Soariane Posted March 10, 2015 Posted March 10, 2015 I haven't been able to find an appropriate answer to this question, so I decided to finally just ask. And yes I did see the part in the SR:LE Guide about his computer setup, but was still trying to find out if the one I have would currently run it, or if there are things I should do differently to avoid issues, so I attached a copy of my DxDiag report for reference but I will post the general specs here as well:Windows 7 Ultimate 64bitIntel i5-4670knVidia 760 GTX (MSI 2GB Edition)8GB RAMWhat I am trying to avoid is rampant CTD's that I have read other people using SR:LE having, which I would assume is caused by both improper installation of the mods as well as lower hardware specs.DxDiag.txt
Nozzer66 Posted March 10, 2015 Posted March 10, 2015 Yes it'll run. It's basically the same as my previous setup though I had a 680. Just take it a bit easy on some of the texture mods and it should be fine. Use 1k options, etc. And don't expect 60 FPS everywhere.
Soariane Posted March 10, 2015 Author Posted March 10, 2015 Ah, okay. I'll use lower-res texture packs. Also in the guide it recommends that I extract .bsa files, but doesn't specify. So should I just let Mod Organizer do it every time the window asking me to pops up?And, what does extracting them do, exactly? Since it's not really explained well. I would ASSUME that it would use the extracted files instead of the .bsa to reduce load order, but I could be wrong.
Nozzer66 Posted March 10, 2015 Posted March 10, 2015 Yes. The first time it pops up, it'll ask you if you want to extract this BSA. There will be a note on it asking if you want to see this popup again. If you don't then click it. A BSA is a particular archive. They can contain textures, meshes, Animations, Interface Elements in some form. If you need to 'hide' a file that's packed into a BSA, then unless you extract it, you can't. That's one reason.Another reason is that loose files take precedence over those in a BSA. In a nutshell, extracting them just gives a bit more flexibility over file control.
Soariane Posted March 11, 2015 Author Posted March 11, 2015 Alright, so I got to the part about DDSopting Falskaar / Wyrmstooth, would it be better to do the 8192x8192 or should I drop it a bit lower? I was thinking 4096x4096, since I plan to essentially do 1 step below what they suggest as far as texture-related things.
Neovalen Posted March 11, 2015 Posted March 11, 2015 All of the Falskaar and Wrymstooth textures are already lower than that. 8192x8192 is just the default setting, DDSOpt will not increase your texture size. However, if you set it lower it will shrink any exceeding that size.
Soariane Posted March 11, 2015 Author Posted March 11, 2015 Ah, alright thanks for the clarification.
Soariane Posted March 11, 2015 Author Posted March 11, 2015 Alright I've finished installing SR:LE / REGS up to the conflict resolution patch part. I downloaded the SR Conflict Resolution Patch but in the compatibility portion of the SRLE / REGS guide it said I will have to do the conflict resolution on my own. Now I've watched the tes5edit authors video on conflict resolution but I don't quite get it, like when the conflicts are listed in the guide I can't find them. Not sure how to look, or if my filter settings should be different because I saw a partial list online of tags that merge automatically or something...
Neovalen Posted March 12, 2015 Posted March 12, 2015 That video is kinda old... however TES5Edit now has a right click option "Show Conflict Losers" which applies a pretty good filter for checking things. Personally, about 90 percent of the time I don't even use a filter.
Soariane Posted March 14, 2015 Author Posted March 14, 2015 Okay, and as long as the red entry on the far right is orange it should be fine right?
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