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ymf331

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Everything posted by ymf331

  1. all those npc mods might be going overboard, anyway. for me, immersive patrols and immersive citizens make the world pretty lively on their own. speaking of immersive citizens, it makes changes to the worldspaces outside whiterun, so that and another mod might be in conflict. there's a video on the relationship dialogue overhaul nexus page that talks about using tes5edit to resolve conflicts, even if that doesn't solve the original problem. next time you won't have to worry about starting a new game that way.
  2. enb is supposed to actually help with that if it's set up right. couple other things you might try are crash fixes and skse memory patch. if all that doesn't work, you might have to sacrifice some texture resolution or try out 64-bit skyrim.
  3. for the mods files put smim > elfx > skyrim hd > sfo> realistic water 2 > vivid landscapes > amidianborn caves. for the plugins, put elfx > alternate start > realistic waters very last at the end of your load order. also, getting crash fixes and enboost might help with the ctd issues. i've tried nmm and i wasn't a huge fan back then. if you're feeling adventurous you could give mod organizer a try. it installs every mod into a separate folder and creates a virtual data folder out of them. so you can rearrange, remove, whatever you want without any hassle.
  4. the book of uunp is starting to add some male armor. if that gets finished it should be pretty great. using better males, beards, and inhabitants of skyrim, the guys match up well with the unp gals and their sg textures.
  5. yeah, i had a similar situation and for whatever reason just cramming a bunch of stuff on top of each other in my game folders stopped working at some point (about 150 plugins). that forced me to find a better way. whether or not your game works for a while, eventually you're going to run into some sort of graphical wtf situations, start crashing every time you load your save, and otherwise just miss out on stuff that you overwrote with other mods. personally, i found skyrim revisited: legendary edition to be a good starting point. i just went through it, installed whichever mods sounded interesting from the descriptions, and followed every instruction to the letter and completely -before- i started adding other mods on top. then you can add a few mods at a time, check them out in tes5edit, patch where needed, and everything's gravy. only bad part is that right now, the links to the pre-patched stuff are broken. so, for instance, you might have to just have 2 lighting mods and leave rlo out. but you'll have mod organizer set up correctly, know how to optimize textures, how to use tes5edit, and more. the only other thing i can think of is maybe using step's guide for your game settings. edit: another benefit to this way is that if you grab all the 'looks' mods in the guide you'll be very happy with the result.
  6. there are probably a lot of things that would each help a little bit in their own way. i'd try realistic lighting overhaul (edit: not with elfx) if you want to keep most things vanilla and compare the difference. if you want to keep modding then any mesh you replace will more than likely reflect light better. also maybe tweaking some shadow settings might help a bit. maybe check this out: http://forum.step-project.com/topic/3758-shadow-optimization/
  7. i use mo and i like it a lot. if your spirit is willing, the best thing i can recommend is learning how to use tes5edit to look at conflicting records. bad scripts will usually be called out pretty quickly and stuff like that, but almost nobody is going to have the exact same load order as you. a lot of patches won't be specifically what you would've preferred in any given situation. also, i won't play without perma/wafr/cco/caco either, and 3/4 of them are a huge pain to get right with other mods. patches, load order, everything about them. loot's great and all, but it won't =really= determine the proper order of mods. in the case of those i just mentioned, it will put them in the wrong order and your game will crash. the only way to really know is if you look at what they do. edit: for the ones you listed, meshes and textures don't matter. for an example of most of those mods you listed, my load order in the link in my sig is hand-done by the records and i never opened loot.
  8. i watched the dark fantasy theme video by brodual, and i liked the idea of the dead trees and fog. now i'm looking for other stuff to compliment an atmosphere like that. so far i've found some good night sky mods, one with luminescent luna moths, and even just one that can give hearthfires dolls gray, pasty faces and black dresses. so, in a nutshell, it's not that i want to walk past a field of bloody, crucified bodies between towns. well, maybe just every now and then. i still want to be surprised by stuff like that. i'm just looking to create more tension between such events. more silent hill than resident evil, if that makes sense. actually, little things like the creepy doll i mentioned would be helpful.
  9. running loot won't fix a mod conflict. this video tells how to use tesvedit to find them: https://youtu.be/rqAvJKGdPbU
  10. that problem comes from needing to run fnis
  11. a few things that can solve a lot of crashing problems are clearinvalidregistrations=1 in skse.ini, preloaded and properly configured crash fixes, and enboost. if you don't already have that set up. if it's a mod conflict then even playing for weeks on end without a crash doesn't mean much until you come across whatever it is.
  12. it looks like just the way they emulated the flickering of a torch flame. maybe a mod that changes the light given off by a torch could improve it.
  13. i'm not too great with textures, but i think maybe the subsurface texture could just be a white square instead of being properly shaded.
  14. i know i had it working the last time i played, but it required some fiddling. i never had any windows errors pop up over it, though. i think my solution was some combination of installing the 2010 directx 9 and reinstalling steam outside program files. for some reason win10 does some weird stuff with permissions if it's in program files.
