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  1. Some potentially relevant tips from the top comments/bugs on Nexus:
    2 points
  2. Here is how setting AF looks in Nvidia control panel.
    2 points
  3. Actually anisotropic filtration not only fixed aspenleaf for me, but also this aqua-blue thing too. I didn't set anisotropic filtration in driver settings on skyrim, because I always thought Skyrim by default have anisotropic filtration, guess i was wrong. In fact, anisotropic filtration fixed all issues of complex grass for me. I suggest that enabling anisotropic filtration (because apparently it is not enabled in skyrim by default) maybe worth putting up in description of Complex Grass in guide.
    2 points
  4. Later in the guide you will get the information to clean all mods Loot flags as dirty. (see pic below)
    1 point
  5. The crown brightness increase of the vertex colors caused a byte overflow because a float to byte conversion was not properly clamped at 1.0. Simplified, an ("illegal") vertex color value of 1.1 was stored as 0.1 instead of 1.0.
    1 point
  6. If you want to be extra sure, you could also add like your/mod initials to the filename. In particular when you use something common like 'fall' or 'snow'. Try to do a cross check with other mods - the game typically does not use a _ separator but of course check with it, too. In that case no CRC32 is needed, since filename collisions are very unlikely.
    1 point
  7. What happened is that I launched the game once before purchasing the Skyrim Anniversary Edition Upgrade DLC (forgot I didn't own it yet), so either it didn't present the Download option, or it only downloaded a subset of the Creation Club content. When I then ran with the Anniversary Edition in my library, it was too late, because bFreebiesSeen was set to 1. Setting bFreebiesSeen=0 brought it back, but I decided to just reinstall from scratch per your instructions to be safe.
    1 point
  8. Already a Script extender out https://www.nexusmods.com/oblivionremastered/mods/282?tab=description As i understand also xEdit and support for MO2. The problem modders will have is that the game uses both old Oblivion angine and UE5. The graphics and visual stuff from UE5 and tha basic gameplay from the old game.
    1 point
  9. Have played seven hours now and i like what they have done. Waiting for Nvidia to release a new driver to make it run smoother. Steady 60 fps with my RTX2080Ti. There are already some UI mods out that looks interesting but i play with no mods so far.
    1 point
  10. Sorry for the necro and thanks for your responses but it was an unmanaged mod i had that was hidden above my masters so i didn't see it at first.
    1 point
  11. I could give you a big hug and kiss! I have never left that enabled in previous installations, but I missed it this time. Turning off the TEMP LODGEN mod fixed those awful ground texture issues. Thank you also for the tip for AF in the display driver, I'm not sure I've ever done that in previous STEP installs, and it cleared that weird colored grass issue right up. "The game isn't technically ready to play until you finish the guide though." I knew that might be the case, but I felt I should stop where I was because in previous installs the performance test never showed any kinds of visual issues minus the lack of LOD, so I was concerned something had gone terribly wrong. One more thing, I really appreciate you. You saved me more stress than this probably should have caused, but the STEP guide is a hefty one, so I dreaded having to possibly start over because I broke it. But I know now that this forum should always be my first stop because you were incredibly understanding and helpful.
    1 point
  12. 4x AF in Nvidia game settings fixes it almost for me. Still some little pink if i look close.
    1 point
  13. I really like Pandora compared to Nemesis. I belive Pandora will be the new standard.
    1 point
  14. Discussion topic: True Hunter - fewer animals per square meter by lilebonymace Wiki Link customizable via MCM
    1 point
  15. I didn't use this mod directly but I used Open World Loot which incorporates it. I liked it very much but it won't appeal to everyone's taste in how it somewhat alters the open-world mechanic by "gating" dungeons based on levels, thereby increasing difficulty and limiting freedom of exploration/questing. It makes the game a bit closer to old-school RPGs where as a lowly adventurer you're supposed to chase wolves and clear bandit camps before hunting dragons. I found it worked quite well with other mods (they're popular and included in STEP Guide I think, but I forgot their names) which restrict the quests and/or radiant dungeons that are handed out to the player based on player level. So one doesn't get stuck with a radiant quest sending the player at level 10 to a dungeon with enemies level 20+, for example. It all seems to progress naturally and organically without roadblocks, unless one willingly persists in exploring dungeons above their level.
