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ipmlj

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ipmlj last won the day on June 14 2014

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  1. The patcher has been completing just fine for me. I followed the tweaks on the PCaPP page (installed the java 8, tweaked the arguments line for Patchus Maximus to include '-Xmx1024m') everything works fine now for my build. The PCaPP patches have been coming fast (sometimes a new one each day) so check it often if you haven't started a play through yet. As for LOOT, I added a few metadata rules to get things placed according to Raulfin's recommendations... but I do change the skyproc order and run them individually rather than all at once: Run ASIS ->sort with LOOT, Run Patchus Maximus ->sort with LOOT, finish with DSR. Also, I still make the bashed patch before running the Skyprocs. I noticed before the last PCaPP update, some of the NPC perks (NPC Enchant fix) from ASIS were not getting merged but patch 1.6.1 fixes that.
  2. Well, its been quite some time since I updated. Now that Perkus Maximus is out for public consumption, I am dusting off my Skyrim and pulling up the sleeves again. Along with the release of PerMa, PRUFEI has been updated as well. I am currently in the process of updating my patch for the new version of PRUFEI. I also did a test to see how Patchus maximus handles the breakdown recipes. It appears that PaMa is much better at what it does vs. the former reproccer. Additionally Raulfin has been hammering out updates to PCaPP (PerMa patches) like a man on fire. On the other hand, PaMa did not carry forward conditions as I was hoping it would but it does disable recipes from other mods and recreates them PerMa style...i.e. with the perks necessary for PerMa play. This is a huge plus as it should eliminate duplicate meltdown recipes (from what I can tell so far). Edit: On closer inspection, it does not appear to disable recipes. At least it was not disabling the meltdown recipes in my crafting patch. This means a post PaMa patch is needed to add the missing conditions from mods like CCOR, IA7, PRUFEI, etc.. that add their functionality to the game -- mcm toggles, favorite protection as examples. With the patchusmaximus.esp being a dynamic file - changing with each rebuild - I am not too certain at this point that a Post PaMa patch will function correctly ~ especially if users have other mods added to their SRLE build. I am getting closer to a patch and test run. Should know more soon.
  3. Well PerMa is finally here. Yay!!!! I've had a quick glance at how things look with the new patcher and it doesn't look bad. In fact, with PCaPP things are looking pretty dang good from what I can tell. Raulfin and crew are getting things squashed quickly with their compatibility patches. On the crafting front, my old crafting patch will not play nicely with PerMa...at least the meltdown recipes and PRUFEI has been updated. The good news is, its a simple fix to get it working with PRUFEI again for SRLE standalone. A PerMa patch will take some work to do but at least I know what I'm looking for now and have some tools to make that process easier. Now if I can pull myself away from iRacing long enough to work on it for a bit...lol.
  4. I've been using PerMa for a few days now with SRLE. I haven't run across anything significant yet. However, I can say that the crafting patch I made for my install won't play nicely with PerMa.
  5. Edit: Have you tried moving MO outside of the Steam folders? Not sure it will work if it is nested. I haven't check if SPM has updated...I'm currently using 3.54. Great tool when I want to monitor real time. For the Launcher file path: It will need to be where you have MO installed. For example: F:Mod OrganizerModOrganizer.exe Then for the Skyrim INI file path: F:Mod Organizerprofiles"insert profile name"skyrimprefs.ini Skyrim Main Program file path: F:SteamSteamAppscommonSkyrimTESV.exe Once MO starts, just launch your skyrim as you normally would. Hope that helps.
  6. An annoucement coming on 1 OCT (according to the Perkus Maximus FB page). No, I didn't get in to the beta so I haven't been able to look at it yet. Neo says he wasn't able to get the patcher past SiC. I've been selfishly playing instead of tinkering...but have gotten a wonderful 400+ hours in with two different characters and a few extra mods to SRLE. Really hope 1 OCT brings PerMa out to the general public.
