The Elder Scrolls V: Skyrim
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Frant
King's Bounty



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PostPosted: Fri, 8th Feb 2013 00:07    Post subject:
tillertow wrote:
Christ, Bethesda games still suck a big fat one, when it comes to stability.
Already given up on completing the new DLC because of constant crashes


If you used a bunch of mods you probably screwed up your save files with script bugs and stuff.


Ph'nglui mglw'nafh Cthulhu R'lyeh wgah'nagl fhtagn!

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Mister_s




Posts: 19863

PostPosted: Fri, 8th Feb 2013 00:11    Post subject:
Interinactive wrote:
Mine's 20MB (300hrs), so you've got at least 9 other megabytes to play with Laughing

I thought Bethesda games started acting strange when the saves got that big. Did they fix it?
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Interinactive
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PostPosted: Fri, 8th Feb 2013 00:15    Post subject:
⁢⁢


Last edited by Interinactive on Tue, 5th Oct 2021 03:38; edited 1 time in total
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Cabola




Posts: 132
Location: Denmark
PostPosted: Fri, 8th Feb 2013 10:18    Post subject:
Stormwolf wrote:
Interinactive wrote:
Stormwolf wrote:


??

SKSE right?

I put the files in the game directory, no renames or overwrites, and launch it via SKSE in Nexus Mod Manager

Or is it not SKSE?


Thanks, did that now. Would prefer just selecting it on steam instead of running NMM each time though Razz



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Tydirium




Posts: 601

PostPosted: Fri, 8th Feb 2013 13:11    Post subject:
Thanks.
I am so glad that in "Dragonborn" the creators finally added some pretty good unique 2-handed weapons. My first char was develeoped to the usage of 1-handed weapons and light armor, my second char to the usage of 2-handed weapons and heavy armor. Somehow it felt wrong that beside the greathammer "Volendrung" there are no really good unique 2-handed weapons in original "Skyrim", but lots of unique and really good 1-handed weapons. This add-on seems to correct this mistake.
Another mistake they corrected with these new weapons in my opinion is that you are now finally able to fight for a longer time without being forced to "re-charge" the magic weapons with soulstones over and over again after a short usage. The new weapons seem to have a higher number of usage slots before needing to recharge.
And for the first time there is a weapon dealing magic damage which doesnt need recharging at all! Well done Smile
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Vikerness




Posts: 3616
Location: Brasov
PostPosted: Fri, 8th Feb 2013 18:35    Post subject:
Would someone please upload iskariot "whistle" mod? Cant get it through steam workshop..


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Guy_Incognito




Posts: 3436

PostPosted: Fri, 8th Feb 2013 19:14    Post subject:
Any special load order for new high res pack? Texture Bsa files go before or after addon packages?
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Newty182




Posts: 10805
Location: UK
PostPosted: Fri, 8th Feb 2013 19:19    Post subject:
Mister_s wrote:
Interinactive wrote:
Mine's 20MB (300hrs), so you've got at least 9 other megabytes to play with Laughing

I thought Bethesda games started acting strange when the saves got that big. Did they fix it?


Wasn't that just a PS3 problem?


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4treyu




Posts: 23124

PostPosted: Fri, 8th Feb 2013 19:21    Post subject:
Guy_Incognito wrote:
Any special load order for new high res pack? Texture Bsa files go before or after addon packages?


You would normally deselect the texture packs in the Skyrim launcher and just make reference to them in the Skyrim_default.ini file in the game root directory. I only had to add the HighResTexturePack03.bsa to that ini file in the appropriate line.

This normally done so you can have both the official HD textures and also the texture packs made by the community, working at the same time.
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JBeckman
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Location: Sweden
PostPosted: Fri, 8th Feb 2013 19:38    Post subject:
Adding them to skyrim_default.ini doesn't do anything for your current ini file configuration though, you'd have to delete it and let the game re-create the file and then it'll use whatever modifications you did to the default one. Smile
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blackdochia




Posts: 4377
Location: 9th Circle of Hell
PostPosted: Fri, 8th Feb 2013 19:58    Post subject:
JB, any fixes for the new texture pack?!
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4treyu




Posts: 23124

PostPosted: Fri, 8th Feb 2013 20:30    Post subject:
JBeckman wrote:
Adding them to skyrim_default.ini doesn't do anything for your current ini file configuration though, you'd have to delete it and let the game re-create the file and then it'll use whatever modifications you did to the default one. Smile


You're completely right JBeckman. Sorry for omitting that very important detail.
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Tydirium




Posts: 601

PostPosted: Fri, 8th Feb 2013 20:54    Post subject:
Damned... I installed all the unofficial patches and did put them in the correct loading order ... and still no success:
still no souls from killed dragons - slowly I am getting angry about this bugged Bethesda crap Evil or Very Mad
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Claptonvaughn




Posts: 931

PostPosted: Fri, 8th Feb 2013 20:57    Post subject:
4treyu wrote:
Guy_Incognito wrote:
Any special load order for new high res pack? Texture Bsa files go before or after addon packages?


