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Showing content with the highest reputation since 11/27/2024 in Posts

  1. 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
  2. Relationship Dialogue Overhaul Lite added an optional AI Overhaul Patch
    3 points
  3. No problem, That is why STEP is here. It is not only a modding guide for various games, but a repository of knowledge on what is needed to do it. Without the participation of the community it will never expand on that knowledge. All users from beginners to experts are treated a equals and with respect and welcome to ask questions no matter how simple or complex they are.
    3 points
  4. I've created a MO2 plugin to band-aid this issue. Thanks for information provided here. Plugin just redirects anything that goes to Documents/Skyrim.INI back to Documents/Skyrim Special Edition via MO2 VFS, it's not a real fix but enough to satisfy my OCD for now. https://www.nexusmods.com/skyrimspecialedition/mods/144932
    3 points
  5. I really like Pandora compared to Nemesis. I belive Pandora will be the new standard.
    3 points
  6. Thanks for all the work in the guide, just wanted to mention that im following the changelog to update to 2.3 and noticed that "Moon and Star - CC Consistency and Immersion" and "Moon and Star - Cleaned Fixed and ESMed" are not in the changelog for Patches
    3 points
  7. 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 you
    2 points
  8. Swapped to GE-proton9-27 and the game now launches Sorry for the slight waste of your time, and thank you for your help
    2 points
  9. 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
  10. 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
  11. 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
  12. What the rules does is use the full model (in this case from EmbersXD) for LOD instead of the usual dynamic LOD model included in DynDOLOD Resources, since that is for the vanilla model and doesn't match well. Typically there is no need to switch from the full model to the same full model used for LOD, so that is why the rule uses "Replace", to use the "LOD" reference continuously. For now, change the rule from "Replace" to "Unchanged", so the original reference is used in the active cells and the LOD reference in the LOD area. See https://dyndolod.info/Help/Mesh-Mask-Reference-Rules. I will see if I can add support for FireHurts to automatically create a proper JSON file for it if a new base record added is added in the DynDOLOD plugins. Check the changelog of the next couple alpha release for support. Then you can use the EmbersXD rule with "Replace" again.
    2 points
  13. I see, thanks. You are right. My character was wearing all four pieces of the Dark Brotherhood light armor set. I'm glad to know that what's happened here makes sense. That was actually my only worry: that maybe my mod setup was "malfunctioning" somehow. And yes, you're also right: I've noticed that my light armor skill gained several levels early in the game. It felt like I was slowly gaining XP just for wearing light armor, which again, kinda makes sense. I'm having a blast with the modded STEP setup, by the way. It also runs fine and so far I haven't experienced a single CTD. It feels so good replaying the game after these last few years.
    2 points
  14. Soon after, I noticed that the Paarthurnax Dilemma mod (also by Arthmoor) entry in the guide would benefit from exactly the same edits to Alternate Start: Live Another Life. But I've just checked that both entries have been already updated conveniently in the guide. Thank you.
    2 points
  15. Everything is done. The mod replaced with the right version and the "Smoke Test" successfully passed. Thank you very much for the help and for updating the instructions for the SSE Engine Fixes mod so quickly.
    2 points
  16. MO2s Associate with "Download with manager" link is in settings, Nexus tab and in the middle right of the page. This will then direct the Nexus download with manager link to use MO2. This may cause a bit of frustration if you actively use both mod managers as it is there can be only one at a time.
    2 points
  17. This is an issue with cross game category mapping. The mod categories of SkyrimLE do not match with those of SkyrimSE. This mod is in the "Audio - SFX, Music, and Voice" which has 61 assigned to the category, whick MO2 uses to map them. SkyrimSE does not have any category with that index. I was able to reproduce the problem you described above. When you get to this dialog: You press "Stop & configure" and get this next dialog: You select the audio name and click OK to assign the category, but this is not the purpose of this interaction. It is to import the game categories from the current game managed by MO2. A better option is to just press the "Proceed" button as seen in the first image, install the mod and assign the category from the mods configuration page. If you are going to do this a lot on this install you can also make your own custom category in MO2 settings, Configure Mod Categories.
