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Success at last getting Skyrim working


LawrenceFB

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Having spent many hours trying to do a STEP install plus my own additions. I have finally got Skyrim working :smile:. The loading of the mods was instructive as I realised a lot of the ordering was simply for category reasons. The awkward mods were the ones you needed to load 'out of order' and I found the 'Vortex' way much clearer than

'follow this is the order on the left'. I missed the conflict detection inside bsa as sometime a plugin rule could have given me a better result, but I will happily wait for this feature . Fo now if a texture/mesh issues arises I will simply take the loose files I want, using bae if necessary, to make a mod and install it last.

 

The big problems I had was running 'Wrye Bash', 'Dual Sheath Redux', 'FNIS' and to some extent 'DynDOLOD'.

 

For me, I had to edit 'loadorder.txt' and 'plugins.txt' to keep 'Wrye Bash' happy as it wanted 'Skyrim.esm' as the first entry in 'loadorder.txt' to it would crash and 'Update.esm in the correct place in both. I am unclear on what will happen with profiles as the patches seem to carry history over and I do not know it this is done by looking at the old patch or 'Wrye Bash' storing data somewhere. The patch produced is for the current profile but as there is no 'mod', unless I make one, Vortex has no where to store it and I would need to make a new one with a different name for each profile anyway.

 

I could only get 'Dual Sheath Redux' to work it I ran {game}/Data/SkyProc Patches/Dual Sheath Redux/Dual Sheath Redux Patch.jar' where it overwrote the 'Dual Sheath Redux Patch.esp' it the games data directory. Vortex noticed and updated the mod, but in this case also needs to produce a profile specific mod.

 

FNIS seems to modify files in 'Data'. Again Vortex notices by again these changes but they are on a per profile basis and, yet again, need to be put in their on mod.

 

With DynDOLOD I learned many things. The primary one is understand what you are doing, do not simply follow a script. I borked my build two times before I realised you do not enable the DynDOLOD resources until after you build the 'Bashed Patch', If you do you get 'infinite load' on launching the game. I am by no mean sure i need too, but I also set its esp to load after the bashed patch. I need the output of TexGen and DynDOLOD on a per profile basis. There seems to be no way to do this without prefixing/postfixing the name of the archive you create from the program output. As these 'mods' are only useful to the profile you generated them for, along with the 'Dual Sheath Redux' and 'FNIS' output it would be really nice not to see them in other profiles and even nicer for them to be displayed with a 'simple name' i.e TexGenOutput rather than 'Profle' TexGenOutput.

 

At the end of the day (fortnight) I have got a copy of Skyrim running, and subjectively, running smoother than I did with MO. I have learned new things about configuring the game and am looking forwards to future developments.

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