  7. Just wanted to follow up regarding the Solitude Guard raid with Legate Adventus in Broken Oar Grotto: I'm 345 hours into a playthrough and havent had another such instance/occurance. For some reason Legate Adventus is still there in BOG but is invisible...standing right at the cave entrance inside BOG. Other than that I've only had to adjust some settings with Frostfall (by enabling fast travel) to exit Forgotten Vale and to enable sleeping in conjured shelters. Disabling waiting outdoors makes it impossible to sleep in a conjured shelter but works fine with leather/fur tents. I haven't updated in several weeks and I think Frostfall 2.6 is out. I can't wait for perma to get out of beta and give it a shot on top of SRLE. A simple thanks for bringing life back into Skyrim for me! Actually finished Dawngaurd and working on Dragonborn now. Edit: Gah..."disabling waiting outdoors" is confusing...what I meant is: If waiting outdoors is disabled, I cannot sleep in conjured shelters
  8. Thanks EssArrBee, I will give that tag a try.
  9. Quick question: I made a patch of my own that changes a few item stats (weight) to be specific for bags, bandoliers, pouches.... Each time I remake my bash patch, it reverts these changes. I tried using the NoMerge tag but that doesn't seem to work. When I have Wrye Bash open, can I just uncheck my patch file to exclude it from the bash before building it?
  10. Just wanted to provide some feedback to an issue I was experiencing earlier with "lag" when drinking water (with iNeed). I hate default keybinds, so I pretty much change most of them out of habit. I had assigned the drinking hotkey to F4. Not knowing F4 is also assigned as the "free vram" hotkey in ENB. So, the "lag" I was experiencing was really my graphics clearing its vram. I would get screen lag for 2-3 seconds after drinking, but on a whim I tried drinking from the UI / Inventory and had no issues....Frustrating but with a bit of help from Gimpyone and a little luck, was able to to find a remedy.
  11. I'm bad about making assumptions too quickly so I inferred the Broken Oar Grotto invasion with something I saw much earlier in my game play thru...where I had watched an invasion of Fort Greymore by 3 groups of 5-6 Imperial Guards that I'd see patrolling the road between Whiterun and Rorikstead. (this led me to think immersive patrols might be the culprit..but sounds like SiC may trigger those events..) At the time it was really awesome to see! I actually like seeing the guards being proactive rather than props. So when I saw the Solitude Guard and Legate Adventius in BOG, i thought it was a result of immersive patrols somehow put a "bounty" on the Bandit leader there... I got credit for the bounty quest when they killed the Bandit leader but they didn't seem to care too much about the other bandits or Jaree-Ra (at least the ones far enough away from the scene who did not aggro). In fact I think I want to throw TES Arena in the mix and see if it brings the skyrim war to life.
  12. I hope I'm not sidetracking the thread. I just want to see SRLE be all it can be (as its my favorite so far)! If its of any use (Neo/Kryptopyr/Vidalia), you can have these ARMO & WEAP spreadsheets for SiC. You can have the other mod sheets too if you want them. I made them in early June, so I'm not sure it was from the maintenance update or not. Exporting only the "flags" information doesn't always catch everything as there's another location (MODT or something like that) that items sometimes get marked as non-playable/not-droppable...so I think I went through manually to try and catch those that didn't appear in flags. SiC ARMO (around 400 non-playable / 160 or so playable) SiC WEAP (60 ish non-playable / 40 playable)
  13. Regarding the SIC items, I don't know why they are in there. They look like normal items to me. The majority are not playable. It would probably be easier to just flag them all as non-playable and let the npcs drop whatever loot is in their loot table.
  14. I sent a pm to Lifestorock awhile ago. He replied but because of the number/amount of items in there it basically was on me to compile my own lists. I think he's working on some other mods as well. However, it has been a few months. I honestly don't know how to fix the ICH part. The recipes are easy and actually in a patch I made for my own game. Edit: I should have prefaced that with the fact I was talking to him about Skyre and the reproccer. At the time I didn't know how the reproccer handled recipes and things, so my focus was more on stats and whatnot crafting. I didn't ask specifically about ICH. Edit2: Kryptopyr is aware of the crafting issues and following things with SRLE. I can't speak for him but he's continuing to work on CCO and WAF. I'm not implying there will be an ICH fix only that CCO/WAF will continue to improve. In fact, there's a automation tool available on the CCOR nexus forums that can handle the recipe issues.
  15. I did some testing a few months ago when messing around with SkyRe's reproccer. I only tested 3 races and the info is a bit dated now (from March). I tried compiling a list of the ones I could find that didn't display properly. <thread link> Its not just ICH though, those SIC armors don't have breakdown recipes either. When SIC v7 is released, alot in there could change.
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