it a little bit.  Remember, the first block must be increased for the second block to increase so mine at 1024/512 is really giving me 756/512.  I tried Tony's method of only adding what you need but if I add anything other than in 256 increments my game won't load.  I have no idea why, I've just come to accept it as is.  It doesn't crash and runs real smooth but I'm also running on a powerful pc.

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I may rebuild my ASIS patch when I get home tonight to forego the perks and spells as well. I thought the world would feel a little more "real" if the npcs could use a lot of the same spells I can, but if RoTE gives the enemies some cool new abilities, I'll probably just stick with that. So generally, you're just using ASIS and the improved inis to up your spawn rates? Are you using anything else, like the AI patch or the NPC potion thing?

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Eggover1979, who is the author of asis improved and, if I remember correctly, is the one who said that Diennes had said the asis ai was outdated and recommended not to use it.  It adds a LOT of variables that aren't in the game, however, but I can't tell how well it works with mods like duel or skyre combat so I've been playing with it but leaving it off lately.  Now I just use spawns, along with ngo recommended random spawns, potions and npc enchants.  

 

We seem to have gotten far away from regs, however, so feel free to pm me or take this conversation over to the ngo forum, which seems more appropriate and where I lurk as well.

Edited by cstarkey42
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CJ2311 is there any time frame of when the REGS - SRLE Special Instructions & Compatibility Guide will reflect the current state of SR-LE?

I might release a patch ESP for a full install of both instead of updating the guide, but it's not completely finished yet.

 

 

Anyone here tried Better Dwemer Exteriors? Is it any good?

Haven't tried it (yet) but looks like something that could fit in with REGS. However I see on some screenshot the author added a building with doors, I hope he did interiors as well otherwise it's a no-go for me.

 

 

And I'm wondering if anyone has tried Castle Volkihar Redux on top of REG? It doesn't look like it would cause any conflicts, but thought I would check.

I'm not a fan of player homes, so I haven't :P

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Have you seen this one before, CJ?  Adorning Whiterun - A Whiterun Overhaul V2

 

Maybe I'm just a sucker for a good screenshot but it looks really good.  It's a complete overhaul of his first attempt, built from scratch and highly customizable (according to the description).  He's still updating it but then he says he's going to do some compatibility patches so it could be something to keep an eye on.  The npcs are suppose to have their own ai packages as well so it sounds like it might be a great mod to replace Dawn of Whiterun.

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