    2 points
  18. Report if this versions makes a difference or not https://mega.nz/file/MMoVBALb#hh9JAE9NwZWN9AvdH2GikQnsnqxPeI5JOLRkAjFtcuk
    2 points
  19. FYI the recent update generates a couple of deleted record warnings in DynDOLOD. The author is looking into it. Error: Deleted reference Realistic Boat Bobbing.esp [REFR:000FF750] (in SolitudeDocks01 [CELL:000092BC] (in Tamriel "Skyrim" [WRLD:0000003C] at -16,23)) Error: Deleted reference Realistic Boat Bobbing.esp [REFR:000FF755] (in SolitudeDocks01 [CELL:000092BC] (in Tamriel "Skyrim" [WRLD:0000003C] at -16,23)) Update: This has been fixed in version 8.4. Thanks toostruus!
    2 points
  20. I can also confirm that this fixes collision issues with Manic Elytra Nymph that are not addressed by IWHN. Seems to work fine as a drop-in replacement for the original.
    2 points
  21. It's no problem at all! I didn't really detect any hostility - I know all the STEP guys are good people. 🙏 The old version is going to be left up for this reason, so please recommend what version best for your guide. I just can't promise any of the lighting patches are good. The latest version has an installer, the USSEP overwrites have been moved to their own plugin (though I need to reupload it because I forgot the BASH Tag), and I will be improving the wording in the sticky post and description to help people decide what's best for them. Thanks for all you guys do as well. Sorry again for the confusion...!
    2 points
  22. Some potentially relevant tips from the top comments/bugs on Nexus:
    2 points
  23. Here is how setting AF looks in Nvidia control panel.
    2 points
  24. 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
  25. 2 points
  26. As a workaround, I ended up increasing the "Mass" value of the involved lanterns. Most had a mass of 30. I increased this value to 170. Works well so far in my game.
    2 points
  27. Mod was updated to version 3.1.0. Improved flames that appear on actors so that they are smoother now. Improved smoke from fires for smoother animation and less popping. Added an option to not use the Master for users who do not use DynDOLOD. Added a customization option to reduce actor flames for improved 1st person visibility. Updated the Houses Shops and Inns SE patch to be load order agnostic. FOMOD instructions need to be updated on the guide. The plugin selection doesn't have the "Standard" option anymore. It's now "ESP + Master" or "No Master (no DynDOLOD)". Pretty obvious which one to pick as it pertains to the STEP Guide, just thought I'd mention it anyways.
    2 points
  28. For finding a botched mod, do a boolean search. Start by disabling the bottom half of your mods and running again. If it works, enable half of the mods you disabled. If it doesn't, disable half of your remaining mods. It should take nine searches to narrow yourself down to a single culprit mod. Do note that the boolean search is less useful if there is more than one mod causing a problem. But it did allow me to find my botched TK children install in less than ten minutes.
    2 points
  29. The STEP install instructions should be updated to remove "2. Install Fixed Mesh Lighting - Creation Club Backpack as a separate mod to maintain version notification updates." because since version 1.9.0 the main file includes the optional file Fixed Mesh Lighting - Creation Club Backpacks. The STEP FOMOD instructions even show the new option - Other / Potions / Adventurer's Backpack - as ticked.
    2 points
  30. The main page: https://stepmodifications.org/wiki/Main_Page Has been hacked. Repeated text copy about TEMU discounts.
    2 points
  31. Worked like a charm, thanks again!!
    1 point
  32. Mod updated: Version 2.39 Added 2k resolution option. Edit: Just adding I haven't completed the new installation of this collection yet so I'm not sure how the 2k option looks. It'll probably take some time but I'll pick it and visit those trees to see when I get everything sorted.
