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Everything posted by Mercury71
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ENB Series 0.484 (SSE) had some updates during the last couple of days. Fixed vanilla god rays for iNumSplits=3 (default is 2) parameter of SkyrimPrefs.ini, which is number of shadow cascades. Now possible to have higher quality longer range shadows. Fixed eyes and some transparent hairs for complex particle lights.
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ACCEPTED Crash Logger SSE AE VR - PDB support (by alandtse)
Mercury71 replied to ButchDiavolo's topic in Skyrim SE Mods
Mod is updated. Version 1.7.0 add formid lookup for papyrus trace (8c2d252) add list of all plugins to touch form (262575e) Add script's instance string to stack trace (#5) (ac715c2)- 21 replies
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- SKYRIMSE
- 02-extenders
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ACCEPTED Show Player In Menu (by myztikrice)
Mercury71 replied to Mercury71's topic in Skyrim SE Mods
Updates... it is gettin better and better. And so far works fine for me ingame. 1.4.0 Adds the ability to rotate the player with controllers (left/right shoulder buttons), fixes the zoom bug when sheathing, added pitch settings, and rearranged the MCM 1.4.1 Adds the ability whether to enable the mod in first person. Also apologies on quick reupload but previous zoom fix was causing new problems so I reverted the change until I can fix it properly- 15 replies
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- SKYRIMSE
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ACCEPTED Flickering Meshes Fix (by nicola89b and gururaj20000)
Mercury71 replied to DoubleYou's topic in Skyrim SE Mods
Small update on Nexus today. Version 2.1 - SOLITUDE Updated solitudebade.nif for a missed (vanilla) vertex color. Thanks to WiZkiD for the correct nif) Updated scastle.nif for horrible (unfixed in any mods) UV map on windows. Thanks to WiZkiD for the correct nif.- 64 replies
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- SKYRIMSE
- 04-foundation
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Discussion topic: Robber's Gorge Fixes by lilebonymace Wiki Link Fixess issues with Robber's Gorge robbers robbering you incorectly. This mod fixes the following issues with bandits in Robber's Gorge, which require toll from you to pass: When you approach from the south (from the Rorikstead side), the sentry almost never initiates the dialogue correctly: in most cases he only initiates the dialogue at the point when the bandits aggro and trigger the traps. When you approach from the north (from the Dragon Bridge side) and haven't been on the bridge, the sentry doesn't initiate dialogue at all, even though he's supposed to. Instead he walks away and then the bandits aggro. If bandits start combat with someone (for example with the nearby sabrecats), they also aggro to you even if you already paid them. Compatible with USSEP
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Discussion topic: Constructible Object Custom Keyword System by Parapets Wiki Link Improves the usability of the crafting menu in SkyUI. (pics with 21:9 optional patch) SkyUI > SkyUI + Mod
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ACCEPTED Show Player In Menu (by myztikrice)
Mercury71 replied to Mercury71's topic in Skyrim SE Mods
Updated. It is still a bit buggy but it is gettin there. Version 1.2.2 Added additional checks to hopefully prevent bug with controls occassionally being reversed after entering a menu Another brain fart, forgot to change the plugin's default settings when changing the MCM default settings, but now they match. Should fix cases of missing item previews. Existing users can enable then disable the "Hide ____ 3D" options in the MCM to fix.- 15 replies
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Just what i thought.
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- SKYRIMSE
- 06-models and textures
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ACCEPTED Complete Crafting Overhaul Remastered (by kryptopyr)
Mercury71 replied to TechAngel85's topic in Skyrim SE Mods
Updated today again... Version 2.5.2 Added alternate CACO versions of iron helmet recipes which require 2 Horns.- 9 replies
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ACCEPTED aMidianBorn Content Addon (by CaBaL & kryptopyr)
Mercury71 replied to Mercury71's topic in Skyrim SE Mods
Mod updated on nexus. Version 2.4.1 Added alternate CACO versions of iron helmet recipes which require 2 Horns. No CCOR Version Only: Fixed errors in Engraved Iron Gauntlet recipes. No CCOR Version Only: Added a missing script.- 35 replies
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ACCEPTED Armor and Clothing Extension (by kryptopyr/Gamwich)
Mercury71 replied to TechAngel85's topic in Skyrim SE Mods
Mod updated on Nexus. Version 1.5.1 Updated Alt Iron Helmet recipe to properly disable when CCOR is installed.- 27 replies
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Discussion topic: SMIM minewood HD Texture Replacer by MystiriousDawn Wiki Link Mod replacing SMIM-textures of the scaffolding in mines. Current STEP (no ENB) > Mod (no ENB) Currents STEP + Heavy ENB > Mod + Heavy ENB
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FNIS is out from the STEP list for AE. Is it a problem of compatibility?
