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A Real Explorer's Guide to Skyrim


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Posted

Yeah, it might be a good replacement for DoW but I doubt I'd want to use them together, even with a patch.  One post on the page says it looks great with better city entrances, so that's cool.  I'm not sure what Nernies adds to whiterun.

Posted

I think Nernies adds a heap of buildings to the outskirts of Whiterun (across from the stables). I downloaded all of the REGS city overhaul mods in one go. You can imagine the shock going from vanilla to super charged :) But I never know which is which unless I click on them with the console open.

Posted (edited)
  On 6/13/2014 at 7:50 PM, zombiecurse said:

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?

Sorry, I have been out for a few days.

 

I did have to make some tweaks because of CTD's sometimes.  One thing I did was exclude all of the animals from ASIS (e.g. all the the skyTEST and Real Wildlife and More Village Animals added to the mod exclusions for increased/random spawns), but I thought Egg ended up doing the same in his ini's.  I also had to turn off the AI tweaks in ASIS...those just did not play well.  I kept all of the spell and perk stuff turned on, turned off the random spawns (it leads to some weird situations anyway), and toned down the increased spawns a little bit (no chance of 4 or 5 extras, higher chance of only 1 extra).  I do use the potion thing.  With those settings, I am running smoothly.  

 

Edit:  Oh yeah, I almost forgot the most important part to improving the stability of my game...

As much as it pained me to do so, I dropped Hunterborn, Frostfall, and Realistic Needs and Diseases from my load order.  As soon as I dropped these from my game, my random crashes (which weren't all that common in the first place) completely disappeared.  I can only attribute this to putting too much strain on the scripting system due to having tons of stuff installed (lots of enemy mods, DCO, CWO, various magic mods...there is only so much Skyrim can do).

 

I wrestled with that decision for a long time, and it wasn't even for performance/stability reasons that I dropped them.  In the end, while I enjoy the challenge they added, they are ultimately just time sinks in a game that I hardly have enough time to play anyway.  With those mods, I found myself spending a notable portion of my playtime gathering wood, hunting animals, looking for food and clean water, and so on.  The challenge of those things paled in comparison to taking down a fort full of necromancers, or fighting gaggle of dragons (thanks to DCO and DD), yet they were taking up almost as much of my game time.  Basically, I was trying to play two different games at the same time...one that was about survival in a harsh world, and the other one about unadulterated white-knuckle combat.  I decided to cut out one of those and focus on the other, and I do not regret it.

Edited by noobzor
  • +1 2
Posted
  On 6/16/2014 at 5:46 AM, noobzor said:

Sorry, I have been out for a few days.

 

I did have to make some tweaks because of CTD's sometimes.  One thing I did was exclude all of the animals from ASIS (e.g. all the the skyTEST and Real Wildlife and More Village Animals added to the mod exclusions for increased/random spawns), but I thought Egg ended up doing the same in his ini's.  I also had to turn off the AI tweaks in ASIS...those just did not play well.  I kept all of the spell and perk stuff turned on, turned off the random spawns (it leads to some weird situations anyway), and toned down the increased spawns a little bit (no chance of 4 or 5 extras, higher chance of only 1 extra).  I do use the potion thing.  With those settings, I am running smoothly.  

 

Edit:  Oh yeah, I almost forgot the most important part to improving the stability of my game...

As much as it pained me to do so, I dropped Hunterborn, Frostfall, and Realistic Needs and Diseases from my load order.  As soon as I dropped these from my game, my random crashes (which weren't all that common in the first place) completely disappeared.  I can only attribute this to putting too much strain on the scripting system due to having tons of stuff installed (lots of enemy mods, DCO, CWO, various magic mods...there is only so much Skyrim can do).

 

I wrestled with that decision for a long time, and it wasn't even for performance/stability reasons that I dropped them.  In the end, while I enjoy the challenge they added, they are ultimately just time sinks in a game that I hardly have enough time to play anyway.  With those mods, I found myself spending a notable portion of my playtime gathering wood, hunting animals, looking for food and clean water, and so on.  The challenge of those things paled in comparison to taking down a fort full of necromancers, or fighting gaggle of dragons (thanks to DCO and DD), yet they were taking up almost as much of my game time.  Basically, I was trying to play two different games at the same time...one that was about survival in a harsh world, and the other one about unadulterated white-knuckle combat.  I decided to cut out one of those and focus on the other, and I do not regret it.

I actually don't use  any of the mods you listed off there. Only thing I use that would qualify in there is Enhanced Blood. I'm going to rebuild my load order without it and see if it helps . . . it's weird, because I was fighting around 10 enemies out in the wilderness and it was fine, but then I went to take a swing at a lone bandit by the Embershard Mine and I CTDed. Checked my papyrus logs and the last thing that happened was a blood script and the notification that "You are the winnah! #1" and "You are the winnah #29." Not even sure what the hell that's all about.