    1 point
  33. 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
  34. Hi z929669, Thank you. To be honest, I didn't know the answer to your question. Luckily, Google has helped me know that with Windows System Information tool I can check that information. And so I've done it. According to that tool, the SSD where I have the game and Mod Organizer 2 installed has 512 bytes per sector, so I guess that means that mod wouldn't help, right? I've also read the first post of that mod. The one thing that I've tried very recently and that it's also mentioned there is putting my audio device quality to 16-bit. Normally, I leave it at 32-bit - 44Khz, but since in the Crash Logger online analyzer was also suggested trying lowering that to 16-bit instead, I've tried that as well. The latest news is that in my most recent gaming session, which has been pretty long, I haven't experienced any CTD. That's something.
    1 point
  35. New version Version 7.0.19 add fix bSavedHavokDataLoadInit (default:true) - fixes a bug where havok objects reloading can have invalid motion vectors, causing distortion in TAA and TAA-replacements (DLSS/FSR upscaler, etc) enable MemoryManager bOverrideRenderPassCache by default, if you use CommunityShaders below version 1.4.0 you MUST disable this or you will crash add patch bDisableSnowFlag (default: false) - optional patch added by request that force disables snow flags in LTEX and MATO records add patch bIniSettingCollection (default: true) - ported from Buffout. can provide minor speedup at game launch with heavy modlists. remove bSleepWaitTime and use fSleepWaitTimeModifier as the sole control; changing it from the default of 1.0 enables the patch add MemoryManager bOverrideHavokMemorySystem (default: true) - ported from Buffout. last builtin memory allocator that wasn't overriden. if you encounter new crashes maybe disable this first. make texture load crash display all file paths instead of just some of them add fix bNiControllerNoTarget - fixes a crash when a malformed nif with NiTimeController that has no target is used. will log a warning when such a nif is loaded enable MemoryManager bReplaceImports by default - should be safe now disable parallax fix if CommunityShaders is loaded since it isn't needed and causes a conflict
    1 point
  36. Run this test version https://mega.nz/file/wB42zJ6A#nk7NdW39vEtR_wfGZGUI8v23U4y6ytqSE5msbmZN_2M Upload new log, debug log and bugreport.txt if it exists.
    1 point
  37. Cool thanks Z, I thought as much re: the brightness but wanted to ask in case there was an option I was missing. Edit- Happened to notice this just now, not a big deal but pointing it out for thoroughness' sake-- in the Community Contributions section at the bottom of the SkyrimSE guide the line "In order to suggest a mod for inclusion in this Guide, visit the Mods section of the forums and use the Create Mod Topic button on the editor toolbar" links to the No Man's Sky forum; presumably it should point to SkyrimSE -> SkyrimSE Mods
    1 point
  38. You are using PBR textures. Read https://dyndolod.info/Mods/Community-Shaders#PBR, especially these paragraphs: Since the shaders for LOD are still vanilla, they do not support parallax and/or PBR shaders or sRGB textures. A simple conversion of PBR sRGB diffuse textures to linear is done by xLODGen, TexGen and DynDOLOD on the fly. TexGen and DynDOLOD will both automatically create linear texture versions of the LOD textures for object and tree LOD in case the full model uses PBR textures. The gamma for the conversion can be adjusted by changing sRGBGamma=2.2 in ..\DynDOLOD\Edit Scripts\DynDOLOD\[TexGen|DynDOLOD]_[GAME MODE].INI. Use lower values to darken the LOD textures derived form the PBR textures. In case of any issues and for latest discussions see the PBR WiP thread on the official DynDOLOD support forum. Try with 1.9 maybe in both TexGen and DynDOLOD INIs. See https://dyndolod.info/Updating#New-or-Updated-Mods-or-Plugins how to only update textures: In case a new mod only updates textures or tree full models (and grass full models in case grass LOD is used) relevant to LOD, remove old TexGen output, then use TexGen to generate new output and install it as usual. Start DynDOLOD in expert mode, select all or only the affected worldspaces and click the Rebuild Atlas button to update the atlas textures. Then install the DynDOLOD output, overwriting the existing DynDOLOD output.
