Jump to content

cowgirl1776

Premium Member
  • Posts

    59
  • Joined

  • Last visited

Everything posted by cowgirl1776

  1. Cheap Thalmor propaganda. Nothing more. It will not protect you from the wrath of the Empire. The Dragonborn will take up the mantle of Emporer and lead as Talos Reborn.
  2. Nexus Mod Manager was great when it was first released, revolutionary, even, but after several years another tool came out calledMod Organizer. Just as NMM had provided a major leap in terms of making mods easier to install and uninstall (rather than simply dropping them into the data folder), Mod Organizer provided us with those same features, but made reordering mods and viewing incompatibilities just as easy and without any of the headaches that came with replacing files.For instance, say you have two different mods that replace the texture for the same suit of armor. NMM would simply ask you if you wish to overwrite a file. Click yes and it's done, the file from one of the mods is permanently deleted. Not only could this cause a problem, but if you wanted to revert you would need to install the mod again. Imagine returning to this problem and not remember which mod overwrote which - yet alone what specific file. Mod Organizer changes this by placing each mod into its own individual folder and then calling individual files or entire mods into the game, thus preventing things from being overwritten. It also provides a user interface to remind you which files will be overwritten, which mods have incompatibilities with each other, and tells you what will happen if you activate both of them at once. Some people still prefer NMM, but I see that the lion's share of the people has switched to Mod Organizer years ago. You can even choose to 'hide' and 'unhide' each file to let you select which parts of which mods to have in your game whilst also avoiding compatibility issues. Here is the link if you want to look into it: https://www.nexusmods.com/skyrim/mods/1334/? It's essentially the same thing as NMM, but with many additional features. Cleaning dirty entries is something a lot of people recommend. It could take 10 - 30 minutes, depending if you know how to do it or if you need to follow along with a tutorial, but unless you're going to use 50+ large mods I don't really see it as something that not doing would cause a critical issue. You might crash once throughout the entire playthrough, and that is a big maybe, but it is an extra thing you can do to further stabilize your experience. The good thing is you only have to do it once with each installation of Skyrim. Hehe, I know how you feel about it seeming as though people speak in code. I don't know what some of the stuff means, but everyone swears it works and I have always just followed the advice of the forum. Something must work, though, because my games no longer crash like they had when I first started back in Morrowind.
  3. I would be quite wealthy if I had a dollar for each hour I spent trying to get my list of 400+ mods working at the same time. I wouldn't claim to be an expert, but perhaps I can offer some advice to help narrow down your efforts. In my experience, Mod Organizer is absolutely invaluable in that regard. It will tell you if any of your mods are having files overwritten or overwriting the files of another mod. It also creates separate folders for each of them so you can enable and disable them without being concerned with what files are missing from any potential overwrites. These things contribute to instability, missing textures, and other unpleasantries. You already use LOOT, which is another great tool. It has always sorted mod orders for me flawlessly, or rather when combined with its automatic sorting and my action to address its error messages. Cleaning the mods is also typically recommended. Dirty edits, from my understanding, are minefields asking to be stepped on. To me it's voodoo magic. I don't quite understand it, but it's recommended by virtually everyone as a way to improve stability. Many authors have done this themselves, but there are still those that have not and of course, the big one, is the game and DLC. They are not cleaned and have thousands of troubled spots. It would be wise to narrow down the list of potential offenders. Mods that just add textures, sounds, and meshes have never caused instability for me. The worst that has ever happened has just been giant exclamation points where the missing textures should have been, which is actually rather entertaining when you're being charged by a soldier with a giant yellow box for a head. I'm not familiar with your entire list, but this should eliminate these mods from being potential culprits: High Quality mapImmersive Skaal Armour and tumbajamba's Heavy Skaal armourHorker Weapon PackCloaks of SkyrimWinter is ComingAlternate Music ProjectProject Glacier - Transparent GlaciersHQ Snow TextureSounds of Skyrim - The WildsUniqueBows.espReinforced Hoods.espGondorianRangerArmor.espSuper Sleeves of SkyrimSea of Spirits That would leave mods that include scrips, add objects into the game world, and