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Everything posted by Mercury71
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Took 1h 20 min to generate 4k LOD. But now it is done.
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TESTING RIM - Real Ice reMastered (by RokHel and grVulture)
Mercury71 replied to z929669's topic in Skyrim SE Mods
Just tested it ingame. Looks very good to me.- 1 reply
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- SKYRIMSE
- 06-models and textures
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Reinstalling Step after being away from SSE for some time. DynDOLOD is spending a crazy time generating the LOD for DLC2SolstheimWorld. is it supposed to be that way (over 1h and still going just on that)? Dont remember it taking this long before.
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TESTING Cathedral Landscapes (by The Community)
Mercury71 replied to TechAngel85's topic in Skyrim SE Mods
Used Skyland for many years long time ago. Looked very good imo.- 38 replies
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- 04-foundation
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TESTING Cathedral Landscapes (by The Community)
Mercury71 replied to TechAngel85's topic in Skyrim SE Mods
Good morning. This is marked for testing. What alternatives are we looking into?- 38 replies
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- 04-foundation
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Discussion topic: Skyrim Character Sheet Display Fixes by 3THANY Wiki Link Some visual fixes for the mod Skyrim Character Sheet that is included in Step guide.
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- 16-interface
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The suggested mod is already in the mod section HERE , and the reason why it is not in the guide atm is given by the guide devs in the topic thread.
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Ty for that information (Sheson, sry for going a bit OT). I have just reinstalled SSE from scratch and installing Step 2.4 atm. About to precache grass tomorrow and then run DynDOLOD.
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TESTING Azurite Weathers and Seasons (by DrJacopo)
Mercury71 replied to TechAngel85's topic in Skyrim SE Mods
Looked trough the compares and must say i agree, Azurite is a bit better.- 6 replies
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- 18-lighting and weather
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New version. Main changes... [Feat(parser)]: Enhance command-line argument parsing by @zndxcvbn in #537 [Test(args)]: Add arguments tests by @zndxcvbn in #538 [Perf]: Pre-process CLI arguments in-place by @JonathanFeenstra in #539 [Chore]: Add SkyWalking Eyes header fix workflow by @JonathanFeenstra in #541 [Chore]: Checkout actual branch in license header fix workflow by @JonathanFeenstra in #543 [Chore]: Attempt 2 to fix the checkout step of the fix license headers workflow by @JonathanFeenstra in #545 [Refactor]: Improved the reliability of determining the path to Data by @zndxcvbn in #544 [CI]: On forks, only check license headers instead of trying to fix them by @JonathanFeenstra in #546 [Feat]: Add support detect Mod Manager in Proton by @zndxcvbn in #549 [Chore]: Add logging in Preload chain by @zndxcvbn in #550 [CI]: Remove Linux release of broken builds by @zndxcvbn in #553 [Chore]: Set logger config in build by @zndxcvbn in #554 [Test]: Add dedicated test class for Skyrim path resolution priorities (fixed) by @JonathanFeenstra in #558 [Refactor(skyrim-path-resolver)]: Use TheoryData in test and increasing testability by @zndxcvbn in #561 [Refactor(PackFileCache)]: Using ConcurrentDictionary instead of lock Dictionary by @zndxcvbn in #560 [Chore]: Update packages by @zndxcvbn in #562 [Refactor(patcher)]: Make UpdateAsync truly asynchronous by @zndxcvbn in #563 [Fix]: An exception occurs if the file PreviousOutptut.txt does not exist by @zndxcvbn in #564 [Refactor(exporter)]: Reduced code duplication by @zndxcvbn in #565 [Fix]: Use InvariantCulture for default thread culture by @zndxcvbn in #568 Ci bump up dotnet10 by @SARDONYX-sard in #574 [Feature]: Use Game Finder before Registry to find install more reliably by @Monitor221hz in #576
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- 19-utilities
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ACCEPTED Cutting Room Floor - SSE (by Arthmoor)
Mercury71 replied to TechAngel85's topic in Skyrim SE Mods
