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Posted (edited)

Introduction: I am trying to build a simple but stable construction for being a sneaky blade-fiddling redguard. - It turned out to be a bit more than simple. Hopefully it holds together.

 

In this thread I presented my early expectations. But after recieving my computer, and CTDing after 10h, I decided to scrap the entire thing and try again.

 

I am posting this here after it was suggested. And if any moderators see this, I am sorry I posted in the wrong subforum. And I am sorry I could not find how to notify you. but I am new to stable modding, and step-community in general. I bought the game at launch, but have yet to finnish the main questline, or any questline besides mages, because of CTD. So to say that I have no idea what I am doing, is an understatement.

 

The Direction: Currently I am aiming for SkyRe since I liked the way blade-combat works in that overhaul. And I am not to fussy about updating textures, since I only have a GTX 570 1Gb.

 

Full (abbrivated version) Specs: i7-2600 @ 3,4Ghz, 8Gb 1600 RAM, Win 8, GTX 570 1Gb, Corsair Force 3 and GT SSD 120Gb. I bought it used at a lower than PS4 cost, so don't make jokes please :D

 

After all the mods are installed, I get around 29 to 40 FPS. Using Nvidia Inspector, I will cap it at 35 for reasons unknown.

 

What I am doing: Currently trying to fix the game after CTD, and with added changes, like RCRN and z-ENB. Update: I am done. If you can find any faults or hidden future CTDs with my modding. Then I would love you to pieces.

 

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Above is the continually updated amature change-log/diary

 

Stuff I have no clue about, and hope to get help with

- Fun little warning I have no clue what it means, in Tes5Edit?

 

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<EDIT> Given that it refers to CWTestHold and is unused data in Skyrim.esm I am guessing that it has something to do with the dropped Civil War addition to the game? And this would be removed if I added the Civil War mod that everyone is warning me about?

 

- We now have our first CTD. Meh, hoped I would not have to deal with this. Solved

 

- Huh, I hace the Papyrus additions to Skyrim.ini. Yet I don't get any Papyrus dumps!

 

 

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Edited by Spelly
Posted (edited)

Just had to add a coment. Problem fixed. Merged Skyrim Flora overhaul, grass on stereoids, and realistic water 2. Stresstested for 15 minutes, and no CTD, and no broken geometry or textures. GOD I LOVE MODDINGCOMUNITY.

 

I feel like I should go drinking just to celebrate.

 

<EDIT>Oh, and it is hard to tell, since the FPS plugin still does not show. But it seemed just a tad smoother, ie more fps. Hard to say for certain :D

Edited by Spelly
Posted (edited)

Now it is almost done

Just sounds, mergers and Skyre+proccer left. I can see the end of this 12hour tunnel of learning and "fun"

 

GAAAWD. 220Mb at 120Kb/sec... Bah. I am going for a smoke, or something.

 

I realize that this thread has become like my own poorly worded diary

Edited by Spelly
Posted (edited)

cheers :D To be fair. I have yet to test it properly. Ie playing the game.

 

And there is still the warning that I got from TES5Edit when cleaning the official patches. And ofcourse the "WTF" over me not getting a papyrus dump. Same thing happened on my now defunct laptop (I am sitting on a "new" PC at the time of doing this diary)... Whish I could change the thread title to "A thief mod build - Diary of an inexperienced mod-punter using google and trial"

 

<EDIT>

 

Gnod Dnambit!!

 

CTD on start

 

<Edit>

 

Realistic Water Two could not be found by TES5Edit. Well, no, because I merged it. I might have solved it by calling the merged .esp for realistic water two. Atleast Tes5Edit will load the list and apply filters to it now.

 

<EDIT>

Alright. applying filters adds ALOT of red conflicts with red bakgrounds. So I am gonna try a bashed patch to see if that helps.

 

<EDIT>

Did a stresstest with:

player.setav speedmult 2000

set timescale to 1

tgm

tcl

the ush'l

And I managed 15 minutes of running around before it froze. I do not know if that is good or bad at this point. Should I try to merge .esp in order to reduce conflicts?

Edited by Spelly
Posted (edited)

A side-post concerning merging patches

I have many mods that conflict with each other. Sadly I cannot seem to create an override using Wrye Bash nor TES5EDIT (it was removed from T5E right?). So the answer would be to use the amazing merger script in T5E right? Well, yes, it does seem to work really well most of the time. However, BSA and other files often rely on finding an MODDERpredeterminedNAME.esp. The answer to that one is that the resulting merger.esp has the same name as the esp who has dependent files. I am correct in assuming this is true?

 

But what if

 

Please realize that I never even finalized that calculator we where supposed to do in school. In other words. Computers are only graphical interfaces to me. I am probably either making a huge mistake, or stating the obvious. So obvious that it is not considered important to state in the various guides I have read.

 

What if I create two copies of the patch, named differently to accommodate the dependent files, while at the same time removing conflicts and loss of in-game expressions?

I realize that duplicates would fill the python-script faster. Or does it? Perhaps it only slows down the next script in line because it has to sift through redundancies?

 

TBH as I write this, it feels like it is less of a shot in the dark, and more of a smiling grizzly. Ah well, backup backup backup. Break the game and try again. :D

 

Another workaround would be to edit all tags searching for a specific file. Is it even possible doing this with BSAopt extraction? Is it worth time investigating...?

Edited by Spelly
Posted

I could be off but, I think you are supposed to extract bsa files if you are merging plugins that use them. MO already has a built in bsa extraction method. Click on Archives, select the bsa you wish to extract, right click, extract..

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