spawn certain things. I have used the following such mods from your lists and have never encountered instability with them: SkyUI.espHunterborn.espFrostfall.espAlternate Start - Live Another Life.espClimates of TamrielFollowers Can RelaxHunterborn (fantastic choice, by the way) has one issue, or at least did when I lasted used it. When too many scripts are being run it suddenly stop functioning and thus 'disables' the mod. It never caused instability, only a minor annoyance. It's likely due to my actions, though. My Skyrim mod list would make anyone cry in terror. That leaves these mods as potential areas to look into: Campfire.esmYou hunger.espThe Choice is Yours.espContainer and Arrow Weight restrictions.espgarm_ghost.espiNeed.espiNeed - Dangerous Diseases.espiHud.espSimply Bigger TreesSolar's Portable ContainersLanterns and CandlesAll of them either have a script or adds objects into the world. These things alone are not an issue, it's only when another mod adds another script that conflicts with the script of another mod. For instance, I once installed two different mods that added a bunch of new monsters. Because of this, I would get random crashes. I could not reliably replicate the issue, and so It took me a while to figure out why, but when I did I realized that both of the mods kept trying to spawn their own monsters to the same place and when it did the game crashed. The solution was simply to disable one of them. Of course, the mods I claim should not be an issue could easily become a source of instability if you include a new mod. COT, for instance, modifies quite a lot within the game. Weather, lighting, audio... With your current list I don't see any incompatibilities, but if you downloaded, say an ENB or weather modification mod, then you're opening yourself up to a potential compatibility issue and thus, also potentially a crash. As a rule of thumb always read the mod description pages and understand what the mod is doing. If you're installing mods that modify the same areas there could be a good chance they are not compatible with each other. Sometimes this causes graphical issues, strange AI behavior, and other times it crashes your game. Often the authors will cite these incompatibilities in the description page. Another reason to read the description page is that sometimes the mod requires other mods in order to function properly. Lacking these mods will, almost always, crash your game on start-up. (If your game is crashing when you start it 99% of the time it is because you're just missing a master. It's usually an easy fix.) Once you feel comfortable that everything has been done, start up a game and test it. Few things are worse than creating your character, playing for a few days, and then realize that certain areas cause you to consistently crash or that one of your mods is not working properly. The way I test my list, which will probably be horribly inefficient, is to 'create' a character and teleport all over Skyrim using the console command. I'll run into a few cells, kill a monster or two, enter/exit a building, and ensure that the mods are working. I look for crashes or any sort of issue. If I don't encounter one then the chances are good that I won't need to worry about the rest of the game. If I do, then I try to discover what mod might be causing the problem. For example, say that the lighting is bizarre. Well, I know it won't be a mod that adds a monster to the game - it has to be something to do with the lighting. If your game crashes when you enter a new cell, then perhaps something is being spawned - an item, a monster, the script to do something. It probably will not be a graphical related issue. Finally, as a safeguard, save your game often and keep a multitude of saves from different times. Should your game ever become unstable, perhaps you added an extra mod midway into your game, or you enter into an area that was not imminently a problem-zone but became a quagmire you could not escape, those backups will save your ass. Yes, it is heartwrenching to revert back a day(s) worht of gameplay, but no one will argue that such a outcome is better than restarting the game all-together. Overall I would say your list is perfectly fine. Most of them shouldn't even have the potential to cause instability, I can attest to some of the ones that might, and the ones I have not used do not appear to be an issue either. tl;dr - Mod Organizer will make troubleshooting far easier. I think everyone would think you're crazy for not using it. - Use LOOT to sort your mod order and pay attention to its error messages. - Clean the mods and game files. This can be done using TES5Edit. - Read the descriptions for the mods and pay attention to what the mods modify. IE, don't use two mods that modify the weather. They would conflict with each other. - Some of your mods require the Script Extender. The game will be unstable if you do not have it. - Test your game out before you become invested in it. Spend a few minutes teleporting to different locations and finding out if you might crash. - Save often. Save in multiple slots.
