korun Posted February 14, 2013 Share Posted February 14, 2013 that's why the gtx 680 4 gb is better than the 7970 even in Crossfire just a tip, i didn't read all the post, but Michaelek has included in Conveniant horse a tester, you can see in game or during a total check up what is exactly your lag in papyrus, it means that more response time you need, more problem you'll have with a game heavily modded with script ;)a ton of texture with your rig are peanuts, if you have optimize it.@@ Link to comment Share on other sites More sharing options...
ArchAngelAlien Posted February 14, 2013 Author Share Posted February 14, 2013 The GTX 680s are also 150 dollars more each card. Dropping 1 grand on video cards would of not been ideal, and doubling my performance over 1 card with 1gb more ram didn't make sense to me. 3gb should be more than adequate for my needs, and if it is not, then I can cut my losses and just get to the game and enjoy it. Link to comment Share on other sites More sharing options...
ArchAngelAlien Posted February 14, 2013 Author Share Posted February 14, 2013 (edited) One minor thing I have noticed with MO is when I had an install fail. It re-organized my install list and screwed up a lot of things that I had to manually replace for correct overwrites. Is there no way to save your overwrite list to prevent this from happening in the future? Edited February 14, 2013 by ArchAngelAlien Link to comment Share on other sites More sharing options...
korun Posted February 14, 2013 Share Posted February 14, 2013 i just say buy one gtx 680 instead of 2 x 7970 to keep some of your cash@@ Link to comment Share on other sites More sharing options...
ArchAngelAlien Posted February 14, 2013 Author Share Posted February 14, 2013 i just say buy one gtx 680 instead of 2 x 7970 to keep some of your cash@@I plan on running 3 monitors with my games. =) Link to comment Share on other sites More sharing options...
ArchAngelAlien Posted February 14, 2013 Author Share Posted February 14, 2013 I read a few pages back Ripple and was successful at adding SkyUI. It's actually not that hard to use. Repackaging files only gives me a better understanding of a file structure. It feels good to be able to install this all manually, but I am dreading the time I am going to have to spend with ReProccer. Even if it -does- install correctly, I always get alot of weapon animations eaten and I have yet to learn how to custom set them manually. ReProccer is really going to be the true mod challenge in this build, as I am going to be using custom weapons and armors that I favor. Link to comment Share on other sites More sharing options...
fiewiel Posted February 14, 2013 Share Posted February 14, 2013 One of the reasons Im not using skyre. Im just too curious and always try new mods. But skyre works best in a static environment with only a few mods or youre forced to put a lot of work to be uptodate. Link to comment Share on other sites More sharing options...
ArchAngelAlien Posted February 14, 2013 Author Share Posted February 14, 2013 (edited) One of the reasons Im not using skyre. Im just too curious and always try new mods. But skyre works best in a static environment with only a few mods or youre forced to put a lot of work to be uptodate. I wish I could find some user made documentation for SkyRE on what isn't, and is compatible. It almost feels like the mod author only wants you to use his mod. Now, I don't know that for a fact, and I could be wrong. But if I was a mod author that received a constant stream of reports for incompatibles with other mods, I would build a list and either create a link on the description page, or just list them there and then. I have not visited his mod page for a while but last I checked there is not much information listed. Even BOSS gives a large warning about incompatibilities, but I cannot find any references as to what EXACTLY is not compatible with SkyRE. From what I can tell, it's a damage/skill overhaul. So anything that doesn't effect damage and skills should be compatible you would think. I have not done much research as my load order is not in those stages yet, but I can tell you my experience in game with SkyRe has been the best by far when I can get it to work. The amount of work you need to do to Reproccer your armor/weapons can be very time consuming and doesn't feel very user friendly. Edited February 14, 2013 by ArchAngelAlien Link to comment Share on other sites More sharing options...
ripple Posted February 14, 2013 Share Posted February 14, 2013 (edited) One of the reasons Im not using skyre. Im just too curious and always try new mods. But skyre works best in a static environment with only a few mods or youre forced to put a lot of work to be uptodate. I wish I could find some user made documentation for SkyRE on what isn't, and is compatible. It almost feels like the mod author only wants you to use his mod. Now, I don't know that for a fact, and I could be wrong.It's an 'overhaul' mod, so it's covering a lot of terrain and intended to 'run on its own', hence the tendency to conflict with many other mods. Trust me when I say it was much more difficult to make it run nicely with other mods before the author switched from manually made patches to dynamically generated ones via the ReProccer. With manual patches, users often had to wait for a manual patch when one of the other 'popular mods' they used updated which affect some area covered by SkyRe (for example, patches making item properties in mods like Immersive Weapons, Immervie Armour conform to SkyRe parameters and perk adjustments). You'd also be running anywhere up to a dozen individual patches depending on how many mods you were using. Every time I checked the comments about an update for a popular mod I was using, there would be some SkyRe user asking the mod author to provide a patch for SkyRe or asking of the mod was 'compatible' with SkyRe, probably pissing off a few modders in the process ('why does every weapon modder need to provide support for SkyRe users?'). The ReProccer was the outcome of demand by SkyRe users for a more 'streamlined' process. Any aggravation from this is really comparably less than the aggravation you would experience if it was still doing compatibility patches the 'traditional way' (if you don't believe me, check out the user comments for the Scaling Stopper, a mod that's basically been outdated for along time because the author simply doesn't have the time to keep up with updating it's compatibility with other mods). About the mod archives hidden in MO: aside from editing the individual meta files to change the hidden flag, you can also just delete the meta files altogether (which would be faster if you hid too many of them), and the mod archives should appear again in MO. However, they will appear as uninstalled archives. Not a big deal if you are installing downloaded mods one by one and has a good idea of which mod has been installed and which one hasn't. Edited February 14, 2013 by ripple Link to comment Share on other sites More sharing options...
ArchAngelAlien Posted February 14, 2013 Author Share Posted February 14, 2013 I just watched a tutorial video for SkyRE: http://www.youtube.com/watch?feature=player_embedded&v=b7c2npQIgOo He basically runs Reproccer in seconds, and says, "It's that easy." If it's that easy then why do I get tons of weapons from my custom weapon/armor mods missing animations and giving me errors in TES5Edit? He states he is even using Immersive Amors, and Immersive weapons, and doesn't even have to install a compatibility patch to get it to function correctly? If that is true, then why does this mod exist? http://skyrim.nexusmods.com/mods/27092 ReProccer is by the far my biggest $*%^ing headache by far. I guess some just have it easy? And they click a button and it's done? So what's with the 30+ entries of white/gray weapons in the reproccer file stating the weapons are missing animations and sounds? Am I just the unlucky one? This seriously irritates me. Link to comment Share on other sites More sharing options...
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