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Everything posted by Mercury71
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ACCEPTED Immersive Equipment Displays (by slavicpotato1)
Mercury71 replied to Ninjamonkey1037's topic in Skyrim SE Mods
Testing this atm. Works much better than Allgud. No need to run a script. In game menu. With Simple Dual Sheet (dont forget to turn shield on back on in the mod ini) and the .esp in XPMSSE activated you can get the shield on back if you want.- 28 replies
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- 13-gameplay-immersion
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ACCEPTED Skyrim Character Sheet (by mlthelama)
Mercury71 replied to Mousetick's topic in Skyrim SE Mods
Made a topic for it. Very nice addition.- 23 replies
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Discussion topic: Icons For Skyrim Character Sheet by mlthelama Wiki Link This is icons for the guide mod Skyrim Character Sheet. Before > After The main mod now includes the icons since version 1.1.0, so this is redundant.
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Yea. I try to check the thread for latest release on his forum from time to time.
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That is not how he works.
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0.484 updated again Fixed blending bug with some types of particle lights. Fixed game refraction bugs for glass and added support of thickness adjusting of it as alpha channel of texture. Optimized ExpandHDR performance for water.
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FEEDBACK v2.2.0 - Feedback & Bug Reports
Mercury71 replied to z929669's topic in Step Skyrim SE Guide
Before > After (looks nice with the icons) -
I have used many different DAR-dependent mods. I think EVG Conditional Idles, EVG Animation Variance and Cookeh's Conditional could be very good complement. I did an installation of Lexys guide and there are these three above and some others in her list so that combination seem to be well tested. But since STEP guide is primary for 1st person play maby character animations is not that important to add? Adding idles seem ok to me, but we should be careful to add combat animations i think, since they are very personal (atm Nexus is packed with Elden Ring types of animation mods) and many combat mods do not look good in Skyrim since the game is not made for "modern high speed combat".
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FEEDBACK v2.2.0 - Feedback & Bug Reports
Mercury71 replied to z929669's topic in Step Skyrim SE Guide
I can confirm this. No options to load. -
FEEDBACK v2.2.0 - Feedback & Bug Reports
Mercury71 replied to z929669's topic in Step Skyrim SE Guide
Oops. -
FEEDBACK v2.2.0 - Feedback & Bug Reports
Mercury71 replied to z929669's topic in Step Skyrim SE Guide
Dont see when to install STEP Grass mentioned in the guide. Or am i blind? -
There is no .esp generated by Nemesis.
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FEEDBACK v2.2.0 - Feedback & Bug Reports
Mercury71 replied to z929669's topic in Step Skyrim SE Guide
Starting a new game. -
FEEDBACK v2.2.0 - Feedback & Bug Reports
Mercury71 replied to z929669's topic in Step Skyrim SE Guide
The link to Dyndolod DLL NG is an archived version (i am redoing my LODs). Is that supposed to be so? -
ACCEPTED Show Player In Menu (by myztikrice)
Mercury71 replied to Mercury71's topic in Skyrim SE Mods
Vote to accept. And it would sure be nice to be able to toggle a light source. For now we just have to throw a torch on the floor in dark places. Or simply just avoid trying new outfits while fighting in a dungeon.- 15 replies
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0.484 updated again. Boris is working hard! Added ReflectionCubemapInterior parameter to [WATER] category. Moved parallax parameters to the enbseries.ini.
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My misstake.
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ACCEPTED The Choice is Yours (by kryptopyr)
Mercury71 replied to TechAngel85's topic in Skyrim SE Mods
Mod updated. Version 2.6 Forwarded several changes for consistency with the current version of USSEP (4.2.8).- 4 replies
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Wrong post.
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ACCEPTED Skyrim Skill Uncapper AE (by Kasplat)
Mercury71 replied to DoubleYou's topic in Skyrim SE Mods
Installed!- 20 replies
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- 15-gameplay-skills and perks
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ACCEPTED Show Player In Menu (by myztikrice)
Mercury71 replied to Mercury71's topic in Skyrim SE Mods
On it!- 15 replies
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Following the AE guide for Skyrim and Nemesis
Mercury71 replied to Ylgnik's topic in Step Skyrim SE Guide
I belive not much love is put it to that section lately. STEP used to use FNIS and then changed to Nemesis that is more modern but only one mod needs it, the ice skating one. If you dont use it you dont even need Nemesis for STEP. Animations is so personal and such a rabbit hole so it is hard to have it in a guide. -
There are no MCM as far as i know. (there is in LE version) CONFIGURATION OPTIONS Since SKSE and SkyUI are not available for Skyrim Special Edition configuration of this mod must be done via the console or by activating a special container. The configuration container is embedded in wall outside the main Whiterun gates. IN-GAME CONFIGURATION CONTAINER The special configuration container is a silver urn mostly hidden in the wall outside of the Whiterun gates. To find it turn left just before entering the Whiterun gates then walk into the small alcove just to the left of (and under) the stairs that lead up to the battlements. The silvery disk of the configuration urn is in the wall inside that alcove under the stairs and you'll have to look up slightly to reach it. I tried to put it in a space that wouldn't be too obvious and annoying but also to be somewhere you could reach. A set of message boxes will show the current configuration and allow you to make changes. They aren't pretty but blame Bethesda for not allowing formatting in message boxes.
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Following the AE guide for Skyrim and Nemesis
Mercury71 replied to Ylgnik's topic in Step Skyrim SE Guide
Nemesis does not generate a plugin in the output folder. In your output folder it should look something like this... (Only .esp in Nemesis i know of is the dummy FNIS.esp Nemesis generates if using XPMSE, but since the guide state that we should deactivate the .esp in XPMSE this will not be created) -
Loot is updated to v1.19.1 (1.19.0) Changelog HERE