  4. I think The Elder Scrolls has a complicated and morally grey lore. Yes, you would likely find Nordic Supremacist in the Stormcloaks that would view Bretons as being tainted and thus lesser versions of man, but I imagine that many would also occupy a far less extreme view on it. There would be Imperialist that view Skyrim as the equivalent of another state inside the same country; a land they would bleed to protect, and those who may see it as merely a subjugated province that belongs to the Cyrodiilic peoples. I feel that the Bretons are likewise difficult to categorize. You will have those who grew up on stories of how the Reach was stolen from them and how oppressive Markarth is to them, whilst others have embraced Markarth as their home and identity and see the Reachmen as little more than bandits. Both sides would have an issue with Ulfric, as it was his militia that swept into the city and slaughtered them. I imagine there are also those who are perhaps more of political realist and see Ulfric as a natural ally in their bid to rebel against Markarth. Of course, you also have Bretons living in High Rock, or at least grew up there. High Rock has similarities to Skyrim but appears to be far more decentralized and politically shrewd. Both the Empire and Rebellion have requested assistance from its Lords, but neither seems to have received a reply. Taking a page from Game of Thrones, it could be possible that the more ambitious of these Lords are simply waiting to see which side gains the advantage before siding with them - after all, no Lord wants to join the losing side. From this perspective, the Bretons act out of self-interest and care little regarding how just or unjust the political events in Skyrim are. Of course, this says nothing about the Bretons who have fully assimilated into Skyrim and live in its heartlands. Apart from physical appearance they may have sensibilities that are almost indistinguishable from the Nords themselves. It would, to me at least, seem that Bretons would not favor the Stormcloaks due to the rhetoric against elves. After all, how many Jews do we see collaborating with the National Socialists who vowed to purge them? I admit the comparison is extreme, but it does highlight the potential problem of working against your imminent self-interests.
  5. A lot of the recommendations will depend on what your video card is. There are some ENBs out there that will place a tax on my 980TI, and others that it laughs at. There is pretty much something for every class of card, but before anyone can recommend something we need to know what your machine is capable of. You're already using some pretty intensive mods, but there are always ways to make things work. Also, are you using the Special Edition or the original?
  6. I have mixed feelings on it, myself. On one hand, I love the concept. I would gladly pay for high-quality mods that would not have existed otherwise. There are many dead mods that I wish could be updated or made compatible with others. I know multiple moders who had made great mods, but quit because Bethesda would not let them monetize anything related to it. On the other hand, the prices are ludicrously expensive and I fear what it could do to the community. The last thing I would want to see is a situation where people would place mods behind a paywall that would have otherwise be free. Yes, I think the quality would be higher overall, but gone could be the days when we could get 400+ mods together and have universal access. If all of the mods I use are just priced at $2 each, I could be looking at a price of over $1,000. There is no way the modding community would have seen the same growth if people had to pay for them. Besides, who would buy a mod for $5 only to discover that it's incompatible? Now I fully understand the people against the Creation Club and I see the backlash as justified, but so too can I see the great potential of it all.
  7. I loved the idea of paid mods. I would happily pay for mods, but I would also expect certain things. Maybe a lite/temporary version to see if I like it, supporting any issues that I had with it, and some price/quality control. I think the problem was that Bethesda never consulted anyone about how to implement them. They sort of just announced paid mods and threw their hands up in the air. The result was a flood of really low-quality stuff being made for $5 that drowned out some pretty nice stuff being sold at a reasonable price. To my understanding, the modders also received such a small fraction of the cut that it almost defeated the purpose. I've never made a mod, though, at least not for anyone except myself, so take my two cents for what it's worth.
