Jump to content

Kattmandu

Citizen
  • Content Count

    65
  • Joined

  • Last visited

  • Days Won

    3

Kattmandu last won the day on February 12 2020

Kattmandu had the most liked content!

Community Reputation

6 Good

About Kattmandu

  • Rank
    Thane

Contact Methods

  • Discord
    Kattmandu#5945
  • Nexus Mods
    rkatt

Profile Information

  • Favorite Mod(s)
    SkyUI
  1. I just noticed there is a 'fixed' version of this mod uploaded by vadfromnu. Apparently, the original version has a bug and isn't being maintained anymore. The 'fixed' version also has a beta version for Anniversary Edition. Skyrim Skill Uncapper(fixed)
  2. Yup, I don't mind waiting a few months or more. I'll still play around in my V1 install but I'll wait to do a serious play-through once V2 replaces V1. Looking forward to it.
  3. Nice! Didn't even realize there was a 2.0 STEP guide. Just finished the 1.0 guide but after seeing this I may need to wait to start a new play-through.
  4. Shows how much I know about DynDOLOD. I thought it was for distant objects. I didn't realize it affected the appearance of up close objects. I re-ran DynDOLOD and all is well. Thanks!
  5. I am seeing white rock textures along the 7000 steps starting a little ways up from the Ivarstead bridge all the way up to High Hrothgar. I reinstalled Majestic Mountains, Cathedral Landscapes, and Better Dynamic Snow according to the STEP guide instructions. Unfortunately, that made no change. Any ideas to help me figure this one out?
  6. Some mods are compatible with both SAE and SSE. So, I have the 'mods' and 'downloads' folder in F:\Tools\MO2Base\Skyrim. For mods that are unique between SAE and SSE (such as USSEP), I will have different versions of the same mod and name them accordingly in MO2. The 'overwrite' and ''profiles' folders for each instance are split into F:\Tools\MO2Base\Skyrim\SAE and F:\Tools\MO2Base\Skyrim\SSE. I configured these locations via the 'Configure setting and workarounds' button and then selecting the 'Paths' tab. This way I will only have duplicate mods using double the space for the mods that require it. As time passes, I'm sure more and more mods will only work with one or the other Editions. But all those texture and mesh mods (which take up a lot of disk space) should work with both Editions, correct.
  7. Okay, so my issue is the Game Location for each instance? Instance 1 Game location F:\Games\Steam\steamapps\common\Skyrim Special Edition Instance 2 Game location F:\Games\Steam\steamapps\common\Skyrim Special Edition Classic The location needs to be the same and just rename the actual game folder I want to use at any given time to 'Skyrim Special Edition'
  8. So I should not have unique instances within MO2. Just use one instance but have different profiles for each version of Skyrim SE?
  9. Since the release of Anniversary Edition, I renamed my Skyrim SE installation folder from 'Skyrim Special Edition' to 'Skyrim Special Edition Classic' before updating the game on Steam. So now I have both folders in Steam\steamapps\common. I have setup MO2 to have two different instances of Skyrim SE (one being Anniversary Edition and the other being just before Anniversary Edition). I'm using the same Base Folder (F:/Tools/MO2Base/Skyrim) for both instances so I don't have duplicate mods using up disk space. However, I did create unique subfolders for 'Profiles' and 'Overwrite' (e.g. %BASE_DIR%/AE/profiles and %BASE_DIR%/SE/profiles). So, now I have FNIS installed and when I run it through the 'Skyrim Special Edition' instance, it runs as expected. When I