You would normally deselect the texture packs in the Skyrim launcher and just make reference to them in the Skyrim_default.ini file in the game root directory. I only had to add the HighResTexturePack03.bsa to that ini file in the appropriate line.

This normally done so you can have both the official HD textures and also the texture packs made by the community, working at the same time.


Noob question, but...so adding a bsa to that file tells Skyrim to load it first or what? That way it won't overwrite texture mods?

I wanted to upgrade Dragonborn's textures too but wasn't sure if I needed to reinstall my textures mods or not. I only want Dragonborn's textures as the rest of my game is texture modded to my liking, so I only need the 3rd official HD texture pack?
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fable2




Posts: 6054

PostPosted: Fri, 8th Feb 2013 21:01    Post subject:
Tydirium wrote:
Damned... I installed all the unofficial patches and did put them in the correct loading order ... and still no success:
still no souls from killed dragons - slowly I am getting angry about this bugged Bethesda crap Evil or Very Mad


bloating can cause all kind of scripts to stop working, how big is your save file?
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dannofdawn




Posts: 2227

PostPosted: Fri, 8th Feb 2013 21:02    Post subject:
Claptonvaughn wrote:
4treyu wrote:
Guy_Incognito wrote:
Any special load order for new high res pack? Texture Bsa files go before or after addon packages?


You would normally deselect the texture packs in the Skyrim launcher and just make reference to them in the Skyrim_default.ini file in the game root directory. I only had to add the HighResTexturePack03.bsa to that ini file in the appropriate line.

This normally done so you can have both the official HD textures and also the texture packs made by the community, working at the same time.


Noob question, but...so adding a bsa to that file tells Skyrim to load it first or what? That way it won't overwrite texture mods?

I wanted to upgrade Dragonborn's textures too but wasn't sure if I needed to reinstall my textures mods or not. I only want Dragonborn's textures as the rest of my game is texture modded to my liking, so I only need the 3rd official HD texture pack?


Exactly. It basically tells the game the Texture DLCs are part of the "vanilla" game. So naturally all of that would be loaded first, then the same logic of mods applies with your own mods. That way the mods will override the base game and DLC textures when appropriate.

For the Dragonborn DLC textures. You can add that to ini, then the DLC will load after your mods that you already have installed before. So you don't need to reinstall the mods.
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4treyu




Posts: 23124

PostPosted: Fri, 8th Feb 2013 21:03    Post subject:
I understand that by selecting the texture packs in the skyrim launcher the game will completely ignore the custom textures you simply extract to the proper sub-folders in the Data directory. So adding instead those bsa entries in the Skyrim_Default.ini (and as consequence in the new generated Skyrim.ini) will allow you to have both things simultaneously, with the custom textures overwriting any equally named texture on the bsa files.

Hopefully JBeckman will correct me if I'm wrong about this Smile
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JBeckman
VIP Member



Posts: 34974
Location: Sweden
PostPosted: Fri, 8th Feb 2013 21:27    Post subject:
It shouldn't matter with the 1.6+ patch to the game since BSA archives always give priority to loose files in the game folder though setting the three high-res BSA archives in the ini file will free up three "slots" for that 255 mod limit.
(After the default textures bsa and before the misc or interface bsa, one of them.)

(The game though probably won't be able to ever handle that many mods unless it's minor tweaks.)
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4treyu




Posts: 23124

PostPosted: Fri, 8th Feb 2013 21:40    Post subject:
Oh nice! I didn't know about that change in a previous patch. I guess it was an obvious thing to do for better mod managing.
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Tydirium




Posts: 601

PostPosted: Fri, 8th Feb 2013 21:44    Post subject:
fable2 wrote:
Tydirium wrote:
...


bloating can cause all kind of scripts to stop working, how big is your save file?


