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Everything posted by Kattmandu
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ACCEPTED CoMAP - Common Marker Addon Project (by Jelidity and Parapets)
Kattmandu replied to DoubleYou's topic in Skyrim SE Mods
There is now a CoMAP DLL Hotfix for SkyrimSE 1.6.629 available. Author added it yesterday (September 26th). It replaces the INI file so any customization will need to be added again.- 38 replies
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- SKYRIMSE
- 16-interface
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(and 2 more)
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ACCEPTED AI Overhaul SSE (by mnikjom/SpiderAkiraC)
Kattmandu replied to TechAngel85's topic in Skyrim SE Mods
Ah okay, I haven't gone through my mods since earlier this year.- 13 replies
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- SKYRIMSE
- 11-gameplay-ai and combat
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(and 1 more)
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ACCEPTED AI Overhaul SSE (by mnikjom/SpiderAkiraC)
Kattmandu replied to TechAngel85's topic in Skyrim SE Mods
I'm going through all my mods while waiting for the mods to be updated to work with .640 and noticed AI Overhaul SSE was updated 20 days ago to include a non-scripted version and an ESL lite version.- 13 replies
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- SKYRIMSE
- 11-gameplay-ai and combat
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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)
- 13 replies
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- SKYRIMSE
- 15-gameplay-skills and perks
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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.
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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.
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White Rock Textures on Throat of the World
Kattmandu replied to Kattmandu's topic in Step Skyrim SE Guide
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! -
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?
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FNIS Warning: Expected generator path not found
Kattmandu replied to Kattmandu's question in Mod Organizer Support
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. -
FNIS Warning: Expected generator path not found
Kattmandu replied to Kattmandu's question in Mod Organizer Support
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' -
FNIS Warning: Expected generator path not found
Kattmandu replied to Kattmandu's question in Mod Organizer Support
So I should not have unique instances within MO2. Just use one instance but have different profiles for each version of Skyrim SE? -
FNIS Warning: Expected generator path not found
Kattmandu posted a question in Mod Organizer Support
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'? -
Do we disable the DynDOLOD Resources SE mod after the LOD files have been generated at the end of the STEP guide?
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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?
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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.
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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
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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.
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- SKYRIMSE
- quick loot
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SKYRIMSE LOOT says delete GQJ_DG_vampireamuletfix.esp
Kattmandu posted a question in General Skyrim SE Support
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." -
Really makes no difference to me if it's in the guide or not; I was just trying to help make it better. It is an essential mod to me, however. I could not play Skyrim without it. Everything related to the user interface is broken without it. I'm sure anyone who plays Skyrim at a 21:9 aspect ratio will find this mod on their own. Interestingly, the resolution I use (3440x1440) isn't even in the link that Tech provided.
- 6 replies
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- SKYRIMSE
- 16-interface
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So "Mors Arrows Be Gone" only equips arrows? It doesn't unequip them? I ended downloading and installing the older "Simple Auto Unequip Ammo" instead of the newer "Auto Hide Ammo" since there seems to be many reported issues with the newer one.
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bug STEP Skyrim SE Guide v0.2.0b - Official Bug Reports
Kattmandu replied to TechAngel85's topic in Step Skyrim SE Guide
I believe that was an update file for the previous version which is now included in the main file current version. -
Should we install any of the optional files for the Unofficial Material Fix such as the Embers HD compatibility patch or the Rens HD Shrines patch?
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STEP SE Core Beta - Official Bug Reports
Kattmandu replied to TechAngel85's topic in Step Skyrim SE Guide
So which version skeever skin did you decide to install? Healthy for both or mangy for both? -
STEP SE Core Beta - Official Bug Reports
Kattmandu replied to TechAngel85's topic in Step Skyrim SE Guide
Ah, okay, I clearly misunderstood. -
Cathedral weathers and other weather mods ENB support
Kattmandu replied to wojsku's topic in Step Skyrim SE Guide
Have you tried changing the settings for Cathedral Weathers in the Mod Configuration Menu (MCM)? I'm using A Cathedralist's ENB (High Quality version), the Reduced Mist Brightness optional file, and ENB Helper SE (required for multiple weathers support). It appears to look okay in my game after tweaking the CW color settings in the MCM.