Mercury71 replied to Guba's question in General Skyrim SE Support
Good luck! Animations is very tricky. That is why the STEP Guide has very few (and the guide is made for 1st person). I have tested soooo many set ups for animations over the years but i end up using the STEP Guide and maby a few more (i do like some DAR dependent idle animation mods). Atm many want Souls like or Elden Riing like animations... but for me Skyrim is not about fancy combat, there are better games for that. -
ACCEPTED Show Player In Menu (by myztikrice)
Mercury71 replied to Mercury71's topic in Skyrim SE Mods
They added so you can toggle on/off during combat. Very good.- 15 replies
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ACCEPTED Show Player In Menu (by myztikrice)
Mercury71 replied to Mercury71's topic in Skyrim SE Mods
I am testing it atm.- 15 replies
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ACCEPTED Show Player In Menu (by myztikrice)
Mercury71 replied to Mercury71's topic in Skyrim SE Mods
Yea. It is very nice when trying out armor and automatic go from 1st person to see your char in inventory and then back to 1st person. Less fiddling around.- 15 replies
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FNIS is out from the STEP list for AE. Is it a problem of compatibility?
Mercury71 replied to Guba's question in General Skyrim SE Support
Sorry for that. You can use Nemesis for any mod requiring FNIS. (i wrote that about creatures just as extra information that Nemesis can not be used for creature animations) Nemesis will probably work fine with tha mod you linked. -
FNIS is out from the STEP list for AE. Is it a problem of compatibility?
Mercury71 replied to Guba's question in General Skyrim SE Support
Yes. One thing Nemesis can not do is creatures so if you are going to use the "FNIS Creature Pack SE" for FNIS you need FNIS. -
FNIS is out from the STEP list for AE. Is it a problem of compatibility?
Mercury71 replied to Guba's question in General Skyrim SE Support
Nemesis is replacing FNIS. It is newer and still maintained. FNIS still works. -
DIFFERENCES BETWEEN MODS FOR SKYRIM AE AND SE VERSIONS
Mercury71 replied to Guba's question in General Skyrim SE Support
First post in THIS thread has a list with current status for STEP Guide 2.1.0 and game version 1.6.640. This will all be sorted when new guide version 2.2.0 comes out soon. -
DLL Plugins failed to load correctly-- need help
Mercury71 replied to cce012's topic in Step Skyrim SE Guide
Hype! -
Discussion topic: Show Player In Menu by myztikrice Wiki Link This mod will show the player to the right of the inventory window. Comes with an MCM. Nice to see your char from time to time when playing in 1st person. Vanilla > Modded (hade to stand next to the fire since the interior here is very dark)
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DIFFERENCES BETWEEN MODS FOR SKYRIM AE AND SE VERSIONS
Mercury71 replied to Guba's question in General Skyrim SE Support
AE is the "latest" version of SE. They added four (4) "mods" with it. Also you could buy the extra cc- pack with a bunch of extra "mods". STEP guide is built using the latest version and the extra pack. That said... As always there is problem with SKSE-dependent mods when Skyrim SE/AE is updated. So also this time but most mods are now updated or have new NG-versions. (LIST HERE) So most mods will work just like after all the other updates we had since SE launched... but ofc some mods may have issues with the new content just like new mods might have issues with old mods. I have not seen that many clashes though. The step guide for AE is very much the same as it was for SE. (I belive Breezehome is compatible since i dont think the new stuff touches that area) Article about the added content: https://www.pcgamer.com/so-what-is-skyrim-anniversary-edition-and-what-does-it-actually-include/ -
Only for AE version 1.6.353 not 1.6.640 i am afraid. Animation and combat mods are verry tricky, and also very personal when it comes to taste, so there would be very much testing.
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It needs DAR for the animations. DAR is not updated for current game version. Is it worth with no animations? Atm it seem it also does not do anything to 1st person either.

