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Everything posted by Kattmandu
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MindFlux has been updating this mod quite often. Now the Black Torch Smoke option is selectable (previously was greyed out). However, it looks like it's dependent upon Smoking Torches or Mathy79's Medieval Torch mod.
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- SKYRIMSE
- 06-models and textures
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- 161 replies
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Updated...again. 'Further Customization' options have changed (mostly just renamed). 'No Red Glow' option is now depreciated.
- 161 replies
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- SKYRIMSE
- 06-models and textures
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Mod updated to 1.9.0 and now includes the optional update files.
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ACCEPTED Skyrim Skill Uncapper AE (by Kasplat)
Kattmandu replied to DoubleYou's topic in Skyrim SE Mods
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- SKYRIMSE
- 15-gameplay-skills and perks
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ACCEPTED The Choice is Yours (by kryptopyr)
Kattmandu replied to TechAngel85's topic in Skyrim SE Mods
Mod updated to 2.7. May affect the TCIY STEP patch.- 4 replies
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- 14-gameplay-quests
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ACCEPTED Weapons Armor Clothing and Clutter Fixes (by kryptopyr)
Kattmandu replied to TechAngel85's topic in Skyrim SE Mods
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- 161 replies
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ACCEPTED Audio Overhaul for Skyrim SE (by DylanJamesWasTaken)
Kattmandu replied to TechAngel85's topic in Skyrim SE Mods
This mod just updated to 4.1.3 and has a few FOMOD additions.- 25 replies
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- 07-sounds and music
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ACCEPTED CoMAP - Common Marker Addon Project (by Jelidity and Parapets)
Kattmandu replied to DoubleYou's topic in Skyrim SE Mods
CoMAP has been updated to 4.0.0. The FOMOD options have changed. I would assume the DLL Hotfix is no longer necessary.- 38 replies
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- 16-interface
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ACCEPTED Odin - Skyrim Magic Overhaul (by EnaiSiaion)
Kattmandu replied to TechAngel85's topic in Skyrim SE Mods
I was wondering the same. The Step Patch - Conflict Resolution Update states the Odin - Vokrii Compatibility Patch hasn't been updated but the mod page for it shows a date added of 22 Feb 2023, 5:00PM (which is 2 minutes after the Odin 2.0.1 mod was added). Ah, okay, So the Step Patch - Conflict Resolution Update 2.2.3 is not necessary.- 36 replies
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When DynDOLOD DLL NG gets updated, do we need to regenerate TexGen as well as DynDOLOD or just DynDOLOD?
- 9 replies
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- SKYRIMSE
- DynDOLOD 3
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ACCEPTED powerofthree's Tweaks (by powerofthree)
Kattmandu replied to DoubleYou's topic in Skyrim SE Mods
Looks like after the update, there's no longer an optional file to merge (as per the Step install instructions). -
I just checked. It does appear to fix itself after walking away and coming back to it. Had not tried that previously. Looking forward to Alpha-4. I'll keep checking for it.
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Stupid flickering causes bad quality LODs
Kattmandu replied to InsaneLion's topic in Step Skyrim SE Guide
Yeah, Sheson asked me to update to the latest version when I was uploading my debug file. So I redownloaded the file from the Step guide link and saw that the Alpha number had changed from 2 to 3. There's really no way to know when there's an update and the only place I know of to download it is through the link provided in the Step guide. So I guess I'm going to have to redownload the file once a week to check if it's new or not. Ah, okay. I see now. Thanks! -
Stupid flickering causes bad quality LODs
Kattmandu replied to InsaneLion's topic in Step Skyrim SE Guide
How do the Step admins find out about new versions? -
Stupid flickering causes bad quality LODs
Kattmandu replied to InsaneLion's topic in Step Skyrim SE Guide
Is there a way to track and be notified when a new version of DynDOLOD DLL NG is uploaded to Nexus? Currently, only the SE files are able to be browsed and tracked. All the NG files are archived. When I first downloaded the NG file from Step, it was the Alpha-2 version. Yesterday, I happened to check the Step guide and noticed the link now points to the Alpha-3 version. -
Stupid flickering causes bad quality LODs
Kattmandu replied to InsaneLion's topic in Step Skyrim SE Guide
So I've found that if I disable DynDOLOD DLL NG and uncheck the "Large Reference Bugs Workarounds" box before generating DynDOLOD, the horse stables do not flicker or become blurry in game. So the question is, to NG or not to NG? LOL Something else from the Large Reference Bugs Workarounds page that's interesting... Check the Large reference bugs workarounds checkbox to enable the workarounds. This will generate DynDOLOD plugins and data files with the version 3.0 instead of version 2.45. Since the large reference bugs workarounds require the use of DynDOLOD DLL NG and Scripts, no data files for PapyrusUtil are generated and it is not possible to switch. -
DynDOLOD.DLL papyrus scripts are the wrong version
Kattmandu replied to Kattmandu's topic in Step Skyrim SE Guide
So, apparently the reason I was getting the "DynDOLOD.DLL papyrus scripts are the wrong version" message is because I was using an older DynDOLOD output (before Step implemented the "Large Reference Bugs Workarounds" check box) while DynDOLOD DLL NG was installed. -
BethINI -> Details -> Particles -> 7500
Kattmandu replied to Kattmandu's topic in Step Skyrim SE Guide
The first time I looked at the changelog after the 2.2.0 release, I shot right down to the Mod-Level Changes. I'm now seeing everything above that which I missed. -
BethINI -> Details -> Particles -> 7500
Kattmandu replied to Kattmandu's topic in Step Skyrim SE Guide
LOL, I don't think I ever noticed those could be expanded. Explains why I couldn't find the following anywhere in the guide either. "Updated BethINI setup to include the iMaxAllocatedMemoryBytes Papyrus tweak and an increase in iMaxParticles for those using ENB" -
Going through the changelog for 2.2.0 right now and noticed "It is now recommended to set Particles to 7500 in SkyrimPrefs.ini ('Detail' section of the BethINI Setup)" but the "Detail" image in the guide shows 2000. Only those reading the changelog will see this recommendation. Anyone going through the Step guide for the first time may miss this.
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I noticed the changelog states "Re-added instruction to hide file in Fixed Mesh Lighting" but that note doesn't actually appear to be added.
- 32 replies
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- SKYRIMSE
- 06-models and textures
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Stupid flickering causes bad quality LODs
Kattmandu replied to InsaneLion's topic in Step Skyrim SE Guide
I noticed on the Large Reference Bugs Workarounds page, it says "Do not use the workarounds for actual save games. DynDOLOD 3 is still in an alpha test and these workarounds are extra experimental." Should I not start a new play-through with a DynDOLOD output mod that was created with the "Large reference bugs workarounds" box checked?

