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zumma

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  1. Yes ... i know ... whatever Bethesda planed to do with TES V, from the technical / engine pov ... stopped with releasing the Remastered Edition. I hope that for the next titles in the series ... TESVI, VII ... they will design their load engine and memory system to be a lot friendlier to MODS. And especially if they get a lot of ... input from fans ... in this regard. They did so in the past ... they created the survival mode for SSE ... they corrected in TES V ... many mistakes they made with TES IV,... I know that this can be done ... but from the factory design. MODS are a big part of this franchise ... it is what make some average-good games ... actually great. I always believe that the end product ... is not actually released by Bethesda (that's only the first / basic release) ... but by the modding community. And the game ... is being judge or should be judged after ... the final release. Our 'little bug' ... doesn't have a classical ... escape goat, unfortunately ... that would had been so much ... better! The mods, enbs, are as much to blame as the game itself ... they all add resources, or change resources to demand more memory ... more so as you unlock the Tamriel Map, discover new locations and interact with the world (especially exterior world) ... everything is loaded and retained in the memory ... even changing the position (x, y, z axis and angles) of a lantern. And i think it is reseted at 30 days. The game retain several cells in memory (the City Cell are also very demanding) ... if you load a cell like this and then you go in a different cell ... then came back ... the cell is loaded instantly ... because it is retained in the load memory ... they sacrificed the load memory ... to shorten the load time between cells (more to SSE than Oldrim i noticed) ... and with things like this it's always a trade off. Crafting menus and Merchant menus are pure 'memory death' ... especially with the way SkyUI designed his later version 5+ ... to get as much stuff on your screen as possible ... provided you have IA and other crafting recipes loaded ... with their ground meshes ... ALL loaded upon opening the crafting menu, some high and very high-res ... i don't have the lag from Oldrim ... which is good, but this is the trade-off ... the fact that you can see the image of every item in player and crafting inventory to high res, even enlarge it ... is very memory heavy ... and most ppl would have used 2k - 4K resolution for mot of thise items by now. It is a nice feature ... but i would prefer the Morrowind's inventory for this ... which meant ... small icons for every item ... because i can see them full size ... when i wear or on the ground. Also the Book of UUNP came with a much better method ... of using crafting books instead, inspired from Lorecraft. As for what mods are most to blame for this ... logically the mods that add the most resources to the worldspace of Tamriel ... Interesting NPCs (which is actually the best Quest / NPC mod that i played (and i played a lot) ... no way i'm giving this up in any playthrough), but came with hundreds of npc and thousands of edits to Worldpace of Tamriel, 6.907 Scripts (!) so thousands of quest-conditions and strings ... then SMIM and you choice for High resolution Graphic Overall, Wet and Cold and Footprins for the number of decals, Frostfall of course, who is using Open Cities (Bethesda ... intentionally put the cities in their own worldspace ... to avoid this specific issue ... add 5-6 major cities to the Tamriel worldspace ... and you are asking for memory trouble ... compatibility issues aside). And i'm sure i forgot a lot of other culprits ... very heavy on adding new resources to the same Worldspace ... these resources are competing for the same finite memory along with the vanilla game resources. the Characters' AI are very heavy as well. I don't see how SKSE64 will help ... they just expand the scripting capability and functionality of mods ... which means that even more complex (so demanding) scripts are able to run ... if so ... they most likely will expedite the 'memory bug' ... not delay it. I'm also a little subjective, here ... i'm not using it for SSE ... not wanting to make the trade-off to stability ... maybe in the future ... for my next playthrough and a stable version ... if that happens. I avoid mods ... that make ... inconsequential changes to game ... inconsequential npc, populated cities, etc ... expanded cities, the extra kids from TK, birds, dogs and cats everywhere, etc ... in an ideal gaming environment ... i will use