quasimodo75 Posted October 3, 2018 Posted October 3, 2018 About performance impact: I got a not-so-much-state-of-the-art machine and your mod hits really hard. I mean, there are lots of extremely sexy mods like "Immersive Wenches" which are easier on the hardware. Is there any chance of building a version with a smaller poly count and lower res textures? BTW: Your models are absolutely gorgeous! About the locations, if you are absolutely, helplessly stuck: Save, open the console, enter "tmm 1" and search for the location. Remember it. Re-open your last savegame and off you go. But this still kills the fun of discovering, which I personally prefer vastly.
Guest Posted October 3, 2018 Posted October 3, 2018 I can install this mod using mod organizer, but than it is no more possible to enter whiterun. The game will always crash to desktop, even if i start a new game in Bannered mare using "Alternate Start". I do not know what could be the reason. Some other really big mods like "Bruma" did'nt cause so much trouble. What a pity.
fair5210 Posted October 3, 2018 Author Posted October 3, 2018 3 hours ago, quasimodo75 said: About performance impact: I got a not-so-much-state-of-the-art machine and your mod hits really hard. I mean, there are lots of extremely sexy mods like "Immersive Wenches" which are easier on the hardware. Is there any chance of building a version with a smaller poly count and lower res textures? Immersive Wenches utilizes the default body and outfits you use in your Skyrim, that's why it is easier on the hardware. The NPCs in Immersive Wenches will look different to different players. This mod, on the other hand, uses custom built-in body and armor models, so the custom NPCs will look the same for everyone. Unfortunately, due to the nature of this mod, it is unavoidable that it will hit hard on "not-so-much-state-of-the-art machines". ? I'll have to see what I can do about it, but I cannot guarantee anything, because I might not have enough time to do it.
fair5210 Posted October 3, 2018 Author Posted October 3, 2018 1 hour ago, Adetu said: I can install this mod using mod organizer, but than it is no more possible to enter whiterun. The game will always crash to desktop, even if i start a new game in Bannered mare using "Alternate Start". I do not know what could be the reason. Some other really big mods like "Bruma" did'nt cause so much trouble. What a pity. There are plenty of mods that can cause this problem in Whiterun. Try to use Safety Load. ?
Guest Posted October 3, 2018 Posted October 3, 2018 1 hour ago, fair5210 said: There are plenty of mods that can cause this problem in Whiterun. Try to use Safety Load. ? Thanks for the hint, but it does not solve the problem. I will start deactivating my mods to find out which one seems to be incompatibel. With mod organizer this is very simple, but will take some time ?
WaxenFigure Posted October 3, 2018 Posted October 3, 2018 5 hours ago, quasimodo75 said: About performance impact: I got a not-so-much-state-of-the-art machine and your mod hits really hard. I mean, there are lots of extremely sexy mods like "Immersive Wenches" which are easier on the hardware. Is there any chance of building a version with a smaller poly count and lower res textures? BTW: Your models are absolutely gorgeous! About the locations, if you are absolutely, helplessly stuck: Save, open the console, enter "tmm 1" and search for the location. Remember it. Re-open your last savegame and off you go. But this still kills the fun of discovering, which I personally prefer vastly. https://www.nexusmods.com/skyrim/mods/12801 Run that tool against this mod to reduce it's textures to a size your machine can handle. This tool allows you to use mods with high-res textures without forcing the author to provide alternate low-res textures. 2
fair5210 Posted October 3, 2018 Author Posted October 3, 2018 1 hour ago, Adetu said: Thanks for the hint, but it does not solve the problem. I will start deactivating my mods to find out which one seems to be incompatibel. With mod organizer this is very simple, but will take some time ? Oh really? Too bad it doesn't solve the problem.? Safety Load works perfectly for me. I use it to make this mod run smoothly in Whiterun.
fair5210 Posted October 3, 2018 Author Posted October 3, 2018 59 minutes ago, WaxenFigure said: https://www.nexusmods.com/skyrim/mods/12801 Run that tool against this mod to reduce it's textures to a size your machine can handle. This tool allows you to use mods with high-res textures without forcing the author to provide alternate low-res textures. Wow. I didn't know about that tool. That's very useful. Thank you for sharing!
quasimodo75 Posted October 3, 2018 Posted October 3, 2018 Thanks for all your speedy replies! Optimizer Textures sounds neat. I will give it a try. I am using Safety Load now and things go smoothly. Great little tool. Now a question about gameplay: I managed to get into the fortress of the Order of the Uninhibited by jumping into it from the rocks above, but I can´t find the key to get out. I have been searching all the chests in the fortress, but to no avail. Neither is there any dialogue option about it. BTW: Any castle which could be entered that easily, let alone be attacked with ranged weapons from above would not have been built at it´s time. When it came to fortresses, builders always went for the highest possible position or at least a wide and deep moat.