    1 point
  16. FWIW, I decompiled the script provided by Improved Traps - Follower Safety Patch and it does include the fix.
    1 point
  17. Simon Magus is a great mod author who has sort of followed in the footsteps of EnaiSiaion, making mods very similar to Ordinator, Apocalypse, etc. But Simon's are much more lightweight and closer to the mechanics and implementation of vanilla. At least, that's how he (and users) describe his mods. I can't honestly say much more about them as I've never used them; only discovered recently, and I'm in the middle of a play-through. Mysticism I never understood why so many people seem to feel magic is underpowered in Skyrim. I've played through as many builds of vanilla Skyrim characters as I could possibly think to make, and mages were usually the most over-powered. The very beginning can be a little tricky, yeah; conjuration will help a lot with that, and grab a follower. I have found that most of the time when people say stuff like that; they weren't actually playing a 'straight' mage. They don't trust the magic system or something, so they wind up wearing armor, and using swords or bows or whatever. If you're going to play a pure mage, you want to be wearing clothing; ie the outfit they give you in the very beginning of the game that is perfect for a mage character. You want to take perks in whatever school of magic you want to build your mage around (alteration mage armor perks are essentially a necessity) and you don't want to use other skills too much. One thing to remember always in Skyrim; anytime you are using skills that are not your main combat skills, or directly supporting those skills, you are by proxy making yourself weaker. You level up, the world levels up with you, and you have not increased your ability to deal with the challenges of the world.
    1 point
  18. Not sure what that means / what I'm looking for. Here is what it looks like with LOD toggled on and off: Edit: Forced anisotropic 16x and it improved the transitions a lot, to the point that it may no longer be noticeable during normal gameplay.
    0 points
  19. That test version is not fully functional. It would be best if for now you continue with the release version. Once there there is an, upload new logs. Then we continue testing with the fully function test version that has the changes based on our earlier troubleshooting.
    0 points
  20. I am tracking this game on Steam, and it looks interesting. I might have to give it a try sometime.
    0 points
  21. Arthmoor has published UORP. https://www.nexusmods.com/oblivionremastered/mods/477
    0 points
  22. I should mention that Bethini Pie has changed a bit: Some UIs rearranged, more grass options added, and difficulty level names changed to match in-game values. I think I probably still muddled through it fine though.
    0 points
  23. Mod updated on Nexus. Version 8.0 Civil War Champions: Added the MatchingSetHeavyExclude check added to MatchingSetHeavy in Update.esm (Thanks to Arthmoor for providing these fixes!) Orcish Scaled Armor: Updated Orchish Scaled armor to include new keywords added an official update Goldenhill Plantation: Several records XLCN records were not carried forward and thus overwritten by USSEP (Thanks to Arthmoor for providing these fixes!) Netch Leather Armor: The impact data set and material was mismatched among the shields added by this creation; updated to be light armor and light impact for all four shields Ghosts of the Tribunal: Copied over DLC2Fahlbtharz conflicts from an official update (Thanks to Arthmoor for providing these fixes!) Bow of Shadows: Copied over several conflicts in a cell from an official update (Thanks to Arthmoor for providing these fixes!) Hearthfire Homestead: Copied over several conflicts in a cell from an official update (Thanks to Arthmoor for providing these fixes!) Necromantic Grimoire: Copied over several conflicts in a cell from an official update (Thanks to Arthmoor for providing these fixes!) Hearthfire Homestead: Copied over several conflicts in a number of cells from an official update (Thanks to Arthmoor for providing these fixes!) Elven Hunter Armor: Copied over several conflicts in a cell from an official update (Thanks to Arthmoor for providing these fixes!) Forgotten Seasons: the base activator DLCDwarvenPuzzleDungeonSummerRespawnLever XX000867 has the attached script dlcdwarvenpuzzlespiderrespawn with an invalid property set, with SpiderValve pointing at a NULL object Forgotten Seasons: The boss DLCDwarvenPuzzleDungeonWeatherWitch was missing the "Allow Reserved" flag, which would cause the Forgotten Seasons quest to break if the boss was