Posted
  On 6/16/2014 at 8:32 AM, zombiecurse said:

I actually don't use  any of the mods you listed off there. Only thing I use that would qualify in there is Enhanced Blood. I'm going to rebuild my load order without it and see if it helps . . . it's weird, because I was fighting around 10 enemies out in the wilderness and it was fine, but then I went to take a swing at a lone bandit by the Embershard Mine and I CTDed. Checked my papyrus logs and the last thing that happened was a blood script and the notification that "You are the winnah! #1" and "You are the winnah #29." Not even sure what the hell that's all about.

Weird.  I also had removed Enhanced Blood Textures, Deadly Spell Impacts, and Burn Freeze Shock effects to improve script latency.  Something about the combination of those three was playing hell on my script lag, so I just axed all 3.

Posted

I think I'm doing something wrong... the fletcher building in Falkreach looks like it's colliding with some other building, which looks like it's a load order error. Can someone post theirs, just to see if something's wrong with mine?

Posted (edited)

Are you sure you installed all the relevant ETaC patches and the REGS patches? 

 

Also, some of the ETaC patches that come with the installer of that mod do not have a BUM sorting rule specified in the guide so make sure you load them after their last master esp in the load order.

 

Edit Here's my load order for REGS +SRLE

 

 

  Reveal hidden contents

Edited by Nearox
Posted
  On 6/16/2014 at 9:32 AM, noobzor said:

Weird.  I also had removed Enhanced Blood Textures, Deadly Spell Impacts, and Burn Freeze Shock effects to improve script latency.  Something about the combination of those three was playing hell on my script lag, so I just axed all 3.

I agree completely regarding the survival suite of mods, IMHO they deserve their own profile/playthrough as they detract from an enhanced combat & enemies profile/playthrough.

Regarding EBT/DSI/BFS, I'm doing fine combining those with each other plus ACE Realistic Fighting/Deadly Combat/Stealth Skills Revisted and DCO/DD plus SIC/HLE & SkyTEST. I should stress scripting latency is fine so far (emphasis "so far") as I haven't made it past level 10-ish in my bug squashing playtesting. I seem to have achieved stability primarily through revisiting and rebuilding my merged script patches (more on that in its own Support Post). I'll let you know if I run into trouble at mid-level with spells flying, or if blood and spell fx continue to play nice.

Posted

Wondering, when the guide says:

 

"Generally speaking, the REGS patches and custom esp files should go near the bottom of your loader order but BEFORE any lighting mods you might have (ELFX, ELE, and RLO). Please do the following in the order stipulated here (depending on your mod choice you may or may not have all the files listed):"

 

Is this talking about in the left pane or the right pane in MO? I have them organized this way in the left pane in MO, but BOSS wants to put all the REGS patches after ELFX and RLO in the right pane.

Posted

Left pane = install order. Right pane = load order.

 

Follow the instructions per specific .esp as layed out throughout the guide as well as at the final section. A Couple of ETaC ESPs are not in the guide atm but you should put those right after the master that is lwoest in the load order. generally they go after ETaC- Complete.esp if I'm not mistaken except for the etac-elfx patch which goes after elfx since elfx is lower in the load order. 

Posted

Yes, I followed the instructions at the end. The two REGS patches that are coming after ELFX are REGS Patch - 3DNPC.esp and REGS Patch - Riften NavFull.esp. They're both set to some after 3DNPC.esp, but 3DNPC.esp comes after all my ELFX files in my load order.

Posted

Concerning Adorning Whiterun, that mod seems to change the interiors, which is something I'd stay away from, personally. (ETaC for instance won't affect the existing interiors in the cities, because that's just asking for a compatibility hell)Castle Volkihar Redux works with REGS, I've tried it, but it just felt op. Still waiting on (or hoping, rather) for Immersive and customizable Castle Volkihar to be updated so I can include that mod in the pack...

  On 6/16/2014 at 10:31 PM, zombiecurse said:

Yes, I followed the instructions at the end. The two REGS patches that are coming after ELFX are REGS Patch - 3DNPC.esp and REGS Patch - Riften NavFull.esp. They're both set to some after 3DNPC.esp, but 3DNPC.esp comes after all my ELFX files in my load order.

If you load 3DNPC after ELFX Enhancer or after ELE, then all of the cells affected by interesting NPCs (and there's a lot of them) won't have the correct lighting values, and will look like they do in the vanilla game.
Posted
  On 6/16/2014 at 10:42 PM, CJ2311 said:

Concerning Adorning Whiterun, that mod seems to change the interiors, which is something I'd stay away from, personally. (ETaC for instance won't affect the existing interiors in the cities, because that's just asking for a compatibility hell)Castle Volkihar Redux works with REGS, I've tried it, but it just felt op. Still waiting on (or hoping, rather) for Immersive and customizable Castle Volkihar to be updated so I can include that mod in the pack...If you load 3DNPC after ELFX Enhancer or after ELE, then all of the cells affected by interesting NPCs (and there's a lot of them) won't have the correct lighting values, and will look like they do in the vanilla game.

Is it normal for BOSS to be sorting it like this? It sounds like I'm going to have to put an override in for 3DNPCs. Not sure I want to go against BOSS on that one.

Posted

I've always said that 3DNPC's order in the BOSS masterlist was weird.

 

In any case, here's why ELFX - Enhancer should be loaded after 3DNPC.esp:

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