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Everything posted by Mercury71
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There is a beta up for 1.6.318 AE on this mods page on Nexus. If someone wants to test.
- 7 replies
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- SKYRIMSE
- 21-post-processing
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Well, we love DynDOLOD, and any file that let us use it with our game... at least once every week... after adding just one more mod.
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ACCEPTED No Lockpick Activate (SKSE) - Updated (by lStewieAl/Umgak)
Mercury71 replied to D1Z4STR's topic in Skyrim SE Mods
Mod updated for AE on Nexus. (No longer need the adress library)- 9 replies
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- 13-gameplay-immersion
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For me to.
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Forgot that mountain setting. Did we not have that in STEP 2.0? I just folollowd the settings there today. (Realy have to start saving presets when i test stuff on different profiles.)
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Mentioned it in Shesons channel on Discord so maby he makes it abit more clear. So now we know it is working. Now i only have issues with my distant mountain tops that look s ugly...
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Started a new game. The DLL is placed just under Resources in the left pabe. Edit. Might have forgot to install the scripts to? That was it. Not that clear on the Nexus page that we have to install both files.
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Started looking at this acouple of hours ago... Ran TexGen and DynDOLOD without any problems. Got message when i started the game: Dyndolod Requires Papyrusutil. Ingame i get message "Dyndolod cab bot find data". MCM is just saying that it requires papyrusutil.
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ACCEPTED CoMAP - Common Marker Addon Project (by Jelidity and Parapets)
Mercury71 replied to DoubleYou's topic in Skyrim SE Mods
.dll uploaded on the Nexus page so now it works with AE.- 38 replies
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- 16-interface
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Here is the "official" list to se if mods are updated for new SKSE: https://modding.wiki/en/skyrim/users/skse-plugins
- 46 replies
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- SKYRIMSE
- 04-foundation
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Not when Arthmoor is still in a bad mood bco the changes at Nexus.
- 46 replies
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Mod updated. From AFK Forum: "USSEP 4.2.6 has been uploaded for immediate release. Yes, before anyone asks, you WILL require the Anniversary Edition update - but not the paid $20 package with the other 70 DLCs in it. As per normal policy with game updates, no, we will NOT provide access to a previous version of the patch."
- 46 replies
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Skyrim 10th Anniversary Edition Announced
Mercury71 replied to DoubleYou's topic in General Skyrim SE Discussion & Support
Preliminary releas for SKSE64 for SAE https://www.reddit.com/r/skyrimmods/comments/qrepbn/pc_sse_skse64_210_preliminary_release/?ref=share&ref_source=embed&utm_content=title&utm_medium=post_embed&utm_name=bbd98163d8f14765bf40af212be7abd6&utm_source=embedly&utm_term=qrepbn -
Tested this one. Nice little change.
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- SKYRIMSE
- 05-animation and physics
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Skyrim 10th Anniversary Edition Announced
Mercury71 replied to DoubleYou's topic in General Skyrim SE Discussion & Support
I see a discussion on xSEs discord about the formulation in the "Officcial Reddit post" i cite above "... i can probably sit here over a few nights and bang out an updated version... " has been a bit misinterpreded. Many now belive it will just take a few days for a new SKSE64 to be up. Seems that this is not the case since it will be more work and the SKSE-team is not as big as it used to be i belive. But "ianpatt" at the Discord writes: "If it takes more than a month to get a mostly working version out I will be very, very surprised. That feels safe to say" -
Yea. But on Nexus the one uploaded today is 4.0.4, on Github 4.1.4 is still "pre-release" and "Extremely experimental".
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xEdit v 4.0.4 released today
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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 0.4.16 Fixed an issue where the OSD would not initialize if the d3d device creation call returned a non-fatal status code. Inform the user with a message box popup if device initialization fails.- 41 replies
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Mod updated on Nexus. (doubt it effects STEP) * Updated all Lanterns of Skyrim II related patches to reflect the plugin name change. * Integrated the patch for ClefJ's Winterhold to the installer.
- 161 replies
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- SKYRIMSE
- 06-models and textures
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In another guide i see some additional installation tweaks for SkyUI. 1. Adding Skyrim.esm as a master for Sky_UI.esp in xEdit. 2. Flagg Sky_UI.esp as .esm and .esl in xEdit. (The first one is bc acording to that guide SkUI spews out errors in xEDit) Can anyone smarter than me judge if any of these are worth to consider?
- 7 replies
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- 16-interface
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Went just inside the gate in Windhelm (STEP 2.0 with ENB on, meshes not hidden). Bright snow tracks even though there is no ground snow (se pick, very dark with ENB, my char is in the pic actually).
- 19 replies
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- 06-models and textures
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No hidden meshes
- 19 replies
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- SKYRIMSE
- 06-models and textures
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I am with z here. Se below pictures (STEP 2.0 with ENB).
- 10 replies
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- SKYRIMSE
- 21-post-processing
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SKSE64 ini pre-download for lazy users (by Sagittarius22)
Mercury71 replied to Mousetick's topic in Skyrim SE Mods
This is good. If this is more easy than current i dont know. So used to work with skse myself now so i dont know what is best for new users. At some point it would be nice to see someone that never modded Skyrim SE before to test the guide from scratch.- 4 replies
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Current STEP 2.0 with ENB turned ON. (outsdie Dawnstar in the middle of the day)
- 19 replies
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- SKYRIMSE
- 06-models and textures
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