  8. Hey, guys, I'm looking forward to the Skyrim Speical Edition, but I can't seem to figure out why. The big item for PC people seem to be the upgrade from 32-bits to 64-bits, but what sort of practical effects with this have? As I understand it, the big benefit, stability beyond 4GBs, has already been solved via the memory patch/SKSE.
  9. Hello everyone! I recently found K ENB and have fallen in-love. I think it looks beautiful, but I found the night to be quite bright. Is there any way to turn the brightness of the night down to a level perhaps comparable to the darker settings of Climates of Tamerial, or Enhanced Lights and FX?
  10. I've discovered my own stupidity. K ENB is not compatible with CoT or ELFX and I used all three. I feel dumb.
  11. Hello everyone! I'm having a bit of trouble sorting out some conflicts. The only mods that I have i installed are: Climates of Tamriel Enhanced Lights and FX Claralux I also have the K ENB installed. Yet I get these problems at night: http://images.akamai.steamusercontent.com/ugc/315619498573033700/FEA33B68524449527126BA5B076E4491750608F8/ Orange Glow from lanterns. http://images.akamai.steamusercontent.com/ugc/315619498573032572/BC4E0E8ABFB4720CC7527AC7ECA3B2463E589F6A/ Bright and blue light from windows when I look at them at certain angles. My load order: Skyrim.esmUpdate.esmDawnguard.esmHearthFires.esmDragonborn.esmClimatesOfTamriel.esmHighResTexturePack01.espHighResTexturePack02.espHighResTexturePack03.espClimatesOfTamriel-Dawnguard-Patch.espClimatesOfTamriel-Dragonborn-Patch.espEnhancedLightsandFX.espELFX - Dawnguard.espELFX - Dragonborn.espELFXEnhancer.espClimatesOfTamriel-Nights-Level-3.espCLARALUX.esp Could someone please help? :(
  12. I've had sucess when I started a new game. My mountains would flicker sometimes when I installed a new mod, but ceased when I launched a new game. Not exactly the solution I hope anyone would have to use though...
  13. Hello everyone, I've been having a bit of difficulty finding a nightime sky. I seem to recall a night sky that had thousands of small vibrant white stars, but all I can find are colorful stars. Would anyone possible know what mod this might be or recommend a pretty nighttime skybox?
  14. I thought so too, but sadly I have no ENB installed. I'm also using MO and no files are being overwritten. It's perplexed me. There is obviously a conflict, but I cannot figure it out. :(
  15. Hello everyone, for years I've used Pure Weather in combination with Enhanced Lights and FX. For me they where an essential component for an immersive night atmosphere. Nights where dark and light sources where bright. Touches and spells where essential when there where no other light sources to illuminate my way. Yet sadly I've ran into a problem with Pure Weather and I just can't seem to find a solution. I'm making one last ditch effort to problem-solve it, but in the mean-time I'd like to discover other lighting overhaul mods. I'm familiar with Climates of Tamriel. I love it, but it felt as though all light sources where filtered. They seem very dark, which isn't quite what I'd be looking for. Enhanced Lights and FX solves the problem for interiors, but that still leaves the exterior to have this sort of appearance. Sorry if that was disjointed. I'm about to pass out from lack of sleep. xP
  16. My used mod list, plugins, Ini file, and all the other magical things! http://www.modwat.ch/u/Cowgirl1776 I’ve used it for years but I’ve recently had to do a fresh installation and ran into a problem. When I enable Pure Weather (Same issue with the compilation, Purity), regardless of load order, Mod Organizer priority, or activated mods, textures lose resolution and the Ice turns to a bright blueish color. Ground without Pure Weather http://images.akamai.steamusercontent.com/ugc/425944361422586581/F480B74669EF6AC6619EA5A8C62A69E85265756C/ Ice without Pure Weather http://images.akamai.steamusercontent.com/ugc/425944361422586066/87C32D1BA6F81B92D4DDA469724167AFC3640443/ Ground with Pure Weather http://images.akamai.steamusercontent.com/ugc/425944361422587952/B4A716E95D8F928E32E7D147082A7A81C57A4D93/ Ice with Pure Weather http://images.akamai.steamusercontent.com/ugc/425944361422587673/8B9CBD427A0ACC4272DC5A9B89BA7911170FD5A6/ I've struggled to understand what is happening. Could anyone shed some light on this?
