Leaderboard
Popular Content
Showing content with the highest reputation since 11/22/2024 in all areas
-
The main page: https://stepmodifications.org/wiki/Main_Page Has been hacked. Repeated text copy about TEMU discounts.2 points
-
Animation in Skyrim is a rabbit hole of its own. This is an annotated list of the 'Animation and Physics' Mods currently in discussion on the SE forum, listing their respective forum links but also their (possible) prerequesites and dependencies with other mods. This is for me to keep track of developments and the mods i am already using in addition to Step as well as for others to add another perspective on how to test and play with different compilations of animation mods. Hopefully this also might restart some of the discussions on the forum and possibly contribute a bit to the next iteration of Step. The (yellow) color-coded annotations signify the mods I already play with as an extension to current Step 2.3 without any further conflicts or need for patches. Thank you. Open Animation Replacer The open-source successor to 'Dynamic Animation Replacer' which lets you organize, prioritize and replace animations based on configurable conditions. This is the suggested baseline mod for the following list to work. This would be set up in category '02 - Extenders'. Animation Queue Fix A prerequisite for 'Open Animation Replacer'. Since this mod also works independently to handle queueing large amounts of animations, this is set in category '09 - Fixes'. Paired Animation Improvements A second prerequisite for 'Open Animation Replacer'. This could be set up in category '02 - Extenders' as well as alphabetically in category '05 - Animation and Physics'. Category 05 - Animation and Physics Arm Movement Animations (OAR) Variants of NPC arm movements, gestures and animations. 'Open Animation Replacer' is required. (This is an example mod for altogether three mods by the same author expanding on NPC animations and idles, 'NPC Animation Remix' and 'Gesture Animation Remix', which can be used together or as separate mods.) Assorted Animation Fixes A variety of separate animation replacers. One module requires 'Open Animation Replacer' to function. Divines Prayer Animations Variety of prayer animations. Requires 'Open Animation Replacer' and 'Keyword Item Distributor' to function. Flute Animation Fix Fixes the wrong positioning of flutes played by bards via different animation replacers depending on the skeleton used. 'Open Animation Replacer' is required. Ice skating fixed for real - No more attack sliding movement Already in Step. Might be noteworthy that with its latest version the mod can function as a simple animation replacer without the need for 'Nemesis'. Jarl Sitting Animation Replacer Alternating and randomized animations for Jarls sitting. 'Open Animation Replacer' is required. No More Swimming In Air Simple 'SwimIdle.hkx' animation replacer. Open Animation Replacer - IED Conditions Prerequisite for 'Weapon Styles - Draw-Sheathe animations for IED'. 'Open Animation Replacer' is required. Stronger Swimming Animation SE Already in Step. In its latest version 'Open Animation Replacer' is required for alternating between different swimming animations. Take a Seat - New Sitting Animations for OAR or DAR New sitting animations for Player and NPC. 'Open Animation Replacer' is required. Weapon Styles - Draw-Sheathe animations for IED Style-fitting animations for 'Immersive Equipment Displays'. 'Open Animation Replacer' and 'Open Animation Replacer - IED Conditions' is required.2 points
-
If you require help with xEdit scripting, then you might want to check #xEdit-Scripting channel on the xEdit discord.1 point
-
Those EditorID changes seem to be to cell records and not wrld worldspace records. Occlusion generation uses the record and data from the winning plugins. Make sure the winning plugin contains all the desired records, data and conflict resolution you desire. Occlusion generation will only update the records and data that are relevant for LOD occlusion and nothing else. Use the appropriate and specialized tools or scripts to merge and conflict resolve the entire load order. Feature requests should go towards tools that already do similar or related work to the desired feature.1 point
-
Download this test version https://mega.nz/file/0Jwj1SbQ#hRS13oCP3Wz1_owUhBLGmy-bOa2tiC-jbHLOugVmy8E of LODGenx64Win.exe and replace the one in the Edit Scripts folder. Then generate LOD or Execute LODGen for Tamriel in Expert Mode to just update the object LOD meshes. See https://dyndolod.info/Help/Expert-Mode Report if it makes any difference.1 point
-
If you follow basic modding practice and create all patch plugins beforehand to finalize the load order, then there is no reason to do unnecessary things like keeping old plugins and redo the patching/forwarding of records every time. You would have made a patch plugin, automatically or manually, that contains all the required changes and be the last plugin from which LOD and Occlusion generation gets the already corrected/conflict resolved records. If a plugin changes the EditorID of a worldspace, especially with LOD, it is typically an error or an unintentional wild edit.1 point
-
Less demand on certain resources so the situation with the error is avoided. Probably happened before trying to troubleshoot TexGen being terminated IIRC.1 point
-
Generating better higher resolution terrain LOD meshes with xLODGen should fix that. https://dyndolod.info/Generation-Instructions#Prerequisites Typically generate and install terrain LOD meshes and textures with xLODGen before generating the LOD mod with DynDOLOD https://dyndolod.info/Help/xLODGen1 point