Version 3.1.23 Frost River Mead will now be sold in each inn a delivery has been made to. Navmesh edits outside of Kynesgrove in cell 32,4 have been removed due to errors. The argument scene between Olaf and Vignar should now only trigger after Armen, Adrianne, and Fralia have all had their scenes with the Battle-Borns. This will resolve them not being where they should be for those more important things. Habd's Death Letter should not respawn as it's a unique item. (Bug #36054) Patches for RS Children and Skyrim Bridges are now included as part of the download with installers. [PC Only - not on Bethesda.net]- 18 replies
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Step SkyrimSE Patches (by Step Modifications)
Mercury71 replied to TechAngel85's topic in Step Skyrim SE Guide
Excluding all those mods means you have diviated a lot from the guide. You will probably also have to go trough all other patches in the patch section and many mods with included patches.- 126 replies
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They have put up a good guide/article on the mods page. https://www.nexusmods.com/skyrimspecialedition/articles/11067
- 125 replies
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ACCEPTED SSE Engine Fixes (by aers/Nukem/Ryan)
Mercury71 replied to TechAngel85's topic in Skyrim SE Mods
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- 28 replies
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ACCEPTED Odin - Skyrim Magic Overhaul (by EnaiSiaion)
Mercury71 replied to TechAngel85's topic in Skyrim SE Mods
New version today. Version 3.1.0 Alteration: Add Ondusi's Opening. Alteration: Add Ondusi's Unhinging. Alteration - Dragonhide: Add missing perk scaling; Fixed issue where dual cast bonus was applied despite it being a ritual spell. Conjuration - Conjure Clannfear: Reduce sound volume. Conjuration - Conjure Clannroth: Reduce sound volume. Restoration: Add Radiant Beam. Restoration: Add Solar Rune. Restoration: Add Sunhand. Restoration - Destroy Living: Add missing tome. Odin-Vokrii compatibility patch: Fix Sun Fire being unaffected by Sun's Judgment. Odin-Vokrii compatibility patch: Fix broken Simonrim keywords in Rally type spells causing a crash. (Thanks Hishigami.) Odin-Vokrii compatibility patch: Fix missing scroll keywords. Odin-Vokrii compatibility patch: Vokrii bound weapon perks now apply correctly to the new Odin bound weapons.- 36 replies
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- 15-gameplay-skills and perks
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That is the answer i think.
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- 07-sounds and music
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I dont have any problem like this. Have you some setting activated that i dont have?
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- 07-sounds and music
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Not sure about that. It is just textures and meshes in TK (no .esp). I have never had any problem.
- 32 replies
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- 08-character appearance
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Drag TK Children above Simple Children in MO2 left panel and the warning will go away.
- 32 replies
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- 08-character appearance
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ACCEPTED SSE Engine Fixes (by aers/Nukem/Ryan)
Mercury71 replied to TechAngel85's topic in Skyrim SE Mods
New AIO version published. A version where you dont need to install part 2 manualy.- 28 replies
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- 02-extenders
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ACCEPTED Alternate Start - Live Another Life - SSE (by Arthmoor)
Mercury71 replied to TechAngel85's topic in Skyrim SE Mods
Small update v4.2.5 Added Inn Start support for my Village Pack VC. Fixed an issue with choosing the Telengard start option that wasn't exiting the dialogue menu.- 10 replies
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Hello good people! Has anyone looked into all the upscaling mods out there to maybe replace SRO and many other mods in 04 and 06? Lexy is using Project Clarity but there is other out there that looks even more promising. A popular combination atm seem to be Vanilla Remastered and The New Normal. Maybe a way to reduce the amount of mods in currnet Step build? (i dont want to start mod topics for each mod since i am no good with texture/meshes stuff)
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- 04-foundation
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