WaxenFigure Posted October 4, 2018 Posted October 4, 2018 5 hours ago, quasimodo75 said: Thanks for all your speedy replies! Optimizer Textures sounds neat. I will give it a try. I am using Safety Load now and things go smoothly. Great little tool. Now a question about gameplay: I managed to get into the fortress of the Order of the Uninhibited by jumping into it from the rocks above, but I can´t find the key to get out. I have been searching all the chests in the fortress, but to no avail. Neither is there any dialogue option about it. BTW: Any castle which could be entered that easily, let alone be attacked with ranged weapons from above would not have been built at it´s time. When it came to fortresses, builders always went for the highest possible position or at least a wide and deep moat. 1
drocke896 Posted October 4, 2018 Posted October 4, 2018 21 hours ago, Adetu said: I can install this mod using mod organizer, but than it is no more possible to enter whiterun. The game will always crash to desktop, even if i start a new game in Bannered mare using "Alternate Start". I do not know what could be the reason. Some other really big mods like "Bruma" did'nt cause so much trouble. What a pity. Similar crash for me too. Installed only the Skyrim Celeb's mod (+Whiterun .esp), started a new game. Tried to enter Riverwood Trader (where Camilla is) and I got CTD. Edit: mod dependencies are also installed
theonebullet Posted October 4, 2018 Posted October 4, 2018 This mod while enticing is broken. I have a solid setup and run 400+ mods without crashing. Using all the tools available for modding and this one just doesn't want to run. It doesn't crash in Whiterun for me it just stalls out completely. Really like the models done here, no offense of course for your hard work.
drocke896 Posted October 4, 2018 Posted October 4, 2018 44 minutes ago, theonebullet said: This mod while enticing is broken. I have a solid setup and run 400+ mods without crashing. Using all the tools available for modding and this one just doesn't want to run. It doesn't crash in Whiterun for me it just stalls out completely. Really like the models done here, no offense of course for your hard work. That's the thing, this mod looks amazing and I just want to run it!
EinarrTheRed Posted October 4, 2018 Posted October 4, 2018 @fair5210 Gave your mod a quick try, mainly I wanted to check it for possible conflicts with a mod project of my own (I'm doing a full overhaul of Whiterun) and happily there were few conflicts, nothing serious or game breaking or that would break anything major about my mod. That said, here's a few things I noted about your mod I'd thought I'd share as feedback. Downloading: No issues downloading or unzipping the file. Have you considered using Mega as an alternate host, some people seem to have issues with that as well but it might be an alternate option worth considering and you cold put everything in one zip that way. Installation: Again, no problems there, installed on an existing game and didn't note any problems. Question, have you considered packing your mod files into a BSA? It could make resolving some conflicts with other mods easier for individual players. For example, my previously mentioned mod updates the same Whiterun NPCs yours does (mine actually updates every NPC in Whiterun, but that's not the point), if I want to keep my changes I need to delete the facegen and tintmask stuff from your mod and then install it which I did (I'm used to doing things like that so not a problem for me). However, if your mod was in a BSA I wouldn't need to do that, just having my mod load after yours it would automatically use my changes and facegen rather than yours, much easier for players who know less about resolving such conflicts. Just a suggestion. Locations: The Lusty Reaper is quite close to a bandit camp added by More Bandit Camps (specifically Camp Outcast). They seem to be far enough apart not to ordinarily draw aggro but the bandits regularly come out of their camp to kill deer, foxes, and the occasional wolf which could get them close enough to your location to draw aggro. Thought you should be aware. The large fort you added, the gates are locked and need a key to get in. Never found any key so I hopped the fence. Not sure if there's supposed to be any quest involving this or any dialog with anyone (I didn't have time to do an thorough test, its been a *really* busy couple of weeks for me) so not sure if you included a way to get a key or not. Any future plans to make that part of a quest, or make the NPCs hire-able or something? Finally, one last suggestion, might be nice if the NPCs had some bits of custom dialog. Not anything major just something for some color and laughs, maybe be able to make a comment about their assets and they have some random amusing reply or something. Also being able to hire them as entertainers (pay them to dance in your home or do some cleaning or something) could be fun. Regards
quasimodo75 Posted October 4, 2018 Posted October 4, 2018 9 hours ago, WaxenFigure said: Great vid. Thank you! Concerning the mod: No more problems since using Safety Load, even with lots of NPCs. Also, I tweaked memory usage, allocating all of 8 gig RAM and 4 gig VRAM. This really did it. BTW: I had my char take a late night nap at one of the tables in Castle Dragonsreach. When he awoke at about 08:20 AM, he saw all those gorgeous ladies walking up the stairs towards him with absolutely everything moving. Magnificient!
