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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
This mod updated on Nexus (for those testing it). Seem to be some good changes for compability. Version 3.0.0 CoMAP can now get its markers from its own resource file, meaning no edits to hudmenu and map are required and no more UI compatibility patches are needed. (Parapets) CoMAP's DLL now has an accompanying ini file for enabling obscured undiscovered markers and map marker size, rather than different versions. (Parapets) All existing configs have been updated to match the new system. If your mod includes a config file for CoMAP, please contact me (Jelidity) for details on how to update it for v3.0.0 Added Markers: - AkaviriTemple - Campfire - MageTower - DeciduousGrove (for when you don't want pines) - DeciduousClearing (for when you don't want pines) - RuinedNordicSettlement - RuinedBreticSettlement - RuinedCyrodillicSettlement - Ruined RedguardSettlement - LargeCavern - Caravan - Multiple new markers for Republic of Maslea. Added Configs: - Molag Bal's Inferno (submitted by Rafaelkai) Added Optional Files - Khajiit Caravan Markers - Places map markers that enable/disable along with the Khajiit caravan camps. Comes in two versions: One where they won't show at all on the map until you discover them and one where caravan camps will be visible even before discovered (fast travel is not enabled until discovered).- 38 replies
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- SKYRIMSE
- 16-interface
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ACCEPTED kryptopyr's Patch Hub (by kryptopyr)
Mercury71 replied to TechAngel85's topic in Skyrim SE Mods
They are fast. Modding community live and kickin.- 83 replies
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- SKYRIMSE
- 20-patches
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ACCEPTED Wider MCM Menu for SkyUI (by uranreactor)
Mercury71 replied to Mercury71's topic in Skyrim SE Mods
It is an issue for many MCM. I found about 23 in the STEP Guide. -
ACCEPTED Wider MCM Menu for SkyUI (by uranreactor)
Mercury71 replied to Mercury71's topic in Skyrim SE Mods
Here is a typical issue, and second pic with the mod installed. -
ACCEPTED Flickering Meshes Fix (by nicola89b and gururaj20000)
Mercury71 replied to DoubleYou's topic in Skyrim SE Mods
Mod updated on Nexus. Version 1.6 Modified Meshes: WINDHELM: - whcenter.nif (fixed the parallax collision mesh) New support for the FARMHOUSES: - farmhouse01.nif - farmhouse02.nif - farmhouse03.nif - farmhouse04.nif - farmhouse05.nif - farmhouse05destroyed01.nif - farmhouse05destroyed02.nif - farmhouse06.nif - farmhouse06destroyed01.nif - farmhouse06destroyed02.nif - farmlonghouse01.nif - inn01.nif - inndestroyed01.nif - inndestroyed02.nif - lumbermill01.nif - smith01.nif- 64 replies
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- SKYRIMSE
- 04-foundation
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ACCEPTED Wider MCM Menu for SkyUI (by uranreactor)
Mercury71 replied to Mercury71's topic in Skyrim SE Mods
This is ofc depending on what aspect ratio the user have on there screen. With 16:9 in many menues there are some averlaping. Letters overlaping check boxes and such. Found 23 overlaps i think. Maby not a "STEP" issue? -
Discussion topic: Wider MCM Menu for SkyUI by uranreactor Wiki Link Currently Accepted, but under Testing as it may potentially be replaced by another mod. Fixes overlapping in MCM menus. Accepted for 2.0.0
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ACCEPTED kryptopyr's Patch Hub (by kryptopyr)
Mercury71 replied to TechAngel85's topic in Skyrim SE Mods
Reported in mods bug section on Nexus.- 83 replies
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- SKYRIMSE
- 20-patches
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ACCEPTED kryptopyr's Patch Hub (by kryptopyr)
Mercury71 replied to TechAngel85's topic in Skyrim SE Mods
I blame inflation! But going from 20 to 300 septims since 2011 maby is ok.- 83 replies
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- SKYRIMSE
- 20-patches
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Skyrim Landscape and Water Fixes (by Wizkid34)
Mercury71 replied to D1Z4STR's topic in Skyrim SE Mods
Mod updated on Nexus. Version v6.4.1 Fixed position of two RockL01Snow [STAT:0002695C] in cell 24, 14 Fixed position of a RockPileL03CoastBeach01 [STAT:000B23FC] in cell 38, 12 Fixed position of a RockCliff03 [STAT:00025DA8] in cell 40, 14 Fixed position of a RockL05Wet [STAT:000BB8C0] in cell 40, 18 Fixed position of a WRWallStr01Stockades02 [STAT:000DCD68] in cell WhiterunWorld Fixed landscape seams in cells "40, 14" - "41, 13" - "40, 13" Removed "wrwallmaingate01_lawf.nif" since is no more used -
ACCEPTED kryptopyr's Patch Hub (by kryptopyr)
Mercury71 replied to TechAngel85's topic in Skyrim SE Mods
Krypto added a patch between Unlimited Bookshelfs and WACCF today. Maby worth lookin in to? But, a first look in xEdit showed it for some reason seem to change value of the Werewolf pelts? :o- 83 replies
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- SKYRIMSE
- 20-patches
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Same opinion as Tech and z. One of those great features i will endorse but not actually use. Love these kind of mods but dont think it is worth to incorporate in STEP Guide.