everything ... but so ... i have to prioritize ... and only use the mods that add resources that serve a purpose and a functionality. So between Interesting and Inconsequential NPC ... i choose ... iNPC ... because i now i cannot have both ... unless i want to make another trade-off. Just an example. The AI in Skyrim ... is different from other other games (ex. Witcher) ... even a NPC ... that apparently serve no function ... just to show in numbers ... will have basic AI package and default sandbox ... Bethesda would had loved ... to fill the cities with hundreds of NPC ... but they wouldn't had been able to put any other resources in those cells ... the AI are consuming a lot ... so my advice is to be samrt about this ... and choose the NPC that are interesting and functional. Immersive Citizens ... came and made the AI even more complex. Please consider ... that SSE is not the same as Oldrim ... it came with a lot of stuff ... from factory ... including the 4 DLCs (the textures one as well) ... the plant and foliage is almost double in vanilla SSE than in Oldrim, i didn't count it ... but i think there are more trees, more landcape objects as rocks and stuff, the number of random encounters i think is a lot bigger ... water shaders and godrays, and most importantly ... LODs ... these are very heavy and memory demanding. They took advantage ... of the 64 bit engine ... and made the game look nicer from factory. So i wouldn't be very surprised ... if the available free memory left for mods ... is smaller than in Oldrim ... speaking in percents. Then ... came the modders and took advantage ... releasing ... many 4k and even 8k textures ... i still recommend keeping to 2k ... for a most stable playthrough. For me ... Oldrim was working very badly ... especially after i upgraded my specs ... to i7 4790K (but not overcloaked), 16 RAM and GTX 970, w7 64 bit ... i was able to load more graphical demanding mods ... but i lost a lot to stability ... from my old i3 setup and 2 GB VRam. It may not be for everyone the same ... but the skyrim 32 bits engines had problems running stable ... on a 64 bit engine ... both software and hardware. Even without an ENB ... Oldrim was constantly crashing ... to 6-7 cell loads (i don't think ... i ever reached consecutive 8 cell) ... and more than 10 NPCs / Cell ... and this with the memory patch ... which they released ... expanding the memory stack from 256 to 512 ... i would reach 512 ... in no time ... even quicker in exterior world ... traversing a hold ... and then crash ... so i was able to trace 80% of my CTDs ... to the memory getting full ... with a SKSE plugin, not to mod conflicting and scripts ... i'm ocd ... when it came to mods playing well with eachother and what every script do ... i download manually every mod ... rearrange it to a file structre that is MO's suited ... re-packing it in 7z and install it manually from MO ... i also prefer lose files to bsa ... if using MO1,2 ... it is no downside to using the loose files. So ... i was already obsessed with this memory shortage ... SSE was a god-send i switch right away ... and test it ... As i was able to fit in a cell, the same cell 4x more objects / NPC than in Oldrim ... i said ... problem solved ... but apparently not ... entirely. Anyway ... i have easy 1000 hours on this character ... the memory bug didn't resurface until 600+ hours ... it is not that bad. I also activate mods ... on need to play basis ... i don't activate all the mods from the start ... for Falskaar which makes like 3 edits on Tamriel Worldspace ... i guess is not a big problem ... but for something like Helgen Reborn ... which makes hundreds ... it is better you activate when you are ready to play it, not from the start. Memory thing aside ... your save will also get bigger and bigger ... when it reaches 65.000+ strings (the integer limit) ... it will corrupt for good ... and you will not be able to load it ... at all. Excuse ... my long ... rant! As a conclusion ... i would be very surprised (and very glad) to be another culprit for this 'bug' ... than memory shortage. I was intrigued by ppl saying they didn't encounter this at all ... because it will happen sooner or later ... under the right circumstances ... and modding conditions ... they probably didn't taxed the load engine and memory system ... heavy enough. When the engine cannot load something as small as a dialogue string ... it stand to reason that it cannot load something as big as your save game ... and give you the default 'Save Corrupt' message ... but as you already saw that the symptoms and problems are game world related ... it has nothing to do with the integrity your save file!
