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Everything posted by Mercury71
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ACCEPTED CoMAP - Common Marker Addon Project (by Jelidity and Parapets)
Mercury71 replied to DoubleYou's topic in Skyrim SE Mods
Updated DLL-file to 3.3.0, for those using latest AE 1.6.323 and latest SKSE64 version for AE.- 38 replies
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- SKYRIMSE
- 16-interface
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ACCEPTED SSE Display Tweaks (by slavicpotato1)
Mercury71 replied to TechAngel85's topic in Skyrim SE Mods
Mod updated on Nexus. Version 0.5.1b Version independance - updated to use AE address library Changed MaxFrameLatency setting to 0 (bethesda default value is used). This was done because the default was changed from 2 (SE) to 1 (AE). AE users who maintain their own plugin configuration should make sure that MaxFrameLatency is set to either 0 or 1.- 41 replies
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SKSE64 updated. Version 2.1.3 for game version 1.6.323. support for 1.6.323 many plugin error messages are now reported from SKSE rather than by loading the plugin fixed scaleform OpenJournalMenu Second change is very interesting. If you have an outdated .dll SKSE will pop up a message and tell you that and waht mod it is for. Verry nice!
- 32 replies
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ACCEPTED Address Library for SKSE Plugins (by meh321)
Mercury71 replied to TechAngel85's topic in Skyrim SE Mods
Mod updated for 1.6.323 on Nexus.- 20 replies
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- SKYRIMSE
- 03-resources
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Skyrim 10th Anniversary Edition Announced
Mercury71 replied to DoubleYou's topic in General Skyrim SE Discussion & Support
SAE updated on STEAM. Update Version 1.6.323 PC (Steam): 28.5 MB FIXES Fixed a problem preventing some doors in Rielle from opening properly. Fixed an issue where Russian and Polish notes were not displaying text properly. Fixed an issue where German and French players were given incorrect menu text when leveling up. Fixed an issue where players were experiencing a “black screen” and upon launching -
ACCEPTED SSE Engine Fixes (by aers/Nukem/Ryan)
Mercury71 replied to TechAngel85's topic in Skyrim SE Mods
Updated for 1.6.317+ (beta v5)- 28 replies
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Mod updated on Nexus. Version v6.0 A special thanks to Janquel for providing the following added NIFs mountaincliff02.nif mountaincliffsm01.nif dlc2telmithryndiseased02.nif dlc2telvannigourdhouseramp01.nif dlc2telvannigourdhouseramp02.nif dlc2telvannitowermain01.nif
- 17 replies
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- SKYRIMSE
- 04-foundation
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Post by Arthmoor what will happen to USSEP during 2022: https://www.afkmods.com/index.php?/topic/5960-ussep-plans-for-2022/ "So what does this mean going forward? After discussing it with Garthand, it means that the USSEP will have 4 additional masters attached to it. This will be a hard requirement, with no fallback option available. Just as with the integration of the DLC into USLEEP for Skyrim LE, and the integration of the DLCs into the UFO4P. " Here is from a post made by "garthand" today in respons of all the flaming going on: " Full disclosure, I’m a member of the USSEP team but have focused on fixing the CC content almost exclusively since 2017, so my only USSEP contributions since then have been upstream fixes like the horse animation fixes. First off I’d like to apologize because I know this is certainly going to be unwelcome news to many people. I might write a more thorough post in the future to explain the internal dynamics of the USSEP team but the tl;dr is basically that rolling these into the patch is going to reduce the workload on the USSEP team, especially when it comes to filtering out bug reports from console users who can’t disable the CC content they’ve been stuck with. If it was up to me, we’d simply open up the permissions of USSEP and stop accepting external bug reports to reduce our workload. Unfortunately, we inherited the patch project from Kivan on the condition that we would keep the permissions closed and try to prevent rival patches, (he had some bad memories from rival patches in the Morrowind era, apparently). We really didn’t want to have to make a competitor patch from scratch and well… all I can say is it seemed like a good deal at the time. Once I get the Unofficial Creation Club patches fully updated for AE, I’m going to see if there’s a way to offer better support for people who don’t want CC content in their game, (maybe an xEdit script that strips out the CC dependencies and related records). Sorry again, I know this isn’t what everyone hoped to hear. " Link to thread
- 46 replies
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- 04-foundation
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ACCEPTED Farmhouse Chimneys SE (by Scarla/TechAngel85)
Mercury71 replied to TechAngel85's topic in Skyrim SE Mods
A separate patch for USSEP has today been released on this mods page on Nexus.- 16 replies
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- SKYRIMSE
- 17-locations
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ACCEPTED SSE Engine Fixes (by aers/Nukem/Ryan)
Mercury71 replied to TechAngel85's topic in Skyrim SE Mods
Beta for AE updated to v4.- 28 replies
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ACCEPTED Unofficial Skyrim Creation Club Content Patches (by Garthand)
Mercury71 replied to D1Z4STR's topic in Skyrim SE Mods
Updated to sync with AE. Version 6.0 All: Removed autostart suppression All: Synchronized with AE changes- 33 replies
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- SKYRIMSE
- 20-patches
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Played this some years ago. I am not a fan. It feels as mentioned unfinished.