- 7 replies
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- SKYRIMSE
- 13-gameplay-immersion
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ACCEPTED CoMAP - Common Marker Addon Project (by Jelidity and Parapets)
Mercury71 replied to DoubleYou's topic in Skyrim SE Mods
I use the 75% size option. Looks better, less cluttered, and makes Skyrim feel sort a bigger. For the optional files i have no opinion really.- 38 replies
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- SKYRIMSE
- 16-interface
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I dont use carriages often either, i run. These kind of mods tend to need a lot of patching.
- 3 replies
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- SKYRIMSE
- 13-gameplay-immersion
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ACCEPTED CoMAP - Common Marker Addon Project (by Jelidity and Parapets)
Mercury71 replied to DoubleYou's topic in Skyrim SE Mods
Yes. The combination "A Clear Map Sky" - "Atlas Map Markers" - "CoMAP" is really nice.- 38 replies
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- SKYRIMSE
- 16-interface
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ACCEPTED CoMAP - Common Marker Addon Project (by Jelidity and Parapets)
Mercury71 replied to DoubleYou's topic in Skyrim SE Mods
Works just fine out of the box.- 38 replies
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ACCEPTED CoMAP - Common Marker Addon Project (by Jelidity and Parapets)
Mercury71 replied to DoubleYou's topic in Skyrim SE Mods
I dont understand a word of that. But i am using "A Clear Map of Skyrim and Other Worlds". Typical i screwed up something when i just rerun DynDOLOD to get the map with more more details and the wings on windmills disapered. Now trying to rerun TexGen to it will not finish saying i am missing some imperial dungeon file. OMG do i hate Skyrim!- 38 replies
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- SKYRIMSE
- 16-interface
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ACCEPTED CoMAP - Common Marker Addon Project (by Jelidity and Parapets)
Mercury71 replied to DoubleYou's topic in Skyrim SE Mods
With better generated LOD.- 38 replies
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- SKYRIMSE
- 16-interface
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ACCEPTED CoMAP - Common Marker Addon Project (by Jelidity and Parapets)
Mercury71 replied to DoubleYou's topic in Skyrim SE Mods
Darn, i follow the settings in STEP 2.0 Going a bit ot here.. If i rerun DynDOLOD should i rerun Occlusion again after?- 38 replies
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- SKYRIMSE
- 16-interface
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ACCEPTED CoMAP - Common Marker Addon Project (by Jelidity and Parapets)
Mercury71 replied to DoubleYou's topic in Skyrim SE Mods
Looks with 75% size option.- 38 replies
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- SKYRIMSE
- 16-interface
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ACCEPTED Battle-Ready Candlelight Fixes (by ThatSpartacusGuy)
Mercury71 replied to z929669's topic in Skyrim SE Mods
When installing the "ENB" package inn STEP 2.0 MO2 say this mod is redundant. -
Yea did that.
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Turned on a bunch of effects and lost almost 10 as you said. Ultra trees, yes. So about 70-100 around riften just running around. ENB Lights really make the butterflies pop at night! I am not that fond of the embers in the fire pits in the inns atm. Way to much embers in Embers XD... will be hotter than a sauna in there.
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Just finished install the current version of 2.0 and... OMG! It is so much better than 1.0 already. Installed everything as presented in the guide. In the LOD section i did all for 4k, except TexGen where i did the QHD (stupid me). Will go for 4k here to next time. Using the current Cathedral Minimalist ENB from Nexus with ENBSeries 0.456. Also using the CR & LW patch from Nexus. So maby i crash. :o Running around in Riften forrest i get 75-115 fps! It looks silk smooth, insane good and so nice i wanna cry.
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Installing 2.0 atm from scratch (only have post processing and lod sections left to do), so i will soon be running around testing.