  2. Hello! I followed like the first 20 pages or so ... Did you found a 'fix' for this? I only encountered this ... annoyance ... later in my playthrough ... at over 120 level in game, over 10 MB save game, over 40.000 strings in save game ... i only played one character for SSE, and just continue playing, it's not a game-breaking bug. My guess is that this has nothing to do with the save game (displaying them 'corrupt' and not being able to load them ... is just another symptom) ... the game load engine just runs short of ... memory in which to load stuff ... in Oldrim you would have most likely get a CDT instead. As the strings occupy the least memory ... they go off first ... but if you continue playing long enough ... you will see even meshes not loading ... or textures ... and that can only mean that the game memory blocks have gone overbord and the game prioritize what to load in the memory and what to eject without Crashing (and i pretty much prefer this method ... to Oldrim's unannounced crashes ... it gives you fair warning) ... when i see objects missing ... i just 'qqq' the game ... and one minute later i'm already back in the game. As a rule ... if i go in a new worldspace ... let's say Falskaar ... which has like 1/10 of Tamriel's Memory Load complexity / stuff (not only the landmass, but flora, fauna ... npcs so AI load, visuals and weathers ... if not using patches) ... i proportionally expand 'the time before memory bug' from 30 minutes to 3+ hours. This also depends on what do i do in that time ... if i participate in intense battles that will shorten the time, as much more demanding resources will be loaded and remembered in the game memory stack ... while if i play a mod like Forgotten City ... which is composed of mostly low demanding resources like string-dialogues, and is composed of low graphical intense interior cells, and no intense fighting the AIs ... i can play indefinitely (i guess ... i don't remember this bug occurring in FC) ... without encountering the bug (but remember to load a save inside after restart ... previously loading the worldpace of Tamriel then entering FC will greatly increase the memory usage ... and decrease the time you have pre-bug). This behavior and all my in game experiences ... make me believe this is a memory thing (which is a sum of resources ... strings, scripts, objects, globals ... which ALL of them ... create the 'bug' ... of wasting the memory). Also ... if so ... i don't see how it can be fixed ... even with 64 bit ... engine ... the memory runs out. Betsheda designed this ... to be used ... without mods ... at least as far as memory is concerned ... i guess you will not get this ... bug on vanilla (but who plays vanilla). And they left just enough memory to accommodate several official DLCs ... but they took leeway and put them mostly in their own worldspaces ... they don't really have supports for mods ... and deal with the problems generated by mods ... perhaps this can change in the future, if ask nicely? ... :smile:) As it stands ... we just have to manage the game load memory vs mods we are using. The mods that are coming with their own worldspace ... and don't add too much stuff to Already Enormous ... Tamriel Worldspace ... have the less impact on the memory ... and getting this bug.
  3. I cannot speak for others ... but as far as i'm concerned ... 1. SkyUI SE is reliant on a third party program ... SKSE64, it is in alpha state, full of bugs, glitches, CTD, it's development 'state' is following SKSE64's development ... and in its current state it cannot be safely uninstalled ... if either of the two dev teams, that are 'working' on this ... abandon their projects ... the users will be burned. And i find this to be a very likely scenario ... since neither of the 2 dev teams ... show the commitment they had in the past. 2. There are a number a mods today, including Frostfall that have been re-worked so they give 100% functionality and compatibility with SSE ... without the use of 3rd party assets, like SKSE64 ... those mods will not work correctly with SkyUI SE ... and i doubt that those modders will make them compatible again (i wouldn't in their shoes). 3. I want a stable and bug free SSE experience, i had maximum 5 CTD in SSE in 500+ of gameplay, not even one related with the interface mod that i'm using... Even when / if SKSE64 is getting release in a stable version ... i will need a powerful incentive to use it ... a mod that i want badly enough ... and there is no other workaround SKSE64 ... now i don't have any such mod ... that will make trade stability ... for a little extra functionality. 