-
So the vanilla rocks are the larger rocks? Can't recall what they look like in game. If so, I would have to agree. The smaller rocks seem more realistic. If I was going to make a campfire circle, I probably wouldn't lug those big rocks into a circle.1 point
-
Read https://dyndolod.info/Official-DynDOLOD-Support-Forum#Post-Logs which TexGen and DynDOLOD logs, debug logs and which LODGen log to upload when making posts. Ask specific questions for anything that needs more detailed explanations for. I assume your post means that after generating grass cache, parts of the full grass still fades out while other parts of full grass still remain inside the uLargeRefLODGRidSize. That typically means the diffuse texture of that grass type is badly generated mipmap that fades to fully transparent. In that case I would try different grass mods with better textures, try to fix the mipmaps of the texture with Texconv --keep-coverage command line argument. Generating grass LOD is not going to affect problems with full grass.1 point
-
I figured out the real cause - sorry I didn't notice the thread was still open. This was actually due to Campfire (which is required for Frostfall) overwriting the up-to-date PapyrusUtil DLL file with its own out of date one. If I'd read the install instructions closely enough (and/or noticed the "conflict" icon in MO2) I'd have solved much quicker. For anyone else, you can solve by just "hiding" the relevant file in Campfire's mod explorer in MO2, similar to you'd do with similar STEP installations. Super weird that it was interpreted by Frostfall as a read/write issue, when in fact all my efforts at managing user access and stuff amounted to nothing. It was just a clashing/out-dated script.1 point
-
TexGen and DynDOLOD are irrelevant for terrain LOD. You only uploaded the LODGen_log.txt which shows terrain LOD meshes generation, which is already included in the xLODGen messages log that is saved as SSELODGen_log.txt. Upload that file to show all terrain LOD generation including the textures. To take useful screenshots of LOD, use tfc to fly to the LOD area and higher. The map might show the same prpblem. If the terrain LOD textures generated by xLODGen are dark, it is either because of the full terrain textures, modified brightness, contrast gamma settings or an issue with the terrain LOD normal map textures. Obviously load a terrain LOD diffuse and normal map texture in an image viewer to check their apprance . If terrain LOD is only wrong in the game, then terrain LOD textures might be missing or there is an issue with the noise.dds texture.1 point
-
That is what tools like Wrye Bash, Smash, Synthesis, xEdit etc. are for. You do not want to change the Editor the IDs of worldpace records with LOD. That will cause the game to not be able to load LOD files.1 point
-
Read https://dyndolod.info/Official-DynDOLOD-Support-Forum which entire DynDOLOD log and debug log to upload when making posts. https://dyndolod.info/Official-DynDOLOD-Support-Forum#Read-Log-and-Error-Messages The error message you quoted explains the problem and gives two possible solutions already. The message has a link " Click on this link for additional explanations and help for this message" to open https://dyndolod.info/Help/xLODGen, which further explains: If a mod is used that ships with pre-made terrain LOD meshes generated with long outdated and buggy Oscape, there might be a message about broken terrain LOD meshes requiring replacement. The easiest and quickest solution is to simply generate terrain LOD meshes with the 'SSE Terrain Tamriel Extend' plugin installed from the requirements as explained below. https://dyndolod.info/Generation-Instructions#Prerequisites Typically generate terrain LOD meshes and textures with xLODGen before generating the LOD mod with DynDOLOD1 point
-
So after following the guide everything works awesome except Geralts body is black! not his head just body and not in cut scenes just gameplay. any suggestions?1 point
-
Mod updated on Nexus. Version 1.5.3 Changed .esp and .bsa names to all lower case for improved compatibility for Steam Deck and certain Linux users; this should have no impact on other users. Removed secondary Armature entry from CCF_ClothesChildRobesDaedric "Child's Daedric Robes" [ARMO:09006EBC]. Added MatchingSetHeavyExclude [KYWD:01003278] and WAF_ArmorMatchingSetFur [KYWD:01AF0108] to Chainmail/Vigilant Robes and Hoods. College instructors will now sell unenchanted versions of their school robes starting at level 24 (when the enchanted versions first become available). Added a tempering recipe for Vignar's ClothesJarlGloves02_steel "Noble Steel Armguards" [ARMO:091C7935]. Fixed normal map paths on 1stpersonstendarrrobesf_0.nif and 1stpersonstendarrrobesf_1.nif. Removed unnecessary and non-functioning facegen meshes and textures. Removed Fjotra from the SPID patch distribution, as her new outfit shouldn't become available until the appropriate point in her quest.0 points
-
0 points
-
I know this project has been abandoned for 6 years and that the forum has not been active for 4 years, but I am giving serious thought to taking Neo's W3R: The Wild Hunt Revisited and updating and improving it as I did for his SRLE. I am just wondering how much interest there would be in such a Project.0 points
-
The shader for the terrain LOD that used in the LOD area does not make use of mipmaps even if they are generated. I suppose further "shrinking" of the textures blends the different repeating pixels into one pixel / averages them out, thus the difference/tiling between them goes away.0 points