  17. At 1920 x 1200 and a very heavily modded Skyrim I push 3.7GB of vram usage. I made a thread about this a while back so you might find some useful information in it. The switch from 1080p to 2440p didn't seem to have much of an impact on vram usage. The most someone at 4k recorded was 4.2GB. http://forums.nexusmods.com/index.php?/topic/2805559-do-we-have-any-2k-or-4k-benchmarks-for-a-heavily-moded-skyrim/ You may be interested in the GTX 980 TI. Even if it proves to be a bit slower than the 390x it will have more vram to play around with.
  18. That's far better than I thought a single GTX 970 could push. Have you noticed any issues with the Vram? The memory issue used to be a nightmare for me, but since the memory patch I've not had any crashes from it. I can't say how well it holds up beyond the 1920x1200 I play on now, but I recall it going to 400MB without any issues. Were as before it would crash at 256MB every time. Nice to know the Titan X eats a moded Skyrim up. DX12 is suposedly going to allow stacked vram, which I really hope is true because going over that 4GB limit would be a pretty bitter pill to swallow. Ah, alas I just learnt that a game like Skyrim will not benefit from DX12 since it wasn't made with DX12 in mind.
  19. That's far better than I thought a single GTX 970 could push. Have you noticed any issues with the Vram? The memory issue used to be a nightmare for me, but since the memory patch I've not had any crashes from it. I can't say how well it holds up beyond the 1920x1200 I play on now, but I recall it going to 400MB without any issues. Were as before it would crash at 256MB every time. Nice to know the Titan X eats a moded Skyrim up. DX12 is suposedly going to allow stacked vram, which I really hope is true because going over that 4GB limit would be a pretty bitter pill to swallow.
  20. Aw, you're so cute. I remember when I first tried modding. I was petrified of breaking my game after I failed the first time. I downloaded a few mods for Morrowind that were supposed to replace the legion with all Romanized gear and add new monster. Instead the only things that changed was that all the legionnaire shields turned into Roman scutum and high leveled dragons spawned all over the place. They slaughtered Seyda Neen and made me live in terror no matter where I went. I had no idea how to revert the mess I created. Back in those days we just dropped lose files into our data folder and hoped it didn't overwrite something vital. More often than not we would accidently overwrite one mod with another to make all sorts of interesting problems. That remained a big concern until quite recently when Mod Organizer changed a lot of things. Yes, Nexus is where I think the great majority of people go to look for mods. In my humble opinion it's far more organized and easier to use than Steam Workshop. In a matter of speaking you’ll need two extra two steps, but they are so simple that it should come naturally to you. First you'll need to download a manager that handles mods. Nexus Mod Manager is used by a lot of people but Mod Organizer has gained a tremendous amount of popularity since it released and is my personal preference between the two. There isn’t a wrong choice here. Mod Organizer is packed with a lot of very useful features that I can’t recommend enough. More importantly you can’t overwrite other mods on accident with it because each mod is stored in its own folder. Nexus Mod Manager is slightly easier to use for a beginner, so you might want to start with that, though I'd highly recommend switching to Mod Organizer when you feel comfortable. Once you have your choice downloaded and installed it’s time to look for some mods. I'd recommend starting small, maybe texture mod; something you can see working right away when you start your game up. There is very little that can go wrong with a texture pack and installing one has identical steps to installing 99% of the mods out there. It would be a great way to ensure you have an idea of what you’re doing before moving onto bigger things. Always be sure to read the mod description page - especially the incompatibilities list. You’ll save yourself a lot of trouble if you do. Even if it’s a simple mod it’s best to read about it. The last thing you need to do is open them with the manager and activate them. There are two ways you can do this. Manual Download and Download with Manager. When it comes to Mod Organizer, manual download prevents certain features such as notifications when a mod is updated. It’s also slightly more involving. Gopher has done two amazing tutorial series that I’d highly recommend watching. The first modding in general. It walks you