4. SkylightUI is more than enough for the purposes of an Interface ... the only thing that it misses is the Search Function, which i never used, because i don't need it ... and the Custom Outfits ... which were always bugged even in Oldrim SkyUI 5.xx ... i always ended up with some broken outfits not equipping certain armors or jewelries. That's in fact very little extra-features ... to be forced to use SKSE64 ... As for the MCM ... i know enough about hoiw SkyUI / SKSE works ... to understand .., that MCM don't have to be integrated in the SkyUI ... they could had made it an separate mod, if they wished. Most of the mods i'm using ... can be customized in game ... with spells / power / shots ... or books with message boxes ... they deliver the same customization ... but imo ... in a much more immersive way than MCM. 5. I have a lot of respect for the guys that developed and made SkylighUI, without taking any credit whatsoever ... while the official SkyUI team, didn't even gave a crap about the SSE users ... for a year ... when they could easily make a non-SKSE version, as a sign of respect for the SSE users, and the 600.000 endorsements they got with their mod. When i ask them if they plan to make for themselves a OFFICIAL non-SKSE64 version of SkyUI ... not only that they didn't had the decency and the basic respect to respond ... but they deleted my comment. Yep ... they didn't even test their mod before releasing it ... this is not even alpha ... i saw and tested alphas ... this is not alpha ... it's like they copy / paste it on SSE ... with no second thought. IMO ... Nexus should have filers against releasing 'mods' in this ridiculous state ... even a separate section, for alphas, betas, wips, etc ... with Endorse and Vote features disable ... until the mod is its stable state and functionality. A little more respect for the mod users ... as well ... don't take them for granted.
  4. The Dark Brotherhood quest line didn't made any sense to me ... it is outright evil and inconsistent. It only make sense if you role play a sociopath ... and that it is incompatible with any other quest-line ... so it makes no sense being on the one hand dragonborn, or harbinger, or Achmage or Thives Guild Leader, imperial loyalist, or stormcloak insurrectionist,... and a dark brotherhood assassin at the same time. Not to mention that they want to kill you ... and all of the sudden they want you to join them ... what happened with the contract, the black sacrament and the tenants? And what type of creature are you ... to accept being their errand boy ... after they tried to murder you? And killing the Emperor? Come on! Titus Mede II it is the brilliant strategist that saved the Empire to fight another day ... by taking back the Imperial City and forcing the Aldmeri in a stalemate. It is practically the same thing like ... 'Let's kill Tiber Septim because some coward wants so' and pay 10.000 gold ... you can make 10.000 golds with like selling 4 potions. This just doesn't sit well ... with any type of character that i wish to roleplay ... good or bad ... bun never outright evil and without a conscience! Sure there is a quest 'Destroy the Dark Brotherhood' ... but it is short and hallow. So i would wish that will be an balanced alternative to the Dark Brotherhood Quest Line ... following these lines.... 1. You don't have to Kill Grelod the Kind ... but use your influence as Thane of Riften ... to bring her to jail (there are so many jails in Skyrim ... let's use them). Constance will be promoted in her place ... and you convince Aventus to come back to the Orphanage. 2. The Dark Brotherhood quests should still move forward ... generic DB assassins will try to assassinate the small targets ... and will trigger while the PC is in range ... leaving you with the option to stoop them before they kill. 3. While in Markarth you hear a rumor about Muiri ... you track her and convince her to drop the contract or commit her to Cidhna Mine. Follow the trail of the assassin and stop him before he / she kills Nilsine ... On major contracts ... it should be a major db member ... 4. Follow up the 'Emperor Assassination Plot' including the Royal Wedding ... and stop them... killing the main db assassins one by one ... until final assault on the db sanctuary ... and a final boss / battle with either Astrid or Cicero. 5. Death to Sithis! The idea is to re-make the original 'Destroy the Dark Brotherhood' quest ... in a way that will be long winded, satisfactory, rewarding (there is no reason not to gate the normal db quest reward items) ... and not miss so much of the story ... like the attempt to assassinate Maro's son, the bride, the emperor. I think that Betshada ... screw this ... not offering a decent quest-alternative ... to actually being a sociopath! Anyway ... a mod idea ...
