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Seems I should edit the title of this discussion because it looks like I will be using the Step CR Patch. I think I've managed to remove the need for the most of the Creations leaving just Survival and Saint's & Seducers. At Your Own Pace - College of Winterhold, Vrokii - Minimalistic Perks of Skyrim and Odin - Skyrim Magic Overhaul have also been cleaned from the patch after going through looking through it closely. Fingers crossed it'll hold up! I was planning to clean more but I learnt more about Atlas Map Markers so with the settings and a patch came to a way to use it. I also saw that with Alternate Start there is still an option to begin the game on the Wagon into Helgen... so if that's the case why am I trying to work to remove it just so I can start my next game that way? So far almost everything is Step Guide v2.3, except for a few skipped mods and none of the optional choices, and I loaded the game everything seems to be working. It is before Step 5 so there is no grass cache but everything looks good. I think the next steps before that are to now finish setting out the mods I'm going to use that come from outside the Step Guide, when that's all set up and my collection of Step Apocrypha is done and working together nicely I'll move on to Step 5.3 points
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It worked on the first try following your guidance. I can’t thank you enough it looks beautiful on the map. You’re the man, sheson shoutout from Brazil to you2 points
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Swapped to GE-proton9-27 and the game now launches Sorry for the slight waste of your time, and thank you for your help2 points
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I'm blaming x929669 that my whole weekend has gone to going over what I've now named Step Skyrim SE v2.3 Apocrypha because how much I'm deviating from the guide has put me many hours researching all the mods I'm using, skipping, cleaning from Step Patch - Conflict Resolution and looking for patches for holes that will be left. Not to mention loosing a few hours work when notepad closed before being saved! Or how Voices EN - Part 1 keeps aborting the download at around 40% because of an internal server error (401) and Nexus support email instructing me to instead open a forum discussion about that. These two short and direct YouTube guides from biggie_boss along with those forums threads have been helpful! Now I'm trying to alter things as well because even with Odin cleared as a Master for the Step Patch it is still referenced in a lot of places with Audible Overhaul... Honestly Thankyou to x929669 as much as it has given me headaches and confusion over the weekend it has helped me remember some of these things and learn some new ones. Also Thankyou Mercury71 for reminding me it's not just the CR patch I'll have to look over. This is the most work I've done since I had brain surgery a few years ago and it's taken quite some time to recover. I don't think I'll ever be able to do what I used to but it's good to try.2 points
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What I like about the location of where the author of this mod, Dr Mabuse, placed the Dynamic Treasure Map Journal is that it is in a tent with a few other books where the bandits that drop Treasure Map 1 are. I used this mod in my last Skyrim play and picking up the treasure map from the bandit's corpse and then the Treasure Map Journal from the tent next to them made it seem like it was their journal and lore friendly in my eyes.2 points
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Discussion topic: Footprints - Alternative Design by ArtistoMods Wiki Link Setting up Footprints and SPID for Footprints I read through the Step forum threads about some possible issues with the decals or meshes and ENB. I'm not sure if these are still questions as I don't think I've ever played with ENB but my memory isn't great... anyway I saw this when I was looking at those two mods on Nexus and it seems to be a very good thing to add with them. I'll be putting it after SPID for Footprints to see how it goes on the list I'm making following (mostly) Step's Guide v2.3.2 points
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Sorry for the late reply! I'm back now and followed your advice! It worked. With how messy they both were I got rid of the Ninirim and Paraglider mods entirely. I was able to completely clean Jk's Riverfall Cottage Tweaks.esp completely and got through generated object LOD no problem! Thank you so much for your help.1 point