WaxenFigure Posted October 4, 2018 Posted October 4, 2018 3 hours ago, quasimodo75 said: Great vid. Thank you! Concerning the mod: No more problems since using Safety Load, even with lots of NPCs. Also, I tweaked memory usage, allocating all of 8 gig RAM and 4 gig VRAM. This really did it. BTW: I had my char take a late night nap at one of the tables in Castle Dragonsreach. When he awoke at about 08:20 AM, he saw all those gorgeous ladies walking up the stairs towards him with absolutely everything moving. Magnificient! Shad has videos about all the Skyrim Castles and a number of others as well.
fair5210 Posted October 4, 2018 Author Posted October 4, 2018 19 hours ago, quasimodo75 said: I managed to get into the fortress of the Order of the Uninhibited by jumping into it from the rocks above, but I can´t find the key to get out. I have been searching all the chests in the fortress, but to no avail. Neither is there any dialogue option about it. There is a way to enter it without having to jump down into it from above. In fact, jumping from above was never meant to be the way to get in. The keys to the gates are obtainable. But I choose not to reveal it, because I was hoping that people would either try to find the keys (which I think might be a little difficult) or accidentally discover them (which might be more likely). ? 19 hours ago, quasimodo75 said: BTW: Any castle which could be entered that easily, let alone be attacked with ranged weapons from above would not have been built at it´s time. When it came to fortresses, builders always went for the highest possible position or at least a wide and deep moat. Well, even though it looks like a small fort, I never envisioned it to be impenetrable. It was more a simple well-guarded headquarters (similar to Jorrvaskr) than a fortress. Furthermore, (1) jumping from above is not realistic, because in real life, it would cause injury, and (2) the building is protected by "friendly" structures (Whiterun and Whitewatch Tower) from either side. So it is relatively safe from potential ranged attacks from above. ?
fair5210 Posted October 4, 2018 Author Posted October 4, 2018 6 hours ago, theonebullet said: I have a solid setup and run 400+ mods without crashing. Using all the tools available for modding and this one just doesn't want to run. It doesn't crash in Whiterun for me it just stalls out completely. Could you clarify what you mean by "stalls out completely"? I do admit that this mod is pretty big and it will have at least some effect on performance on lower-end PCs. On my system, it runs very smoothly with Safety Load. I have never encountered any CTD problems with this mod (otherwise I wouldn't have released it). So it is a bit odd for me to learn that it causes your game to fail. Although I am not saying that it is impossible for it to cause problems. This mod may run differently on different computers.
fair5210 Posted October 4, 2018 Author Posted October 4, 2018 7 hours ago, EinarrTheRed said: Gave your mod a quick try, mainly I wanted to check it for possible conflicts with a mod project of my own (I'm doing a full overhaul of Whiterun) and happily there were few conflicts, nothing serious or game breaking or that would break anything major about my mod. That said, here's a few things I noted about your mod I'd thought I'd share as feedback. Thank you for your feedback! You have very good suggestions. ? To answer/address your questions/concerns... 7 hours ago, EinarrTheRed said: Downloading: No issues downloading or unzipping the file. Have you considered using Mega as an alternate host, some people seem to have issues with that as well but it might be an alternate option worth considering and you cold put everything in one zip that way. I have, in fact, considered using Mega. However, it's been a while since I've last maintained an account there, and I find it difficult to maintain too many accounts. So as much as I can, I prefer to upload files directly instead of using additional external sources. Although, I may try your suggestion in the future if I have the chance. ? 7 hours ago, EinarrTheRed said: Installation: Again, no problems there, installed on an existing game and didn't note any problems. Question, have you considered packing your mod files into a BSA? It could make resolving some conflicts with other mods easier for individual players. For example, my previously mentioned mod updates the same Whiterun NPCs yours does (mine actually updates every NPC in Whiterun, but that's not the point), if I want to keep my changes I need to delete the facegen and tintmask stuff from your mod and then install it which I did (I'm used to doing things like that so not a problem for me). However, if your mod was in a BSA I wouldn't need to do that, just having my mod load after yours it would automatically use my changes and facegen rather than yours, much easier for players who know less about resolving such conflicts. Just a suggestion. I have also, in fact, planned to pack this mod into a BSA, originally. However, after some consideration, I ultimately decided against it due to multiple reasons including: (1) This mod was edited and updated several times before release, and it was very time consuming and inconvenient to keep packing and unpacking BSA files repeatedly throughout the early development process. (2) By extension, this mod may be further updated multiple times in the future. Some files may possibly get discarded, which means that they would have to be removed from the mod to minimize the download size. Being in a BSA format would make it very inconvenient to do this. (3) This mod should generally overwrite other face-changing mods (because this mod changes NPC body weights and adds custom default armors/clothing, whereas most face-changing mods I have encountered change only the faces and not the bodies). Otherwise, there will be plenty of visual bugs in game. So I had to keep the files in this mod as loose files so that they could overwrite the currently installed faces from other mods (which are released as loose files). But this suggestion is highly considered. ?