  5. For a simple Player House Mod ... like this one ... porting it to SSE it is a 10 minutes job at most. First you need a 'loose files version' of the mod because the Creation Kit x64 ... doesn't read the old bsa ... if the author didn't provided one you will have to extract the files yourself using any BSA application. Second you have to load the plugins (ESPs) in the Creation KIt x64 and re-save it. You don't have to modify anything in the mods ... as some tutorials suggest ... just press the Save button ... and the CK64 ... will convert your plugin to Form 44 and make it fully compatible with SSE. For the 1% of mods that contain master files (ESMs) ... and i don't think is the case here ... you have to covert the ESM to ESP ... open the ESP in CK64 and re-save it ... then convert back the ESP to ESM ... you can do this with Wrye Bash for example. If the mod has custom NPCs ... take this opportunity ... to regenerate their face geom. Third ... the meshes should be converted as well ... with SSE NIF Optimizer. It is a simple process ... just download the application and select the meshes folder (check also the 'Include Subfolders' box) and apply Optimize, and they will be automatically overwritten. Forth ... rebuild the mod with the new meshes (new geoms ... if the case) and the new plugin ... re-archive it and that's all. This will work for any mods ... that don't have scripts that require SKSE (the mod page will specify if it require the SKSE) ... for the 'SKSE Required' mods ... those scripts will have to be be remade and re-compiled ... and you obviously need more advanced scripting knowledge in order to remove / replace the SKSE functions ... without breaking the script and the mod.
  6. It is not ported for SSE. You can only download it from Oldrim Nexus ... and port it yourself.
  7. Nexus policy is ok ... and the site shouldn't have unsanctioned ports and uploads. I always assume that whatever is on the nexus ... it is sanctioned ... and i remember even downloading a version of SkyUI 2.2 with the edits included (just for comparison purposes) ... just to find out NOW that it wasn't sanctioned ... it shouldn't had been on the nexus then. But ... i'm obligated to inform you (as i have some knowledge in the legal field) ... that not everything (your example being ... going against the modder wishes or doing something without his permission) ... is 'stealing' ... from the legal standpoint. 'Stealing' it is specifically addressing to removing some good from another physical or juridical persona's patrimony (property) ... also applying to intellectual products and taking credit for it ... as a whole or just for parts of it. It doesn't apply here ... they just did something without permission ... it isn't stealing. It is good that you offered this information ... which actually came as news for me ... but apart from that ... i think that people are free to use any product they want ... sanctioned or unsanctioned, official or unofficial ... and they are 'fine'. The permission is addressing 'the right to publish' ... not the 'right to use' ... if you want to address 'the right to use' ... the said product ... have to be properly registered and licensed ... and pay the specific taxes ... according with the national commercial law .... from the creator's country of origin and the international copyright law. Skylight team on the other hand ... even if they broke the permission (which is not stealing) ... you have no legal procedure ... to make them accountable ... since these products are not commercial and properly registered and monetized ... they are not protected by the commercial law. But ... we are getting ... way to technical ... SkylightUI ... is by far the best Interface option for SSE ... even if it is unsanctioned by SkyUI's official team ... which has no plan or show no interest to make SkyUI compatible with Skyrim Special Edition. These are FACTS! The rest is up to the each gamer ... i will certainly not tell them what to do ... but that they are fine ... either way. The mods ... that were depended on SKSE / SkyUI ... for the MCM configurator (most of them i agree) ... have been long ported by now ... as MCM being merely a configuration menu tool ... had been easily circumvented ... with alternative methods ... via scripting, message windows / pop-ups, spells, shouts ... easy fix ... but even if the in-game delivery in not so elegant as with the MCM ... the absence of this SkyUi / SKSE feature ... didn't affected the mods functionality in the least. There are of