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ACCEPTED Assorted mesh fixes (by wSkeever)
Mercury71 replied to TechAngel85's topic in Skyrim SE Mods
Mod updated with more fixes for Solitude. Version 0.34 Fixed several solitude upside down roofs Fixed several solitude roof seams- 11 replies
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- 04-foundation
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ACCEPTED kryptopyr's Patch Hub (by kryptopyr)
Mercury71 replied to TechAngel85's topic in Skyrim SE Mods
Mod updated with some new patches for CACO and cc-mods: Version 2021-11-20 Added: Bittercup (CC) CACO patch (v1.0). Added: Bloodchill Manor (CC) CACO patch (v1.0). Added: Bow of Shadows (CC) CACO patch (v1.0). Added: Forgotten Seasons (CC) CACO patch (v1.0). Added: Goblins (CC) CACO patch (v1.0). Added: Nix-Hound (CC) CACO patch (v1.0). Added: Plague of the Dead (CC) CACO patch (v1.0). Added: The Cause (CC) CACO patch (v1.0).- 83 replies
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- SKYRIMSE
- 20-patches
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Skyrim 10th Anniversary Edition Announced
Mercury71 replied to DoubleYou's topic in General Skyrim SE Discussion & Support
Good to see you comment here @TechAngel85. I am rather new to this community and just a random "gamer" that likes to test mods and browse for new ones. I have no knowledge about the history of Arthmoor other than what is on the internets and i dont feel any of his mods being that important to me besides USSEP, but i do think the current rage against him is unfair when it comes to AE (even if i do have seen that he can be very inflexible sometimes). I have stated it before... AE is SSE. New players will buy AE, not SSE since it is not there any more. The modding commuinity vcan not expect new people to do this "downgrade". Ofc, we can act just like those who still say: "I will never play SE, i will stay on LE"... But this time is not possible. LE is still on Steam, the "old" SSE is not. And now when we see how fast SKSE, Display Tweaks and what not is being updated it is even clearer. -
Skyrim 10th Anniversary Edition Announced
Mercury71 replied to DoubleYou's topic in General Skyrim SE Discussion & Support
Arthmoor have made a "official" post at AFK Mods with his wiev on current "events" in the crazy world of modding Skyrim SE. There is alot of raging about Arthmoor, Bethesda, Nexus, USSEP and what not in many forums (glad we dont have it here on STEP). I think his post is rather well tought out and clear no matter if he is right or not. Link to thread at AFK Mods: https://www.afkmods.com/index.php?/topic/5954-skyrim-anniversary-edition-and-you/ -
ACCEPTED SSE Engine Fixes (by aers/Nukem/Ryan)
Mercury71 replied to TechAngel85's topic in Skyrim SE Mods
And now "Aers" have put it up on the Nexus page. This version clashes a bit with SSE Display Tweaks for AE when in 3d person: FiX: Set - SlowTimeCameraMovement: true to false in the SSE Engine settings Solved in Beta 3- 28 replies
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Mod updated on Nexus. Version 2.4.6 * Reduced dragon fire glow intensity. * Reduced ember glow patch now reduces forge glow too, if the Forges Add-On is installed. * Improved player torch animation to reduce the effect of "sticky" flame when walking or running. * Added a (minor) patch for ClefJ's Karthwasten. * Added a patch for ENB Light Magic Hand FX. * Fixed Whiterun forge glitches. * Fixed flames and smoke sticking out of certain fireplaces.
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- 06-models and textures
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ACCEPTED Realistic Water Two SE (by isoku/SparrowPrince/TechAngel85)
Mercury71 replied to TechAngel85's topic in Skyrim SE Mods
v5 is out- 78 replies
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- SKYRIMSE
- 06-models and textures
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ACCEPTED Spell Perk Item Distributor (by powerofthree)
Mercury71 replied to TechAngel85's topic in Skyrim SE Mods
Mod updated with version for AE on Nexus.- 26 replies
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Mod updated with version for AE.
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ACCEPTED SSE Display Tweaks (by slavicpotato1)
Mercury71 replied to TechAngel85's topic in Skyrim SE Mods
Mod updated on Nexus. With beta support for AE 1.6.318 ! Version 0.5.0b Anniversary Edition support (beta) Added VerticalLookSensitivityFix and SlowTimeCameraMovementFix (EngineFixes)- 41 replies
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POSTED IN WRONG THREAD, SHOULD BE IN THIS MODS SE THREAD, SORRY Mod updated on Nexus. (no AE adaptation tough) Version 1.6.7 Added a few more idle areas in Rorikstead Added Lars play with Mila on Weekends Package Added sleep package to Briehl Added combat spectator idles Changed Avrusa Sarethi AI Data confidence to Cautious Changed Carlotta Valentia confidence back to Brave Changed energy values on shopping packages Fixed FleeToEditLoc package (enter/exit loop) Fixed Carlotta sweep package in the rain Fixed conditional error on override package Fixed Danica’s bucket behavior looping Fixed Dinya Balu sleeping alone Fixed wives schedules
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ACCEPTED Complete Alchemy and Cooking Overhaul (by kryptopyr)
Mercury71 replied to TechAngel85's topic in Skyrim SE Mods
A new .dll for 1.6.318 AE (SKSE 2.1.2) is up for grabs on this mods page on Nexus. Under "update files".- 44 replies
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- SKYRIMSE
- 10-gameplay-general
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