switch to the 'Skyrim Special Edition Classic' instance, FNIS gives me the following warning... FNIS Behavior V7.6 11/14/2021 2:35:15 PM Generator: F:\Games\Steam\steamapps\common\Skyrim Special Edition Classic\data\tools\GenerateFNIS_for_Users\GenerateFNISforUsers.exe Skyrim SE 64bit: ??.??.?? - F:\Games\Steam\steamapps\common\Skyrim Special Edition\ (Steam) >>Warning: Expected generator path: F:\Games\Steam\steamapps\common\Skyrim Special Edition\data\tools\GenerateFNIS_for_Users not found<< I'm also getting similar pathing error when trying to run DynDOLOD through MO2... Error: Can not find DynDOLOD Resources SE core files to create improved LOD. Current Data path F:\Games\Steam\steamapps\common\Skyrim Special Edition\Data\ Is there a way to run these utilities through MO2 with Skyrim SE being in a folder other than 'Skyrim Special Edition'?
  10. Do we disable the DynDOLOD Resources SE mod after the LOD files have been generated at the end of the STEP guide?
  11. When running xLODGen at the end of the STEP guide to create the Occlusion.esp, do I need to re-enable the (TEMP) xLODGen mods or leave them disabled?
  12. I was figuring out how to do just that when your post popped up. LOL It worked! Thanks! Now I need to figure out how to add an exception so I don't need to remember to disable Windows Defender real-time protection every time.
  13. I was just about to post the same when I saw your post. I'm having the same exact issue... [00:00:05.948] DynDOLOD TexGen 2.96 (1) by Sheson, starting... [00:00:05.976] [00:00:05.991] TexGenx64.exe 2.96.0.0 5/13/2021 (1387110400) [00:00:06.006] [00:00:06.021] Started by F:\Tools\Mod Organizer 2\ModOrganizer.exe 2.4.2.0 5/11/2021 [00:00:06.036] [00:00:00.001] Output path: F:\Tools\DynDOLOD\TexGen_Output\ [00:00:00.016] Texture size: 1024 [00:00:00.045] Diffuse Alpha format: BC7 Max [00:00:00.076] Diffuse format: BC7 Max [00:00:00.111] Normal Specular format: BC7 Quick [00:00:00.153] Normal format: BC7 Quick [00:00:00.166] [00:00:00.348] Creating mini atlas maps [00:00:00.361] F:\Tools\DynDOLOD\Edit Scripts\DynDOLOD\DynDOLOD_SSE_TexGen_noalpha_skyrimesm.txt 609 [00:00:00.502] F:\Tools\DynDOLOD\Edit Scripts\DynDOLOD\DynDOLOD_SSE_TexGen_alpha_skyrimesm.txt 11 [00:00:00.517] F:\Tools\DynDOLOD\Edit Scripts\DynDOLOD\DynDOLOD_SSE_TexGen_noalpha_dawnguardesm.txt 79 [00:00:00.548] F:\Tools\DynDOLOD\Edit Scripts\DynDOLOD\DynDOLOD_SSE_TexGen_noalpha_dragonbornesm.txt 39 [00:00:00.569] F:\Tools\DynDOLOD\Edit Scripts\DynDOLOD\DynDOLOD_SSE_TexGen_noalpha_majesticmountains_landscapeesm.txt 2 [00:00:00.582] Creating some temporary files [00:00:00.595] Processing 1 F:\Tools\DynDOLOD\Edit Scripts\DynDOLOD\DynDOLOD_SSE_TexGen_copy_skyrimesm.txt [00:00:00.715] Error copying textures\dungeons\imperial\impextwall01_n.dds to F:\Tools\DynDOLOD\TexGen_Output\DynDOLOD-temp\textures\dungeons\imperial\impextwall01ice_n.dds The system cannot find the path specified
  14. Quick Loot RE Created by RyanUploaded by FudgyduffThis mod adds a looting menu akin to the one present in FO4. QuickLootRE Texture Replacer Created by KonkerantoA paper or dialogue style replacer for the new rewritten version of QuickLootRE.I, personally, prefer the dialogue style.
  15. When I run LOOT, it says to delete GQJ_DG_vampireamuletfix.esp (which is installed by the Gemling Queen Jewelry SE mod included in the SkyrimSE v0.3.0b STEP Guide). Is that mod no longer needed? "Delete. Already included or otherwise fixed in Unofficial Skyrim Special Edition Patch."
×
×
  • Create New...

Important Information

By using this site, you agree to our Terms of Use.