course other mods ... that require extended SKSE functions to work ... additional key bindings and such ... that could also be made to work ... without SKSE64 ... but the modder ... have a lot more work and re-tinking to do ... it is up to them! Most modders had re-work their mods ... and are also ported ... there only a handful of modders ... that just don't want to invest any more time in their free 4 all products (i count SkyUI team among those). And finally the only a half-dozen mods ... that it is nearly impossible to port without SKSE64 functionality ... i did said ... nearly ... and i count here ... Dual Sheath Redux ... Race Menu ... or HDT physics mods! So as a modder myself ... i say that it will be very hard to see these mods on SSE without SKSE64 ... everything else is possible ... and SKSE64 ... it is not really a requirement ... but just something to make the life easier to modders ... Even an simplified version of Race Menu ... can me remade ... for SSE! So i think ... that SKSE64 ... and SkyUI ... shouldn't be such big issues ... as ppl made them to be ... and the modding community should move forward ... and learn few lesson here ... like making their mods self-reliant ... and not fully-dependent on 3rd parties (if they don't have to) ... especially when they don't have the open source and full permission. Otherwise ... SSE ... is a great gaming platform ... for both playing and modding the game. Don't let the two ... unprofessional teams behind sky ui and skse ... to bring the modding community down ... at their whim! And if it was after me (i would had any decision capacity at Nexus) ... modders with this type of attitude and changing ... will not be allowed to upload any other product on my site ... in the future ... because i would feel obligated to protect the integrity of the community ... as a whole ... not just the individual permission issues ... and the current Nexus policy ... it only addressing the small picture. Having only sanctioned products on nexus is fine ... but having professional modders that respects the community ... it is also ... fine!
  8. Yet ... i'm using the 'unsanctioned' SkylightUI ... which is a major improvement to the 'sanctioned' SkyUI 2.2 with my own 'sanctioned' edits. Skylight is practically SkyUI 4.1 ... right before they re-worked crafting and alchemy menu ... in version 5 ... which i don't even liked too much. Do you suggest ... that i should delete the SkylightUI and revert back to the SkyUi 2.2? IMO ... you should give the OP ... all the facts ... and let him decide what it is 'fine'! Perhaps he will manage to find the Skylight ... somewhere ... Beyond ... the permission issue ... the SkylightUI team ... actually proved that SkyUI doesn't need SKSE64 ... to be made compatible with SSE ... which of course we already suspected to be so ... and with just a little effort ... the SkyUI original team ... could had made it compatible with SSE ... as show some measure of respect to the SSE players ... for praising, endorsing and donating a lot of money (i assume ... i wouldn't know) over the years. There is a lesson here ... Next thing you will tell about how Nexus Mod Manager is the real deal ... and Mod Organizer is just something ... very crappy ... unsanctioned perhaps? ...:) And lastly ... i hate monopoly anywhere and everywhere ... i hope that with the next Elder Scrolls people / modders ... will develop and support alternatives ... Two monoply ... like SkyUI (QD is nice ... but its development stopped) and SKSE (we actually had Script Dragon before SKSE) had gone terrible wrong ... and one of the reason is because they didn't had any competition on the niche ... and stopped developing anymore ... after addicting more than half of the market ... the two very populars 'mods' ... have single handedly ... split the modding community ... and practically destroy its advance and progress. Not me ... thought ... i wouldn't give 2 cents on any of the 2 ... overrated mods ... and imo can be easily circumvented. I just have to admit the toxic effect they have over the moddom ... if it was in my power ... i would erased them history ... like they never existed ... just to save the greater good ... which is ... the modding community has to move forwards not backwards! One one other monopoly that will certainly cease ... with the next elder scrolls ... is the Nexus Site monopoly over mods ... there will be many more sites in the future ... and one will be mine! Competition is good for the soul ... arrogance isn't ...:) Have a nice day!