-
The latest version seems to also address a visual bug mentioned in the v2.3 - Feedback & Bug Reports topic. "Version 3.0.8 incinerate spell no longer leaves lingering light spots behind. Added "Proper Wield" option for Medieval Torch (Torches Add-On)."0 points
-
Fair enough. I still figured I'd share at least the bit about the incinerate bug in case anyone else runs into it, and the rest was more of a question which was graciously answered Edit: the Embers XD mod author has fixed the mentioned issue in his today's (yesterday's?) release.0 points
-
Thanks for getting back to me! That sounds entirely reasonable. Hardware can indeed make a big difference. I myself run a custom icc profile for my monitor and a calibrated profile from tftcentral (back before they started paywalling the profiles), so I have somewhat different color reproduction/brightness even from just stock settings of my own hardware. I did also notice that the game *appears* to be a lot darker when it's daytime/sunny and the room has a generous amount of sunlight flooding in, compared to night time when the game appears quite a bit brighter. The whole lightroom/darkroom thing I suppose. Personally, I liked the old STEP approach where there were just some recommendations for enb mods, for weather, and for lighting mods, and the choice was mostly left to user discretion. I understand that probably there were good reasons to move away from that, it is what it is. Part the reason I do prefer this approach is that it leaves room to do fine tuning to make it look good to your eye and on your hardware. So with that I just ended up using STEP as a base with my initial setup, and by now deviating in some key points to fine tune the appearance and features. Personally, I've been liking Silent Horizons 2 ENB a lot, and as I've mentioned Lux does look better to my eye at least. I did also prune out a lot of the AE CC additions simply because I don't believe them to be either on the same level of quality, or to be extraneous to the experience (looking at you, pets), or just personal preference let's say (anything from the Blades mobile game was purged). I would consider using a different grass mod for the guide, since when running SH2 I've noticed that the grass used in STEP really does not play well with ComplexGrass enb feature. Replaced that with a more recent grass mod, and it looks a lot better. (it was not an aesthetic issue, the grass lighting was just messed up) But also kind of the reason I've not been posting more often here - I understand that it's not the place to troubleshoot mod issues that are not on the guide, and I've pretty much replaced lighting, enb, and now grass, not to mention some personal mods (that are not super high wake, just better vampires and different body mesh/texture replacer with some bells and whistles to distribute different skin textures to npcs based on race/weight).0 points
-
0 points
-
I think it's new must have for S.T.E.P.: https://www.nexusmods.com/skyrimspecialedition/mods/134352 what do you think about this guys? 😁0 points
-
Thank you for your help. Looks like I just had the wrong one downloaded. I appreciate it!0 points
-
Added one newly suggested mod ('Flute Animation Fix') to the main post, corrected some grammar and expanded on a few sentences to make them a bit more comprehensible.0 points
-
Might this be interesting to use as a baseline to potentially replace 'Skyrim Realistic Overhaul' to preserve some RAM? On the other hand, even 'Skyrim Realistic Overhaul' brings its own aesthetics to the game.0 points
-
Step Only -------- Step + Mod ----------- Step + Mod - SRO This mod is placed in the begining of 04- Foundation so Step is overwriting. In the last picture i deactivated SRO who overwrote 1241 files from this mod. To be honest my old eyes see no changes. (Ofc Step already covers most of the game) In Step this mods has 21030 files overwritten by Step and 10922 files with no conflicts.0 points
-
iConsoleSizeScreenPercent isn't added to skyrim.ini if changed. Neither is the text size. I would also like an option to set the console buffer. [Menu] iConsoleHistoryCharBufferSize=32768 iConsoleSizeScreenPercent=41 iConsoleTextSize=40 I added this manually to Skyrim.ini, to counteract the tiny text in the console for my 4k screen.0 points
-
Discussion topic: Rally's Candlelight and Magelight Fix SE - VR by Rallyeator Wiki Link 'Fix for the Candlelight Spell and Magelight Spell in SE/VR.' (Mod description) An alternative to 'Battle Ready Candlelight Fixes' used in the guide. While both mods do more or less the same, re-position the Candlelight spell above and behind the head of the player and remove the haze/ particle glow around the light source, this mod also adjusts the other light spell, 'Magelight' with the same consideration to haze/ particle glow (there are options to choose full removal of the particle cloud or reduce half the glow), making both spells more consistent to use together and also, when not using ENB, they seem to align nicely with the recent updates to spells and lights emitted by spells by 'Particle Patch'. There are three meshes altogether, for example to set up alphabetically in 'Models & Textures' to overwrite the meshes in 'Particle patch'.0 points
-
Probably. Do you use the "original" CK Fixes or this new one https://www.nexusmods.com/skyrimspecialedition/mods/71371 ?0 points
-
I have installed this now. Placed it first in 04-Foundation section and will look closer during the weekend and take som screens with and without.0 points