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Read the first post and/or https://dyndolod.info/Official-DynDOLOD-Support-Forum#Post-Logs which entire DynDOLOD log and debug log to upload when making posts. Use search to find existing posts/threads for a message as explained in https://dyndolod.info/Official-DynDOLOD-Support-Forum#Use-Search https://dyndolod.info/Generation-Instructions Disabling plugins, mods, meshes or textures is a troubleshooting step and not a fix. Whenever you read someone suggesting to disable temporarily something is a fix, ignore them as that does not actually fix anything. https://dyndolod.info/Messages/Property-Not-Found-In-Scripts A property (variable) is defined in the reported plugin and record for a papyrus script, but its definition does not exist in the script. A plugin is setting a variable that does not exist in a script. Whatever the plugin sets is not relevant and can be removed if the script/mod/plugin works as intended. This can happen in case scripts are updated or being overwritten. It can be a sign of load order conflicts of two mods requiring different versions of a script or of a mod author not properly error checking and cleaning up after making changes. With MO2 you can quickly check if a script file has conflicts with other mods. Otherwise, the property names (caelia, caeliadress, caeliashoes for example) might help with testing if that part of the mod works as desired or come back to the messages for troubleshooting if you run into a problem with the mod and script related actions. Missing properties are also reported in the papyrus logs as "X does not have a property named Y, property skipped." In case the script property does not exist in the script anymore intentionally, remove the no longer needed entry from the script properties on the mentioned record with xEdit. Usually that would be the mod authors job, but some do not care about their mods filling papyrus logs etc. with error messages they already know not to be relevant. See https://stepmodifications.org/forum/topic/20485-property-not-found-in-scripts https://dyndolod.info/Messages/Duplicate-Reference Showing the same model twice with exactly the same properties is just wasting resources, in case of animated objects or trees it might even be visually noticeable. If you want to fix that is your choice. The page explains how. Using xEdit that way often becomes second nature when modding for a while. You can always restore a plugin from back up or the download archive. https://dyndolod.info/Messages/Reference-Attached-to-Wrong-Cell That would be good to fix to address visual issues, especially if you notice issue with the reported references in the game. While running the xEdit script on plugins to fix it is trivial, it would be best if the mod author addresses it. https://dyndolod.info/Messages/Potentially-Wild-Edit-Reference In case the reported reference is not a wild edit but its position is intentional, make a post about it on the official DynDOLOD support forum. Thanks for reporting. The references in NightmarePlane.esp are not wild edits and the next alpha version will not report them anymore. Do not disable the plugin when generating LODs, since it is obviously wrong to disable a plugin just to avoid seeing a warning message about something being potentially a wild edit. It would also be wrong in case they were wild edits as disabling a plugin does not remove the wild edits either as explained. https://dyndolod.info/Messages/Textures-Do-Not-Match If and only if there are obvious differences of the textures between full models and LOD models, the log messages can aid in quickly finding the reason. It seems likely you are using ERM which changes a lot of those full models to use different textures. Use https://www.nexusmods.com/skyrimspecialedition/mods/88754. See https://stepmodifications.org/forum/topic/20475-textures-do-not-match. If mountain LODs for LOD level 4 look fine in game, nothing needs to be done. https://dyndolod.info/Messages/Filename-Does-Not-Adhere-To-File-Naming-Conventions Typically the filename of normal map textures ends in *_n.dds. You have RW2 installed that replaces the reported NIF files. Checking the mentioned texture RWTCalmWater.dds in an image viewer shows us that is it is a normal map texture. Either the mod author made a typo when naming the file or does not care about file naming conventions. You could rename the texture and edit the couple NIFs with NifSkope if you do want to see the warning.1 point
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Yeeees, it seems to work!! I did a quick test with just Tamriel LOD (without occlusion) and I'm getting perfect results with LOOT/autosort, no cyclic rules whatsoever! Thank you so much!!1 point
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Get the test version from https://mega.nz/folder/JdpU1KZB#cYTSPK6NW2CSbGrvQ-w_6A. If the issue persists, upload new logs and DynDOLOD.esm. A somewhat quicker test run with just Tamriel, object LOD, standard tree LOD and dynamic LOD would be enough.1 point
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https://imgbox.com/jvGhQ6zP Ok noted, mountains are good now thanks . Now just time to figure out why my distant grass cache is really bright/ washed out ha. The grass cache loaded the models but I seemed to have mess the textures up.1 point
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The log still reports deleted references for a handful of plugins, including Jk's Riverfall Cottage Tweaks.esp. In case cleaning does not remove them, remove the deleted references manually from the plugin with xEdit (right click, remove). https://dyndolod.info/Messages/Deleted-Reference If a master record is deleted (or permanently disabled via the enable parent opposite to player) and it is not referenced by any other record, it can most likely be removed from the plugin entirely.1 point