reserved by a radiant quest Hendraheim: There's a gap between the floor (XX03DDE0) and the wall (XX03DD34) to the left of the entry upon entering Hendraheim. Hendraheim: The floor segments (XX03DBE9 and XX03DC0E) of the barn outside Hendraheim are slightly overlapping, leading to z-fighting/flickering. Bittercup: The ImpBLDGStraight02 object with refid XX03E9EF placed as part of the Falkreath Watchtower Barracks by Bittercup isn't placed properly and has a gap between it and the rock behind it. Nordic Jewelry: ccEDHSSE001_EncounterTriggerRef would generate a Papyrus error as its attached script was trying to disable it while the parent object had an enable parent set Bittercup: The quest "Fortunate Son" has a safe which was set to pull from the leveled list, LItemEnchCircletEnchanting, which is completely empty Forgotten Seasons: Boss exit door needed to have the "Respawns" flag removed to prevent it from permanently locking the next time the cell reset after defeating the boss Plague of the Dead: ccBGSSSE003LtemZombieWeapon80 has a chance none value of 2. Based on similar leveled lists it seems the intended value was most likely 25 Steel Armor: Aldepius has a voicetype that doesn't support guard dialogue and so speaks silent dialogue ingame. Goldbrand: The two Boethiah cultists at the College of Winterhold Arcanaeum would respawn (script qf_ccbgssse005_mainquest_02000838) Farming: A nearby wolf and predators would respawn Redguard Elite Armaments: The Thalmor guards and broken cart would not despawn if you looted armor chest before attacking the guards (script qf_ccedhsse003_quest_0200088c) Necromantic Grimoire: If the player had any form of spell absorption effect active and casts either the "Conjure Skeleton Champion" or "Conjure Bone Colossus" spell, it causes the spell absorption visual effect constantly appear for the player when near the summoned creature Civil War Champions: Equipping the Imperial Dragon cloak with the rest of the armor set with the matching set perk would decrease the player's overall armor rating Myrwatch: Carried over USSEP plaque fixes to Myrwatch plaque types Hendraheim: Carried over USSEP plaque fixes to Hendraheim plaque types Hendraheim: One of the downstairs weapon racks was too close to the wall, preventing the player from removing some weapons from the rack Myrwatch: One of the bookshelves could only hold 6 books instead of 12 because the 7th book's activator wasn't linked to the shelf's book container Shadowfoot Sanctum: Chillrend could not be placed on its dedicated weapon rack correctly due to a duplicated activator Ghosts of the Tribunal: During Buyer Beware quest, the Redoran Guard's skin tone was not set and was not set to use the same template as its doppleganger Fearsome Fists: Brawler's fur bracers were not craftable due to a missing field in their crafting recipe record Myrwatch: The chaurus, empty wine bottle and note outside the tower would respawn because they was missing their enable parent Bloodchill Manor: The NPC ccEEJSSE001_DLC1EncVampireBard2 was cloned from a female template but was set to male, resulting in the NPC having invalid selections for facial components Elven Hunder Armor: Reference "0009985C" is disabled by Elven Hunter Alternative Armor but gets overridden by by USSEP, causing the old chest to spawn inside of it. Chrysamere: Updated Chrysamere's swing speed to bring it in line with USSEP's fixes for greatsword speeds Forgotten Seasons: Updated a few footstep keywords for the Dwarven Horse to prevent it from spamming idle sounds Saturalia: Updated a few footstep keywords for the Reindeer to prevent it from spamming idle sounds Goldenhills Plantation: Urval's Journal incorrectly had a weight of 0.5 instead of 1.0 Dragonscale Armor: Dragonplate Insulated Boots use light footstep sounds instead of heavy footstep sounds
    0 points
  24. thank you for your good work to help us with this guide <3
    0 points
  25. ah okey many thanks for the clarification, presume the same is to be done for the CoMAP mod as well as it was written the same.
    0 points
  26. I am using 190. And it doesn't allow me to create a post on that thread, only reply. Is that what you mean?
    0 points
  27. Mod has been updated a few times since 1.5.3 Verizon 1.6.0 removed WACCF as a requirement. Version 1.6.0 Removed WACCF as a requirement (but it remains highly recommended). Please Note: Removing WACCF midgame is not recommended and support will not be offered to anyone who chooses to do so. Version 1.6.1 Removed WACCF as a requirement from SPID patch. No changes to main file.
    0 points
  28. i found the culprit. i forgot to configure journeyman.