through every step involving downloading, installing, and playing mods. The second is how to use Mod Organizer. It’s really great stuff and explains it far better than I could. https://www.youtube.com/playlist?list=PLE7DlYarj-DdhDG41roBVJfNCqvO5MmKP https://www.youtube.com/playlist?list=PLE7DlYarj-DcLS9LyjEqOJwFUQIIQewcK This is both an easy and tricky question. Most mods will have a list of incompatibilities on the mod description page. Most conflicts are relatively minor. If you download new textures for the same item one texture will overwrite the other, for instance. Others are quite significant. If you download Realistic Lighting Overhaul and Enhanced Lighting and FX and try to enable them at the same time then you’ll have a very unusual experience. They both modify the same files, to say the lighting. Reading the mod description and getting an idea of what the mod does is critical to foreseeing conflicts. If mods alter the same thing then there is a high chance that they will conflict with eachother and prevent either mod from acting correctly. The most fatal conflict is when they crash your game or render it unplayable. A while back I had downloaded a few mods that changed the AI. Unknown to me until I was far into the game did I discover that it prevented many companions from following me. Sadly apart from using some sense there isn’t really an easy way to detect conflicts. Mod Organizer does a fantastic job in telling you what files are overwriting which files but it’s not infallible. Some mods have compatibility patches available for them. Maids II: Deception, my favorite quest mod, has a patch for Interesting NPCs. In my experience the worst that happened without the patch is that a few NPCs would be someplace where they are not supposed to be. It was a minor conflict but the patch corrected it. As for the DLC that is a much lesser problem. Most mods I’ve seen are fully compatible with DLC. The bigger problem is getting a mod that requires DLC to function. Downloading a mod that relies on DLC content, without actually having the DLC, will cause your game to crash as soon as it starts. This is true of any mod that relies on another mod that isn’t there. If the master file is missing then it will crash to the desktop upon starting. It’s another important reason to read the mod description page. There is an incredibly low chance of new DLC coming out, so I don't think it's worth worrying about. If you need to uninstall a mod then it will depend on how you installed it. If you manually dragged files into your Data folder then you're in a world of pain. You'll need to search for each and every single file the mod added and delete it. If you used a mod program such as Nexus Mod Manager or the Mod Organizer then it's even easier than installing mods with them. Just disable them from the displayed list.
  21. Thank you for saying what I've been trying to say, except without all my Stupid in trying to do so.
  22. I'm glad I came back to Skyrim a day after this entire thing was over. Personally I see no reason why modders shouldn't have the option to sell their work. They pour hundreds, if not thousands, of hours into their projects. Many of them have created vital contributions to my Skyrim experience such as SkyUI, a mod that I can simply never live without. I don't mind paying a fair price for them. The issue I do take is how Valve handled it. The situation was terrible with people stealing material, no quality control, no price guidelines, and just 25% of the money going to the mod maker(s). We had mods selling for $100 that literally added nothing to the game as a joke. Would I like all mods to stay free? Of course I would, but I also understand it from the modder's perspective. One of my favorite mods, Maids II: Deception, has been in development for years. The guys and girls making the mod have lives of their own. They need to earn a living and when mod development sucks so much of their time up it's a wonder it's even getting finished. Had they been able to earn perhaps $5,000 a year then I could say that said mod would have been finished in half the time with even higher degrees of quality. I fully understand the fear many people have. Mods are an amazing thing and they work. Screwing with a system that works is often an awful idea. I don't feel that that fear constitutes the sheer ugliness directed toward mod authors. It's a damned shame about what happened to Chesko. The poor guy was minding his own business when Bethesda sent him an email offering to let him sell his work on the Workshop. Over 100,000 hours’ worth of service that remained free on the Nexus and in exchange people shat on him.
×
×
  • Create New...