fair5210 Posted October 4, 2018 Author Posted October 4, 2018 6 hours ago, EinarrTheRed said: Locations: The Lusty Reaper is quite close to a bandit camp added by More Bandit Camps (specifically Camp Outcast). They seem to be far enough apart not to ordinarily draw aggro but the bandits regularly come out of their camp to kill deer, foxes, and the occasional wolf which could get them close enough to your location to draw aggro. Thought you should be aware. Thank you for the heads up! 6 hours ago, EinarrTheRed said: The large fort you added, the gates are locked and need a key to get in. Never found any key so I hopped the fence. Not sure if there's supposed to be any quest involving this or any dialog with anyone (I didn't have time to do an thorough test, its been a *really* busy couple of weeks for me) so not sure if you included a way to get a key or not. Any future plans to make that part of a quest, or make the NPCs hire-able or something? The keys are obtainable in game. I did not reveal where/how to find them because I was hoping people would either try to find the keys (which might be a bit more difficult as there are no clear clues) or stumble upon them by accident (which I think is more likely to happen). I wanted to have a sort of "hidden" element to this mod, albeit small. ? There are exactly 3 hire-able NPCs in this mod. The other relatively "useless" NPCs may get upgraded in the future, but there are no plans currently. This mod was originally planned to be an aesthetic mod more than a functional one. 6 hours ago, EinarrTheRed said: Finally, one last suggestion, might be nice if the NPCs had some bits of custom dialog. Not anything major just something for some color and laughs, maybe be able to make a comment about their assets and they have some random amusing reply or something. Also being able to hire them as entertainers (pay them to dance in your home or do some cleaning or something) could be fun. Thank you very much for your suggestion! In fact, it was part of the plans at some point to have the custom NPCs have minor dialogue lines just like what you're suggesting. However, as I mentioned, because this mod was really meant to be an aesthetic mod more than anything else, the addition of custom comments/dialogue was placed at the bottom of the priority list. Due to time constraints, it was not included in the current version of this mod. It may be added in the future, but again, there are no plans currently. Hiring the NPCs as dancers, unfortunately, is unlikely. ? Especially that it would further add to the already large size of this mod. But I would very much want to add that feature if possible. ?
fair5210 Posted October 4, 2018 Author Posted October 4, 2018 5 hours ago, quasimodo75 said: Concerning the mod: No more problems since using Safety Load, even with lots of NPCs. Also, I tweaked memory usage, allocating all of 8 gig RAM and 4 gig VRAM. This really did it. That's good news!
