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Mercury71

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Everything posted by Mercury71

  1. I have the same opinion as @DoubleYou here. Very nice mod that fits in and it is a good choise if STEP wants to give the guide users a bit of new content. It is also very well maintained and get regular updates. (Oakwood on the other hand, since it is mentioned above, i never liked, but thats just my personal view)
  2. Yea. As stated in the main Reddit-post by one from the SKSE team, it might take a really long time. "Doing this work takes a reasonable amount of time for each plugin. I can probably sit there over a few nights and bang out an updated version of SKSE, but my main concern is for the rest of the plugins out there. The plugin ecosystem has been around long enough that people have moved on, and code is left unmaintained. Effectively everyone who has written a native code plugin will need to do at least some amount of work to support AE. This realistically means that the native code mod scene is going to be broken for an unknown length of time after AE's release."
  3. Here is a list with some SKSE-dependent mods and their status. https://modding.wiki/en/skyrim/users/skse-plugins
  4. Yes it is listed under step 16-Interface.
  5. Check your download folder again. The behavior sounds what i got and the file actually downloads.
  6. He only writes this at AFK about Helarchen Creek mod. "Tamriel has had many villages on maps for as far back as anyone can remember. What happened to them all? Nobody really knows. This mod is simply my take on bringing one back from Elder Scrolls: Arena. Helarchen Creek was a small village in the game somewhere in the mountains near Dawnstar. Originally it appears as though Bethesda planned to put this around the Nightgate Inn, but then changed the name on that and cut the content. Some further research using old Arena maps placed the village further north anyway, so here it is." https://www.afkmods.com/index.php?/topic/4755-relz-helarchen-creek/
  7. Good one, i use it. Link is broken thogh.
  8. Using this atm with the "75% less size optional file", and "Atlas Map Markers" + "Atlas Map Markers SE - Updated With MCM". Works great so far.
  9. I use both of them. The new one in the topic is very nice for the dead rabbits (my eyes is to old to see any major difference for the other stuff just like with the "addon" Tech is linking to).
  10. First i want to say i really like the mod and it is now in my loadorder. Second i have to second @z929669s opinion above. I dont know much about the world of Tamriel but it is not a universal truth that de difference between male and females must be that the males in most cases are larger than the females. Maby the females are taller then the males for soma races? Among bats and rabbits the females are larger. So maby a mod that makes female vampires larger then the male? :)
  11. I agree (have already made the switch). Maby in the guide tell that Nemesis do not support creatures? (also many new popular animation mods need neither of them since they use DAR)
  12. Looks great in the pictures and nice to get roads. Just rebuilt my LODs today so will try this later on when i have time.
  13. Hi. I have problem with xLODGen (never had before) and have tried the solutions mentioned in this thread. Any other ideas? Log: Using Skyrim Special Edition Data Path: Drive:\Modding\Tools\xLODGen\xLODGen_Output\ Using Scripts Path: D:\Modding\Tools\xLODGen\Edit Scripts\ Using ini: C:\Users\hgmpo\OneDrive\Documents\My Games\Skyrim Special Edition\Skyrim.ini Using custom ini: C:\Users\hgmpo\OneDrive\Documents\My Games\Skyrim Special Edition\SkyrimCustom.ini Using save path: C:\Users\hgmpo\OneDrive\Documents\My Games\Skyrim Special Edition\__MO_Saves\ Using plugin list: C:\Users\hgmpo\AppData\Local\Skyrim Special Edition\Plugins.txt Using settings file: C:\Users\hgmpo\AppData\Local\Skyrim Special Edition\Plugins.sseviewsettings Using language: English Using general string encoding: 1252 (ANSI - Latin I) Using translatable string encoding: 1252 (ANSI - Latin I) Using VMAD string encoding: 65001 (UTF-8) Loading active plugin list: C:\Users\hgmpo\AppData\Local\Skyrim Special Edition\Plugins.txt Fatal: Error loading plugin list: <EDirectoryNotFoundException: The specified path was not found> Sry, solved...
  14. Hi. For starters i dont use Vortex, i prefer MO2 for Bethesda games... but it should be no different. This is how i do it, very simple (i use Wrye only for the Leveled list and maby Tweaks). 1. Run Wrye Bash 2. See that all plugins are checked. (You could untic such plugins as Dyndolod, FNIS and such but i have never had any issue selecting all plugins.) 3. Right click on Bashed Patch eand select rebuild. 4. Only select Leveled Lists 5. See that Automatic is checked (remove empty sublists should be unchecked) 6.Build Patch 7. Check your new patch in xEdit if needed
  15. I dont know if anyone here knows alot about Nemesis. I use it in my setup. 1. In your picture you have checked every patch. Do you really have all those mods installed? Only check installed mods. 2. After checking a mod in the patch list you should "update" engine before layunching the behaviour engine.
  16. This messed up my trees around Ivarstead after generating lods (my bad ofc). Think i pass, my eyes are so old so i prolly dont see any difference with or without it.
  17. I vote yes to (already in my game). Classic RPG. "Realism". And a bit annoying as stated above in the thread.
  18. Fixed fixed... https://www.nexusmods.com/skyrimspecialedition/mods/55518 How many variatns can there be!
  19. Mod that uses SPID and not cloak to distribute the footprints. Is it worth looking into ffor STEP? https://www.nexusmods.com/skyrimspecialedition/mods/54924?tab=description
  20. A bit OT but is there anyway i can test the STEP ENB mentioned in WIP V2 Guide? Am using the Minimalist Cathedral ENB atm.
  21. This is what i have done.
  22. But we follow V2 and we love it.
  23. All his mods will be at AFK Mods (it is his forum) according a post at AFK Mods. He stated that a "handful" of mods for SSE will still be on Nexus (without any updates) but he did not mention what mods that handful is, i hoped it would be the ones in the STEP Guide to.
  24. Any special moves removing current BethINI install before installing the beta?
  25. Have not found the energy to rebuild grass cache and LODs yet, but did e few simple videos... No ENB: Truth ENB: Truth ENB Locked 60 fps:
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