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This timely article may help you get an idea of what you'd be getting yourself into, if you're contemplating a DIY SteamOS or Bazzite on a cheap hardware box: I’ve already been using a “Steam Machine” for months, and I think it’s great [link to arstechnica.com]. The article also references many other articles and resources which you may find useful. If you're considering switching to Linux for gaming only, SteamOS or Bazzite would seem to be your best bet with the least fuss, assuming you get the proper hardware for it. Once your DIY "Steam Machine" is setup, installing and playing SteamOS-compatible games should be relatively painless. If on the other hand you're considering switching to Linux as your general "computing" platform, for productivity and other non-gaming activities, that would be an entirely different kettle of fish. It could be very painful and time-consuming, depending on which applications and hardware you need to use. I'm very familiar with Linux but only on the server side (no GUI). Last time I used Linux as a desktop platform was decades ago. So please take anything I say on the subject with a big grain of salt...1 point
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I will have to look into this, just starting out my research so that is helpful. I kind of expected having to build up a learning curve. That is why I want to build a modest rig so I can tinker and not worry about anything if I screw up. I have not got that deep into research on hardware just yet, but that will be one of my focuses going forward.1 point
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When I was looking over what SkyPatcher could be put to use for I was very impressed with SkyPatcher - NARC Remade - No Animals Report Crimes. Replacing the CrittersAintStitches.esp with an ini and the FOMOD offering a few interesting choices that all seem good lore choices I'm going to use it so Bandits won't report crimes except for werewolf crimes, the Companion Circle won't report werewolf crimes and the Dremora Merchant won't report any crimes when I summon them into a mansion so I can sell them the things I've stolen from the noble I've just killed.1 point
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Thankyou for this! With the discussion threads linked to mods in the Step Guide it is so helpful to see what and how things are being done with them. Because I'm deviating from Step's SkyrimSE v2.3 from 10-17 I won't be able to use the CR Patch from what I've read here I'll keep ELFX Fixes Ragged Flagon Fix.esp active.1 point
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Check if DepthsOfSkyrim.esp is a master in any of the created patch plugins. If that is the case, check the patch plugins for errors in particular for unresolved form IDs. In that case those should be fixed manually or by generating from scratch. Otherwise, if there are CTD or odd issues in the game, test without output/patch plugins and in case that makes a difference generate new output from scratch. https://dyndolod.info/FAQ#Checking-DynDOLOD-plugins-for-errors-with-xEdit1 point
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Read the first post and/or https://dyndolod.info/Official-DynDOLOD-Support-Forum#Post-Logs which TexGen and DynDOLOD log and debug log to upload when making posts. None of the screenshots seem to show a color mismatch but maybe a difference in brightness. See https://dyndolod.info/Help/Grass-LOD#Settings: In case the grass LOD brightness or color seems off (it might depend on weathers or ENB settings), try different Direct/Ambient settings for grass LOD billboards in TexGen. In addition or alternatively change the GrassBrightnessTop*/ComplexGrassBrightnessTop* and GrassBrightnessBottom*/ComplexGrassBrightnessBottom* settings in ..\DynDOLOD\Edit Scripts\DynDOLOD\DynDOLOD_SSE.ini - those settings help if the color tone is off. Especially the image based lighting effect from ENB has a big impact on the brightness and color tone of the grass LOD. Additional complex grass lighting and time of day settings will obviously not apply to object LOD, as they are separate meshes and shaders. Do not use them so full grass and grass LOD match better for all weathers/times. You posted a screenshot of Windows Explorer showing icons. Open the billboard texture in an image viewer to see how it actually looks. Grass LOD billboards are typically really small since they do not need more than a few pixels on screen in the distance where they are used.1 point
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Unless CS makes LOD shader modifications it will be not really possible to match the exact look with the standard and limited LOD shader. Especially the different metal/glossiness reacting differently weather. If you happen to know how to program shaders, look at the DirectX shader source from CS and the OpenGL shader source used by TexGen I uploaded. Right now, the OpenGL is just some standard implementation. I will continue testing to see what's is possible to change or influence when baking into a standard diffuse instead of converting it from sRGB to linear.1 point