Really? Thats interesting. Thanks for the info.
Mine is now 14 mb big. I hope thats not too big because I am not that far in the main quest. Only as far as I needed to start the Dragonborn DLC ("Quest "The Horn of Jurgen Windcaller"). Its my second char I started to alter all the choices you can make in the game (join rebels or empire / use heavy or light armor or 1/2-handed weapons / turn Azuras star light or dark / become werewolf or not and so on) and try something different as far as this is possible in Skyrim.

my first char (retired) has a final save size of 18,2 mb. But that was before Dawnstar and Dragonborn DLC came out. He solved as good as every sidequest and the mainquest and is now enjoying his retirement in his luxury house in Solitude Wink
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Naish




Posts: 797

PostPosted: Fri, 8th Feb 2013 21:50    Post subject:
Just for reference guys, if you randomly delete/uninstall any mods that use scripts without stopping the quests/scripts, (auto-equip arrows, for example) your save game is probably going to be fucked.
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JBeckman
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Location: Sweden
PostPosted: Sat, 9th Feb 2013 07:39    Post subject:
http://forums.bethsoft.com/topic/1442344-relzwipz-unofficial-high-resolution-patch/

Fixes most of the hi-res DLC, auriels arrows are still missing a specular map and some other misc stuff but this replaces the previous fix mods.

Oh and I was kinda wrong about loading the BSA files via the ini. Smile

Because those BSA loads first and then the DLC BSA loads as those ESM's are added by the game you'd overwrite the high-res ones with the default textures so using the ESP files is recommended. Smile
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fable2




Posts: 6054

PostPosted: Sat, 9th Feb 2013 07:50    Post subject:
Tydirium wrote:
...


not sure , for ex mine is like 175h and with almost everything done and it just reached 17mb.
try to save twice with an interval of a minute and see the difference in size between the 2.
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Claptonvaughn




Posts: 931

PostPosted: Sat, 9th Feb 2013 10:06    Post subject:
JBeckman wrote:
http://forums.bethsoft.com/topic/1442344-relzwipz-unofficial-high-resolution-patch/

Fixes most of the hi-res DLC, auriels arrows are still missing a specular map and some other misc stuff but this replaces the previous fix mods.

Oh and I was kinda wrong about loading the BSA files via the ini. Smile

Because those BSA loads first and then the DLC BSA loads as those ESM's are added by the game you'd overwrite the high-res ones with the default textures so using the ESP files is recommended. Smile


So put the HD bsa and esp files into data and activate them? Then my texture mods will override whichever ones are repeated?
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JBeckman
VIP Member



Posts: 34974
Location: Sweden
PostPosted: Sat, 9th Feb 2013 10:08    Post subject:
Yes, have the three HighRes texture pack ESP files loaded (As early as possible.) then have this fix loaded after (As to override with the fixed files properly.) and you should be set up.

Due to the game always loading unpacked files after BSA archives you can still use whichever texture replacer you like and it should function as normal. Smile
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blackdochia




Posts: 4377
Location: 9th Circle of Hell
PostPosted: Sat, 9th Feb 2013 12:11    Post subject:
JBeckman wrote:
http://forums.bethsoft.com/topic/1442344-relzwipz-unofficial-high-resolution-patch/

Fixes most of the hi-res DLC, auriels arrows are still missing a specular map and some other misc stuff but this replaces the previous fix mods.

Oh and I was kinda wrong about loading the BSA files via the ini. Smile

Because those BSA loads first and then the DLC BSA loads as those ESM's are added by the game you'd overwrite the high-res ones with the default textures so using the ESP files is recommended. Smile


Thanks, mate!
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Silent_Lurker




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Location: France
PostPosted: Sat, 9th Feb 2013 16:58    Post subject:


Dhat Voice ! Shocked


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LeoNatan
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PostPosted: Sat, 9th Feb 2013 17:01    Post subject:
Oh shit, was not expecting that! Shocked
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ixigia
[Moderator] Consigliere



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Location: Italy
PostPosted: Sat, 9th Feb 2013 17:07    Post subject:
Haha the Chocolate Rain guy grinhurt. He's pretty awesome, recently he's made a version of the Hobbit theme too which is totally bad ass.



Random creations of an insane mind / Screens from Bulgaria [Early Access]


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Overlord123




Posts: 2335

PostPosted: Sat, 9th Feb 2013 17:51    Post subject:
I prefer the original.
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