    1 point
  39. v3.1.4 has changed the name of one of the options which is used in the guide. The guide needs to be updated. Less Flying Embers is now called Minimal Flying Embers. (Despite the fact that the changelog says it's now called "Minimize Flying Embers")
    1 point
  40. I suggest to do these test in the vanilla game with just the mods you are testing. In particular without ENB, CS, weather mods. Something seems odd in the screenshots. The steps were face normals, smooth normals with 120, update tangents. I suggest to define the full textures in the assets and simply let DynDOLOD handle the resizing onto the object LOD texture atlas instead of creating smaller "full" textures that is resized by DynDOLOD onto the atlas just the same. https://dyndolod.info/Help/Advanced-Mode The first time DynDOLOD is started, some settings like the Max tile size LOD, Max tile size full and the Max tile size billboard are adjusted to the current game resolution as determined by the Prefs, Custom or Display Tweaks INI. Typically 256 for 1080p, 512 in your case.
    1 point
  41. Later in the guide you will get the information to clean all mods Loot flags as dirty. (see pic below)
    1 point
  42. 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
  43. That is great. Thanks for testing.
    1 point
  44. Deactivated "Font overhaul - Natural Typefaces of Skyrim" and the "bug" went away. Now i just have to figure out how to solve it.
    1 point
  45. If you get the problem that "tags" are shown in inventory next to item names you need to use the automated patcher. HERE (or get it on the mods page) Be sure to install "Dafauilt UI" pack on the third page in the fomod of the mod. I select this in the mods fomod: 1. Default main patch 2. Default profile 3. Default UI Run the patcher outside MO2 (i placed it in the modding Tools folder for easy access). Point to the MO2 mod folder (C:\Users\USERNAME\AppData\Local\ModOrganizer\Skyrim Special Edition or something like that)
    1 point
  46. Read https://dyndolod.info/Official-DynDOLOD-Support-Forum#Post-Logs how to enable and upload the realtime log. The issue might be because of memory issues, unstable PC, BIOS settings etc. Check the memory usage with task manager while LOD is generated. Make sure the PC is stable with prime95/OCCT for example.
    1 point
  47. The screenshot shows that object LOD meshes from the DynDOLOD output are being overwritten by files in the MO2 Overwrite folder. The files from DynDOLOD output that are overwritten will never be used by the game. There should never be any LOD files in the MO2 overwrite folder at any point when following instructions of tools properly. Best to delete them. The overwrite order of mods/outputs that have no conflicting files is irrelevant. https://dyndolod.info/Installation-Instructions Install the Core Files from either DynDOLOD Resources or DynDOLOD Resources SE depending on the used game version as any other mod. Typically overwrite everything else unless another mod specifically instructs to overwrite DynDOLOD Resources. Refer to Load/Overwrite Orders for detailed explanations. https://dyndolod.info/Help/Load-Overwrite-Orders https://dyndolod.info/Generation-Instructions Typically generate and install terrain LOD meshes and textures with xLODGen before generating the LOD mod with DynDOLOD It seems you generated more than just terrain LOD with xLODGen. There is no reason for that when using DynDOLOD to generate tree and object LOD. Again, make sure DynDOLOD output overwrites everything and none of its files are being overwritten. https://dyndolod.info/Generation-Instructions#1-Generate-The-Required-LOD-Assets-with-TexGen Install the contents of the output path or the *.zip archive as a mod. It should overwrite everything. https://dyndolod.info/Generation-Instructions#2-Generate-The-LOD-Mod-with-DynDOLOD Install the contents of the dedicated output path or the *.zip archive as a mod. It should overwrite everything.
    1 point
  48. 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
  49. 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
  50. Unfortunately, the step patch requires The Sun Guard ESP. I get a warning saying this and my game closes. I don't know if there is a way around this, personally. I'll look to see if I can find Sun Guard somewhere else for now. I have also messaged him on the Nexus to see if he would be willing to unhide it or provide an alternative download. Edit: I found a direct link to the mod download here - Sun Guard Headgear Logic Fixes at Fallout New Vegas - mods and community (nexusmods.com)
    1 point
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