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Lets try this: Download these shaders https://mega.nz/file/tdYCjKpJ#SxhmH9iQ-5bi7b6MNDSanhGNg9JXRbN_U75SXQ0WuHw and replace the files in D:\Games\[Tools]\skyrim Tools\DynDOLOD\Edit Scripts\DynDOLOD\shaders\ Edit D:\Games\[Tools]\skyrim Tools\DynDOLOD\Edit Scripts\DynDOLOD\TexGen_SSE.ini and change sRGBGamma=1.412 as a new starting point. Start TexGen and only check Rendered Object OD Textures and click the Start button to generate them. Install output as a second TexGen output mod that overwrites the first so it replaces the old rendered LOD textures. Start DynDOLOD in Expert Mode and select only the Tamriel worldspace and click the Rebuild Atlas button. Install output as a second DynDOLOD output mod or merge with the existing one so it overwrite the old atlas textures. Compare in game if the LOD for the roof now matches better and that the rest of Solitude that was fine before still matches as well. Also compare the the LOD of copper roofs and doors of Markarth and Dwemer ruins before/after. Report results.1 point
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Discussion topic: Stockades of Skyrim 3D by wSkeever Wiki Link I came across this mod while installing others and it caught my attention as I plan to play as an orc with the next list of mods. The pictures of the improvement it makes to the orc's stockades are great: The only conflict against 06-Models and Textures is \meshes\clutter\stockade\stockadetower01.nif - Unofficial Skyrim Special Edition Patch USSEP. There are 15 meshes\clutter\stockade that nothing else has touched so I'm definitely going to be using this1 point
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Ah, apologies, my school's drive has some restrictions. Here's one that should be public:https://drive.google.com/file/d/1Lin0V2aXkTEJP5u6Nq0sXmbVjcsr845l/view?usp=sharing Thanks again! All seems to be working fine!1 point
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When I saw this file in the 'Testing Mods for Step SkyrimSE Guide' it reminded me to fill in the Favourite Mod(s) part of my profile. I used it to quickly look at Dynamic Treasure Map Journal by (by DrMabusetheRambler) and other maps while searching for treasure. It also works perfectly with Sweeping Organizes Stuff - Use Broom to Clean Mess (by wSkeever) so using the broom to clean an area is wonderful! Definitely a mod I'll add to the Step Skyrim v2.3+ that I'm putting together1 point
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Get the test version of TexGen from https://dyndolod.info/Downloads/Test-Versions and try again. If there is still a problem, add GLDebug=1 under [TexGen] in E:\_Modding\DynDOLOD\Edit Scripts\DynDOLOD\TexGen_FO4.ini and run again and upload those logs.1 point
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It is a good, clear article so I'll see how that goes instead of Nemesis... but after reading the thread I am also thinking I should name the Overwrite folder for it 'Pandora's Box' and cross my fingers the first time I open it.1 point
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They have put up a good guide/article on the mods page. https://www.nexusmods.com/skyrimspecialedition/articles/110671 point
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I came to this thread to ask the same question as I ended up hiding everything when I filtered the winning conflicts for "Fixed Mesh Lighting" as well. Should we all have enable archives parsing turned on? edit: Just to add I believe it's turned off by default as I didn't know it was a setting till I saw this so perhaps a mention in the setup guide.1 point
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That can not be done with rules atm. You can try setting the LOD models on the base record, however without checking Prefer base record LOD assignments over rules (which might have unwanted side effects) it is probably not going to work as desired as long as there are LOD models with the "normal" filenames. The automatic filename matching is currently made to mimic the LOD of the vanilla game with limiting the use of l and h to LOD level 4. I suggest to simply make a mesh mask rule that sets to use the Level0 LOD model for Level 8 instead for the desired mountains or to increase the LOD Level 4 distance. If there are custom Level0 LOD models installed that have such a high triangle count that it is noticeable performance wise with hardware form the past decade when they are also used in LOD Level 8, then I would propose those should be optimized regardless. I might have a look to expand that automatic detection to the higher LOD levels in a future version.1 point
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That is not possible. I suggest to create a rules file and use a text editor to copy/paste similar lines. Use the feature that mesh masks only need to match a part of the path/filename.1 point
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Hello, I can't download the file from the link provided in the guide. I mean, when I click on the "Start download" button, nothing happens (tested on Microsoft Edge and Mozilla Firefox). Unless another solution is provided, I will go with the alternative that HunterZ suggested two posts before mine. EDIT: Please, forget what I said. After encountering the same issue with another archived mod soon after, I started to think that most likely the issue was on my end. And effectively, it was uBlock Origin, which I have enabled on both browsers what was blocking the download. My bad.1 point