  15. i kept thinking i had something helpful but then i thought maybe not haha. lots of people have enb problems with windows 10 so that might be easier to solve. some people have to go install the old directx9, but for me it seems like my problems with it went away when i moved steam out of program files. edit: some people said that deleting d3d9x.dll from the skyrim directory fixes it too. looking at my files it looks like i don't have it either.
  16. actually reinstalling (not just restoring) skyrim doesn't work neither? do all your other programs start correctly? have you updated windows or visual studio or .net or anything else you can think of since the last time you played skyrim?
  17. that mod doesn't have any scripts, and i don't think that a texture being 2k would normally crash the game. errors in tesvedit wouldn't indicate a script error or something strangely wrong with a texture. and the papyrus stuff is all from footprints and master of disguise... i think you may be conflating a bunch of unrelated things. edit: as for the aslal patch, there appears to be a hotfix on the scrimshaw expanded page that repairs some bad formids. i'd say that's the far more likely culprit than a texture.
  18. loot won't necessarily put things in the right order, but what happens if you disable wet and cold and footprints?
  19. i never had any problems with it, but the mod page has this: maybe try extracting the archive and copying all the files into wherever you have it installed manually?
  20. alternately, you can learn everything you need to know from this: http://wiki.step-project.com/User:Neovalen/Skyrim_Revisited_-_Legendary_Edition it will take you from setting up all the tools you need to making specific mods work (you don't have to install all or really any of them) to stabilizing everything so it doesn't crash. from there you'll have all the knowledge and tools you need to install any additional mods your heart desires.
  21. in my opinion, mod organizer is a lot better than nmm. 7zip... you run the installer and it should work just fine. for skse, i recommend the archive version. for me, everything except the 'scripts' directory goes into the game directory (skyrim, not data) after extracting it, and i install 'scripts' as a mod in mo.
  22. i've answered a lot of crash/load order questions in the past. sometimes i saw something in the list that i'd seen before to be a problem, and every now and then questions get answered that way. unfortunately, i've seen a lot of questions like this fade down into the endless abyss of similar ones far more often. the likelihood that someone's going to stumble in and recognize your specific problem, being that you have a pretty long list of plugins there, is pretty slim. the only real way to have a crash-free game is to be really careful each and every time you add a mod. you might not even have a crash for many hours after installing a new mod, but because of one specific conflict your game is toast after logging all that gameplay. reading the descriptions carefully and making sure to download all the patches is good practice, but it won't make 100 mods work together without crashing at some point. so how do you fix your crash, and make sure that it (probably) won't happen again? first of all, every one of these things will help... skse memory patch, enboost, crash fixes, bug fixes, project optimization... also, cleaned dlc masters. there are a lot of instructions online for all of those solutions. if you're sure you have all that stuff, the next step is painful. it's a lot easier to do from the beginning than after you have a hundred plugins. that said, it's better than playing the game for a month and having it just stop working. honestly, it's the only way to know what your mods even change. the answer is to learn how to do manual conflict resolution. basically, you load all those plugins into tesvedit, then right-click in the left pane and 'apply filter'. in the next box that pops up, there will be a bunch of checkboxes in the upper-left corner. uncheck (as in keep all the other ones checked) the first and fourth boxes that say 'single record' and 'override without conflict'. then click the button that says 'filter' and wait for the filter to be applied. from here it gets a lot more overwhelming. in a nutshell, you'll want to go through all those mods and systematically check for conflicts and resolve them. you start on one end and just start working your way through the records. you don't just want to merge everything, either, because that can also break the game. i strongly recommend looking at a few patches first and seeing what kinds of things they overwrote, and then browsing some records to get a feel for what they look like. also, some conflicts can be resolved by just changing the load order, and in fact this is the best way to order plugins. you don't really need to ever run loot and, in fact, it can destroy your load order. now, how to make a patch? well, first you pick which record you want to base it off of. in the right pane where you see all the parameters, right-click the name at the top and 'copy as override into...' and a box will pop up. sometimes you want to copy into an existing plugin (like if you're adding to an already existing patch), but when you first make the patch tick the box that says <new file>. then click 'ok' and decide on a name for your new plugin. something like 'broke_mod_superfix' or whathave you. it'll pop up at the end, overwriting the rest of the plugins. change whatever needs changing, and when you close the program, be sure to save the new plugin. i know this is a pain, because it's how i fixed the problems i had with modding. even if you know exactly what to look for and what you need to patch, it's literally gonna' take a full day (as in maybe 24 hours) if you start with that many plugins and do a thorough job. the best advice i can give is to make separate patches. i made the mistake of putting all my fixes in one plugin before, and i regretted it when i decided to get rid of a mod it depended on.
  23. hi. haven't been playing skyrim for a while, so i was wondering if any new game-changing mods have come about since last year. i did see that last seed is happening, so i'll definitely give that one a whirl. anything else exciting and new? i'm about to start downloading up a storm.
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