theonebullet Posted October 4, 2018 Posted October 4, 2018 2 hours ago, fair5210 said: Could you clarify what you mean by "stalls out completely"? I do admit that this mod is pretty big and it will have at least some effect on performance on lower-end PCs. On my system, it runs very smoothly with Safety Load. I have never encountered any CTD problems with this mod (otherwise I wouldn't have released it). So it is a bit odd for me to learn that it causes your game to fail. Although I am not saying that it is impossible for it to cause problems. This mod may run differently on different computers. The game runs 60fps in every area aside from Whiterun. When I fast travel there the game loads in and then freezes. Could have something to do with JK's overhaul conflicting with your mod. I unchecked your esp and it continued. Once I disabled the main file it started running again. 1080ti PNY overclocked 16gb ddr i7 (version right before the i8 dropped) $3000+ setup
EinarrTheRed Posted October 4, 2018 Posted October 4, 2018 52 minutes ago, fair5210 said: Thank you for your feedback! You have very good suggestions. ? You're welcome 52 minutes ago, fair5210 said: I have also, in fact, planned to pack this mod into a BSA, originally. However, after some consideration, I ultimately decided against it due to multiple reasons including: (1) This mod was edited and updated several times before release, and it was very time consuming and inconvenient to keep packing and unpacking BSA files repeatedly throughout the early development process. (2) By extension, this mod may be further updated multiple times in the future. Some files may possibly get discarded, which means that they would have to be removed from the mod to minimize the download size. Being in a BSA format would make it very inconvenient to do this. (3) This mod should generally overwrite other face-changing mods (because this mod changes NPC body weights and adds custom default armors/clothing, whereas most face-changing mods I have encountered change only the faces and not the bodies). Otherwise, there will be plenty of visual bugs in game. So I had to keep the files in this mod as loose files so that they could overwrite the currently installed faces from other mods (which are released as loose files). But this suggestion is highly considered. ? Believe me I understand, as I said I'm working on a full overhaul of Whiterun for eventual release and its already larger in file size than yours. But I've been providing both a loose version and a bsa version for my beta testers. Here's how I manage it, it might be a useful method for you. I have all the loose files in my Skyrim Data folder of course, but I have a duplicate folder that is my mod archive folder. In that I duplicated the data folder structure for all the files I've used for my mod, nifs, textures, facegen, scripts, etc. (I do this with all my mod projects now I find it very helpful for me personally) Everything is copied there whenever I add anything new and I keep it updated. When I want to pack a BSA I just pack up the data in my archive folder which is very easy to do because I don't have to worry with sorting files, that's already done. I can make a new BSA in a matter of a just a few minutes. Also it makes it easy for me to make copies of the folder if I want to have older versions preserved since its still very much a work in progress and sometimes I experiment. That's saved me a few headaches on more than one occasion. Just thought I'd pass the idea along in case you found it helpful. 50 minutes ago, fair5210 said: The keys are obtainable in game. I did not reveal where/how to find them because I was hoping people would either try to find the keys (which might be a bit more difficult as there are no clear clues) or stumble upon them by accident (which I think is more likely to happen). I wanted to have a sort of "hidden" element to this mod, albeit small. ? There are exactly 3 hire-able NPCs in this mod. The other relatively "useless" NPCs may get upgraded in the future, but there are no plans currently. This mod was originally planned to be an aesthetic mod more than a functional one. I did find two of the NPC you could hire, won't say where ? I'll look around more for the keys later when I have time. Like I said its been a *very* busy two weeks for me and I've hardly had time to look at Skyrim unfortunately. 50 minutes ago, fair5210 said: Thank you very much for your suggestion! In fact, it was part of the plans at some point to have the custom NPCs have minor dialogue lines just like what you're suggesting. However, as I mentioned, because this mod was really meant to be an aesthetic mod more than anything else, the addition of custom comments/dialogue was placed at the bottom of the priority list. Due to time constraints, it was not included in the current version of this mod. It may be added in the future, but again, there are no plans currently. Hiring the NPCs as dancers, unfortunately, is unlikely. ? Especially that it would further add to the already large size of this mod. But I would very much want to add that feature if possible. ? Believe me I understand time constraints as well as trying to manage file sizes, dealing with the same issues myself. For dances, if you did want to try something like that there are a few packed into some already commonly used mods FNIS Spells has 3 or 4 IIRC (Snake Dance, and a couple of others) so you could have that as a requirement and then do calls for those without increasing the size of your mod. Since that's a pretty commonly used mod it seems likely many people would already have it installed so it wouldn't really be anything additional for most players. Granted most of us have seen those dances a million times already but still, you work with what is available. Anyway, just a thought,
quasimodo75 Posted October 4, 2018 Posted October 4, 2018 3 hours ago, fair5210 said: There is a way to enter it without having to jump down into it from above. In fact, jumping from above was never meant to be the way to get in. The keys to the gates are obtainable. But I choose not to reveal it, because I was hoping that people would either try to find the keys (which I think might be a little difficult) or accidentally discover them (which might be more likely). ? Well, even though it looks like a small fort, I never envisioned it to be impenetrable. It was more a simple well-guarded headquarters (similar to Jorrvaskr) than a fortress. Furthermore, (1) jumping from above is not realistic, because in real life, it would cause injury, and (2) the building is protected by "friendly" structures (Whiterun and Whitewatch Tower) from either side. So it is relatively safe from potential ranged attacks from above. ? O.K., so I regard it as a well fortified outpost of Whiterun. Fine by me. About medieval siege techniques: I guess this would go rather far O/T for an extremely well designed eye candy mod. After all, Skyrim is a fantasy world that needs quite a bit of willing suspension of disbelief. I will keep looking for the keys, just got some ideas from the hints you dropped.
drocke896 Posted October 5, 2018 Posted October 5, 2018 Is this compatible with Skyrim SE, or just Skyrim?
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