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I'm replying here as the OP is already too long. Let's abbreviate Combine Worldspaces for LOD as CWL for the sake of convenience and brevity. Big disclaimer: I've never used WTT. I'm just going by the information provided by the mod author on the mod page, and by examining the mod's plugin in xEdit. Differences: WTT contains a duplicate of most of the Tamriel terrain and trees/objects placed into Solstheim, and vice-versa. It's probably based on the vanilla masters. It's a static, frozen mirror image of Tamriel in Solstheim and vice-versa. CWL on the other hand doesn't duplicate any real/physical terrain or tree/object into the destination worldspace. It only copies the LOD, which is an exact reflection of the load order, including any modification to the terrain or trees/objects made by mods, at the time of LOD generation. WTT provides a feature whereby the player can teleport from the source to the destination worldspace when hitting certain trigger boxes. It's unclear from the mod's description where those trigger boxes are, and where the teleport destination points are exactly. CWL on the other hand can't provide such feature as it is plugin- and script-free. In-game, CWL relies only on LOD meshes and textures. But it doesn't preclude making this functionality available as an add-on. Conceivably for example, the WTT plugin could be stripped out of everything it contains except the trigger boxes and teleport markers, then used alongside CWL. WTT doesn't have the limitations of CWL regarding dynamic LOD and neverfades. WTT has clouds over Skyrim in its plugin but they don't seem to be visible on the mod's screenshots. WTT changes the properties of each worldspace, specifically their cell X/Y bounds, because it extends them by adding a lot of cells that don't exist in vanilla. This requires patches for compatibility with map mods, which also change (other) properties of worldspace. CWL doesn't require any patch, since it's based on the entire load order, which is supposed to be already correctly patched - whether CWL is used or not. With WTT, it's unclear if the player can walk on Skyrim while in Solstheim worldspace, or if this area is off-limit and the player gets teleported before reaching there. In theory, since there are real/physical terrain, tree and objects placed in that worldspace, it should be possible. But the usefulness and interaction would be very limited: there are no NPCs, there is no life. CWL doesn't prevent the player from getting close to the source worldspace LOD in the destination worldspace, but doing so should be avoided, lest the LOD of the source worldspace disappears and the illusion shatters. WTT is (for now) limited to Solstheim and Skyrim. Supporting other source or destination worldspaces would take a lot of tedious manual work. CWL on the other hand is a generic automated solution that works with any configuration, as long as one can be made for specific source/destination worldspaces. WTT puts some easter eggs at the bottom of the sea, and optionally adds the Red Mountain volcano plume to the Tamriel worldspace.1 point
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You may have noticed this mod displays a popup banner in the center of the main menu screen while the game starts, and a popup progress bar in the top-right corner of the screen while it loads animations, both using very bright coloring and style reminiscent of 1980s personal computers. I dislike both. What if every SKSE mod displayed its own banner on the screen, it would be a mess. They can be turned off by editing settings in [...]\SKSE\Plugins\OpenAnimationReplacer.ini: To turn off the popup banner, set bShowWelcomeBanner to false: bShowWelcomeBanner = false To turn off the popup progress bar, set bEnableAnimationQueueProgressBar to false: bEnableAnimationQueueProgressBar = false I'd recommend to leave them on (the default) initially, so you can see the mod is starting up properly. Once you've seen them a dozen times and you've had enough, you may want to turn them off.1 point
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To comment on my own comment, i've been playing these last couple of weeks with the 'NVCS Vanilla Weights' main file, which seems to be working fine.1 point
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Hi, Hackfield here! First and foremost, thank you for accepting my mod, it's a huge honor to have a place in the list that taught me how to mod my game back in 2013. Second, a couple of news: I'll soon release version 0.9 of the mod, including the ability to set Confidence and Aggressiveness of owned horses in the MCM (defaults will be Cautious and Unaggressive, just like in vanilla) Also, in version 0.9, I'll be finally adding the ability for horses to equip given saddles. Nothing fancy tho, horses will equip the last saddle you place in their inventory, kinda like what followers do if you give them a better gear than what they have. This feature will require Keyword Item Distributor and Papyrus Extender to work, however, they're completely optional, in the case someone is not interested in saddles, they can just skip these two requirements and the mod will work as usual. I'm always open to feedback and suggestions, and thanks again for considering my little mod.1 point

