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Anatriax

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Posts posted by Anatriax


  1. So far, yes. In the coming days I'll be totally rewriting the guide and adding screenshots back in. 

    This will be the last update of the guide until WELL after I've had a chance to start testing and working with mods for Fallout 4. 

    That being said, the next update is going to include version numbers of mods, so that users can make sure they have the correct version of a mod for the guide. 

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  2. Open the mod in CK, and open it at the same time in TES5Edit.

    In TES5Edit find all Armor and ArmorAddons that are "changed", don't touch them in TES5Edit.

    In CK, using the filter and the "All" item list, get one by one the items that are added by the mod.

    Just rename them by adding a few letters before. When CK asks if you want to duplicate them say "NO".

    Save the mod and exit from CK.

    Grab all the NIFs/DDS (in meshes and textures) that are in the mod archive, and move all of them in a new sub-folder (Meshes/<Insert here the new name>\ and textures/<insert here the new name>/)

     

    Now, you should update the path to the nifs, you can do it in CK or in TES5Edit, it is a matter of preference.

    Once done, you have to update all the Texture paths inside the NIFs. Use NIFSkope to do this.

     

    Then repack all you did in a 7zip file and you are ready to go.

     

    xD Thanks for correcting me. 

    Can you tell I've been away for awhile? LOL

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  3. You up to refreshing/updating your tutorial :) There are many mods that have been updated.

    Oh and now I have a 970 so I can really try your tutorial now. 

    :)

     

    That was actually the plan for the next two weeks while I wait for Fallout 4. 

    I'm going to dive in, and do a total rewrite, completely ditching everything, and attempting to go into more detail with how to do things, as I've received many PM's asking for DDSopt tutorials. 

    I think it's time for a total rewrite. 

    Many of you know I have CRAP for internet, so it will take me awhile to complete this, but it WILL get done. <3 

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  4. Before I ask the mod author for free labor, I figured I'd try to do it myself since I might learn something that I could use later.

     

    So I'm asking for help from people who lurk the forum.

     

    I'd like to convert...

     

    DenimbarkeeperUNPB

    http://www.loverslab.com/files/go/eaea9f93687b0e24fcac90abc59852ba/barely-vamp-robes-and-tavern-clothes-unp-hdt

     

    from a replacer mod to a non-replacer mod.

     

    I usually play with a rather conservative Skyrim world (vanilla clothing) but play as a rather exhibitionistic PC. I'd like to use the DenimbarkeeperUNPB minidress without having all the barkeepers in Skyrim also using it. It's an immersion thing.

     

    I have absolutely no idea how easy or difficult this is, and I'm definitely nothing resembling a modder. I would need a click-by-click walkthrough on how to do it.

     

    Any takers? I'd appreciate it.

    Does the file have an .esp file associated with it? I'm currently not at home, and can't download it to see. 

    If it does, you should be able to change the name of the item in CK. That SHOULD turn it into a non-replacer. 

    if it does not, simple create a new .esp file in CK, and name the item whatever you wish, assign it the values you wish, and then find a tutorial on placing the item in a chest, or get AddItemMenu.

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  5. Step 5 with the DDSopt optimization makes me feel really stupid, the step wikis melts my brain down. I have no idea where to start, which bat files to run and where to click. Is this step very important? Alternatively, is there any easier guides out there for DDSopt?

    I'm pretty sure there are youtube tutorials for DDSopt.

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  6. In Phase 3: ENB/ENBoost it says "as of the time of this version is 269" in the spoiler it says 279. Anyway in reguards to Zprepass that was removed from 277 not sure when it will be added back in.

     

    In Phase 2: You recommend "Show Racemenu Precache Killer" then in Phase 6 you recommend "RaceMenu",  ​Precashe killer is now included in the racemenue mod so loading it as an additional mod is redundant.

     

     

    Thank you for the guide.

     

    Actually, the specific pre-cache killer that I provide a link for is NOT included in Racemenu. I have noticed that there can still be crashes at character gen/edit without the provided Pre-cache killer. 

    This may or may not be the case for everyone else's system; however, it is the case on mine. 

    The original iteration of this guide used Racemenu 3.0, which at that point claimed to have the pre-cache killer included. It did, but there were still hangups. 

    Installing the additional mod is NOT redundant; as the additional mod is simply an SKSE plugin, and affects performance in no negative way. There will either be no benefit, or you will gain the desired effects. 

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  7. About installing DirectX, when you reinstall Skyrim (as per my instructions), it automatically reinstalls DirectX. There is no need for me to have to add that line, as it's already automated in a portion of my guide. 

    If you had a problem with ENB Series and DirectX, I can almost assure you that this particuar problem is localized to you. 

    About the other corrections:
    Phase 5: if on the original mod authors page, if it mentions having parallax textures, it does not get optimized. That's a total of about 4 mods that do not get optimized. If you follow the STEP guide I have provided, they will tell you to move your textures into a working folder, then to move them back once optimization has been completed. 

    Other mods:
    I have not updated these sections recently. They will likely undergo an update in the near future (Sometime after Sept 10). I go through about once a month and update my guides. 

    :) Thanks for your concerns, but most things should still function as directed in my guide. I try to keep at least a 99% accuracy as far as how to install the mods. 

    Some mods (Such as Adorable Face), I don't see a need to redownload, as generally updates are very minor for these. 

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  8. ...Scroll down and download the "Optimized INI Files uGrids 5".

     

    You should really swap the editing of the files and the copy operations to first edit, THEN copy, and not vice versa.

    The only ini file that needs edited is the one in the MO profiles folder. The one located in %/documents/my games/Skyrim should stay unedited. 

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  9.  

    Hmm. Mine seem to be working fine :/ 

    I'm not entirely sure what the problem could be. Make sure that the skeleton isn't overwritten.

     

    Both skeleton files does not seem to work (the one you posted at the start and the one which comes with the BnB Body pack).

     

    It's just strange that rifles and shotguns are not affected by this.

     

    There are some weapon mods which are not in your list that I installed. May it be possible that one of them is the cultprit?

     

    Mainly ClassicFalloutWeapon, WMX & TheArmory

     

    Are you using MO? If not, that may be part of your problem. 

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  10. You may want to add this for TTW Vurt's Flora Overhaul

     

    https://taleoftwowastelands.com/comment/42536#comment-42536

     

    Otherwise there will be Tree LOD bugs.

     

    Also, might it be possible to show us your current load order?

     

    Other than that, thanks for the write-up!

    I've read this, and this is essentially what I've told people to do. It's just spread out over several phases, instead of doing it all at once. 

    The way my guides work follow a process. Add a phase, test to make sure the game loads up. Add a phase, test to make sure the game loads up. When all phases are complete and you're on the final phase, that's when stuff like FNVLODGen and Wrye Flash get ran. This way they pick up ALL mods installed, and not just the mods you've had installed at the point where you would see these things done. 

    These guides are tested extensively, and I check them for bugs frequently. :) 

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