    0 points
  29. yeah, the base game works perfectly fine. i've also modded on linux before. 🙏🏻
    0 points
  30. 0 points
  31. I have bought it and intend to give it go after a first patch or 2. I think I will only add a few things like longer days/nights, slower leveling, etc, but only if I can keep achievements on of course. Let's see.
    0 points
  32. I have done some more testing and finally got it to work. It was a combination of several issues I guess. - Disabled Footprints mod in its MCM - Cleaned all scripts with Resaver from all installed Footprints mods - Enabled Footprints mod in its MCM - INI settings: ;Your heels Keyword = 0x000800~footprints-heelsAddon.esp|Armor|*Heels Keyword = 0x000800~footprints-heelsAddon.esp|Armor|Black Rose.esp|37 Keyword = 0x000800~footprints-heelsAddon.esp|Armor|[Ashtoreth] Black Hellebore.esp|37 Keyword = 0x000800~footprints-heelsAddon.esp|Armor|Ashtoreth_SassyGirl.esp|37 - And very important (would have solved the issue much earlier if I had tested on snow and not only on sand): a couple of ground records in "Footprints - Alternative Design" (FootprintsSand-patch.esp) were overwritten by grass mod Folkvangr, hence no footprints on sand. Therefore I created a custom patch with SSEEdit for the sand patch overwriting the relevant Folkvangr records.
    0 points
  33. You can leave LOD resources from other mods enabled. Also leave terrain LOD meshes and textures enabled.
    0 points
  34. FYI, it was a follower mod that had a CBPC config with a tuning rate on. Posting in case this eventually helps someone else.
    0 points
  35. Terrain LOD is splatted from the full terrain textures and layer information so it matches. If someone were to make a mod/shader to change full terrain works in one of the supported games, we would try to accommodate that.
    0 points
  36. I don't know enough about all the particular details ENB brings to compare the two. Honestly for what is included, and that I get the incredible grass blending and terrain shadows, I think I won't mind whatever I lose from ENB until CS catches up, assuming it's even really that behind. I'm going to try going back and forth between them though, especially the new settings from 2.4 for ENB, feeling out which I enjoy more features from. As always, I appreciate you taking time to respond!
    0 points
  37. I use Nvidia. RTX 4060 to be precise.
    0 points
  38. I looked it up on step wiki and it seems Original Skyrim LE had filtering setting. But the SE actually does not. And Pie does not have filtering setting. Someone said that while game don't offer any visible AF settings, you can still write in the ini. I didn't check it, so I don't know whether SE able to do AF natively. It would be weird if didn't, kinda regressing from LE here. edit: I tried to write it in ini, and then launch BethIni Pie, Bethini deleted it as invalid setting.
    0 points
  39. here's closer screenshot (and yeah i checked it was not lod of course)
    0 points
  40. look at the grass, it has some things it's problem with complex grass as i wrote, but i don't understand why it show up with enb
    0 points
  41. Updated at AFK. v4.2.4 Fixed an issue where Hadvar and Ralof could be found outside the cave still on their way to their markers inside the cave. Especially when using the Camping in the Woods start. Changed the quest marker for going to the cave so that it won't direct people to go into the Keep itself. You should be directed to the exterior cave entrance after reading the journal.
    0 points
  42. Repeat/continue test with this version https://mega.nz/file/JchUGLBa#sRTMNefTv2YAX1nfWhZTplK5Ww7lJqWufc6i9YvFyqs Then remove CACO and CCO if possible. Upload new logs.
    0 points
  43. Yeah, I realized that at some point so wasn't referencing it too hard except for the initial setup. And hey, that's fair. It's mostly on me and my brain.
    0 points
  44. Thank you, that fixed it.
    0 points
  45. Maybe you'd like to consider using 'Skyrim Character Sheet', which provides also faction information and more in a custom, SKSE-configurable ingame window.
    0 points
  46. Discussion topic: Spell Organizer - Hide Remove Delete Erase Forget Spells by MaskedRPGFan Wiki Link Note - this does everything it says it does, but it cannot remove the starter flames/healing spells.
    0 points
  47. Dropping Disparity will look for another radials and standing stones mod that fits. The extra fixes to get it to play nicely is excessive. Maybe it will be updated in the future, I will keep my eyes on it.
    0 points
  48. Discussion topic: Arena - An Encounter Zone Overhaul by Simon Magus Wiki Link
    0 points
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