  9. As much as i appreciate the elder scrolls modding community ... there are 2 things that i will never understand ... 1. Why are so many people using Nexus Mod Manager instead of Mod Organizer 1 and 2! It is like you have a lighter in your pocket but you still prefer to make your own fire. Well ... good luck with that! BTW ... if there was no Mod Organizer ... i will just manually install my mods in Data Folder like before ... i need no mod manager to clutter my data folder ... since i can do that myself ... with a lot of care ... just saying ... :smile: 2. The second ... why is even a discussion between Oldrim and SSE? SSE performs better at anything ... it comes as glove for a heavy modded Skyrim game ... it allows ... more graphical intense mods at the same time (4x more after my calculation) ... it allows more objects count per cell (again 4x more objects ... i've tested with the same Test Cell in both game ... at 1/4 count ... Oldrim will crash on load / coc ... or with the memory patch will load purple textures for many objects ... randomly ... eventually crashing at 1/3 the SSE count) ... In SSE you have vastly improved LOD distances, better default lighting and shaders, more script load (meaning you can run a lot more scripts at the same time). So ... you get ... hardly any crashes ... on a 255 full mods load with overall 4-500 total mods ... no freezes, frame drops, shuttering ... and it's not like 255 Oldrim mods ... equals 255 SSE mods ... i could't use the mods that i do no with Oldrim ... because it would had crashed instantly on loading the savegame. So ... it is not like SSE is a little better ... it is in another galaxy better .... not only as stability ... but regarding anything ... graphics, scripting, lods, engine. SKSE64 or no-SKSE64 ... cannot change that. SKSE doesn't do anything vital to the game itself ... just expand the scripting functionality ... allowing few modders ... to get extra functionality in game for their mods ... but in most cases ... just having a more elegant in-game delivery and customization of the said mods. The modders can simply find workarounds ... if they want ... in order to port 100% of their mod contents to SSE ... or in few cases a little less ... 90%! So ... excuse me for being blunt ... but you don't really need SKSE ... you are just using this as a pretext ... few modders because ... they are not in the mood to re-work their mods (which they made strongly reliant on SKSE ... even if they didn't had too ... a GEM mod ... is imo ... self-reliant) ... and the players ... because you have no idea what SKSE does ... and changing ... require some work and adaptation ... you just want everything to fall in you lap ... but rest assure ... if you didn't made the port ... when SSE released ... you already missed a year of ultra-quality and stability gameplay ... and no matter what you do now ... nobody will give you a year back. BTW ... nobody else loses but you ... and you are not punishing anyone else but yourself ... SSE ... gave me like 3 crashes in almost year of HEAVY MODDED GAME ... while Oldrim produced for me a crash at 15 minutes ... or 5-6 new cell loads ... counted ... never reached 7 consecutive loads without a crash ... and i didn't even used an enb (just sweet fx) ... and it's not like i had a crapy computer ... i have the same sistem i have now ... i7 4790K, with GTX 970 4 VRAM, and 16 GB RAM ... running the game on 240 Skyrim dedicated SSD, different from the system disk SSD, an a w7 x64 ... Perhaps the 32 bits procesors and OS ... will operate better Skyrim 32 bits ... but not much better ... because it has a shortage of memory that cannot be overcame on a heavy modded game ... so no point in lying ... about how stable it is Skyrim x32 for you! ... :smile:
  10. I don't know if something like this exists ... but i think it will greatly add to the immersion and realism of the game, as well as preventing the player to use his Alchemy skill in order to exploit the economic system of Skyrim, IF for every potion you craft it will be required to have an empty bottle in your inventory to be used in the process, as well as adding an empty bottle in your inventory after you drink a potion. That will make sense ... otherwise i have no idea where those potion bottles are coming from and where do they go !? The empty bottles could be also added in the leveled lists, to general stores, in limited amounts. I think this will require some papyrus scripting, but nothing too fancy. What do you think?
  11. Ok ... NOW, my Creation Kit (v1.8.151.0) crashes every time i try to edit or create a new Music Track upon closing the 'music track window' either with OK or Cancel ... so i don't get as far as Saving. I did manage to create 3 Music Tracks (using the same process but without getting crashes ... don't know why) ... first as .wavs, then i converted them to .xwms and forced the CK to recognize them, and they play well in game. It's just that the CK doesn't let me to add any new ones or edit the existing ones, without crashing promptly. I don't have the blank path issue ... the path points correctly to my custom music directory /+musicfile.xwm. So there is no need to change anything just open a music track window press Cancel and CRASH.
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