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Everything posted by Mercury71
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Updated to 4.3.4 A lot of fixes in this one. CHANGELOG
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- SKYRIMSE
- 04-foundation
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IED does swords on back just fine for me.
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Im new what is SE exactly
Mercury71 replied to BrokenPegasus138's question in General Skyrim SE Support
Original Skyrim launched in 2011 was a 32 bit game. In 2016 Skyrim SE launched. It is a 64 bit game version. That added more stability to the game. SE also includes the DLCs Dawnguard, Hearthfire and Dragonborn. -
ACCEPTED Atlas Map Markers SE - Updated with MCM (by kryptopyr)
Mercury71 replied to wojsku's topic in Skyrim SE Mods
Mod updated. Version 3.0 Compacted & esl-flagged (new game highly recommended). Removed enable parents from approximately two dozen vanilla/Atlas markers which couldn't previously be toggled due to their enable parents; where it was necessary, the enable parent functionality is now handled by script. Split Vanilla Factions - Civil War Camps MCM option into separate options for Imperial and Stormcloak Camps. Split Atlas Wilderness - Divine Shrines MCM option to add additional options for Atlas Major City - Divine Shrines and Atlas Wilderness - Additional Divine Shrines (which can be controlled independently of the main Divine Shrines option). Added MCM for Fishing map marker mods, with a patch (Atlas Map Markers doesn't add its own fishing markers). Renamed a number of markers for consistency and to correct typos and implemented additional changes (all courtesy of Enodoc), including: Renamed Bandit, Fisherman, and Hunter Camps to have unique names (based on the names in the Prima Guide). Renamed Frost Troll and Wild Animal Dens to have unique names (somewhat based on the names in the Prima Guide). Renamed some Dragon Mounds, Khajiit Caravans Camps, and Mills for improved consistency. Changed the marker for Bloodskal Copse from Shipwreck to Grove. Changed the marker for Castle Dour from Fort to the unused City marker. Changed the marker for Darkfall Grotto from Clearing to Cave. Swapped Northstar Port (Atlas) and Dawnstar Docks (Vanilla) markers and repurposed the former as a marker for Ferryman Harlaug. Disabled a duplicate marker (SLMM1H) (there was already a vanilla marker here). Updated a handful of formlists for consistency with the above changes. Incorporated an updated CoMAP configuration file to account for the compacted records (courtesy of SupportEgirl) with additional tweaks and fixes (courtesy of Enodoc).- 32 replies
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New 2.6.0- beta published on GitHub. [Feature]: Rudimentary support for loading custom patcher plugins (injected into configuration selection menu on load) by @Monitor221hz in #343 [Feature]: Support for code-based native patches by @Monitor221hz in #353 [Enhancement]: New Design GUI by @zndxcvbn in #363 [Fix]: Clear mods by code data before (re)loading to prevent duplicate key errors by @JonathanFeenstra in #368 [Fix]: Draugr ragdolls broken by @Monitor221hz in #357 [Fix]: In-game crash on skeleton killmove by @Monitor221hz in #359 [Refactor]: Simplify logic for retrieving the list of installed mods by @JonathanFeenstra in #370 [Fix]: Race condition to acquire common native object in FNIS patching leading to some animation mods being skipped. by @Monitor221hz in #382 [Fix]: Sporadic crash from bloating with duplicate FNIS animation lists (SkyrimSE.exe+A1B2AB) by @Monitor221hz in #383 [Refactor]: Separate API into separate submodule by @Monitor221hz in #384
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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 1.5.3 Changed .esp and .bsa names to all lower case for improved compatibility for Steam Deck and certain Linux users; this should have no impact on other users. Removed secondary Armature entry from CCF_ClothesChildRobesDaedric "Child's Daedric Robes" [ARMO:09006EBC]. Added MatchingSetHeavyExclude [KYWD:01003278] and WAF_ArmorMatchingSetFur [KYWD:01AF0108] to Chainmail/Vigilant Robes and Hoods. College instructors will now sell unenchanted versions of their school robes starting at level 24 (when the enchanted versions first become available). Added a tempering recipe for Vignar's ClothesJarlGloves02_steel "Noble Steel Armguards" [ARMO:091C7935]. Fixed normal map paths on 1stpersonstendarrrobesf_0.nif and 1stpersonstendarrrobesf_1.nif. Removed unnecessary and non-functioning facegen meshes and textures. Removed Fjotra from the SPID patch distribution, as her new outfit shouldn't become available until the appropriate point in her quest.- 27 replies
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- 06-models and textures
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GUIDE W3R: The Wild Hunt Revisited (Witcher 3)
Mercury71 replied to Neovalen's topic in Unsupported Game Guides
I just started a replay of W3, with just a few mods installed (i hate the trees swingin around like crazy in vanilla). So yes. Muchos interest! -
v0.503 for Skyrim SE updated today Version updated, download again Added soul caim setting of sky as aurora. Removed tiling of water lod. Added partial compatibility with mods which modify path of the sun. Fixed bug of wet surfaces when entering interiors if dynamic cubemaps disabled. Increased x4 times resolution of dynamic cubemaps.
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ACCEPTED Shooting Stars SE (by Isoku & toostruus)
Mercury71 replied to z929669's topic in Skyrim SE Mods
Small update Version 1.3 Re-calculated Object Bounds. Un-ESMyfied plugin cause it was unnecessary in the first place.- 3 replies
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- 18-lighting and weather
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Better Community Shaders or ENB?
Mercury71 replied to framx2l's topic in General Skyrim SE Discussion & Support
Release 1.0 today. Starting to look like a alternative to ENB. https://www.nexusmods.com/skyrimspecialedition/articles/9415 -
Smashed this (and the required mod) into my Step 2.3. Looks very good.
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ACCEPTED More Lights for ENB - Blood Splatter Fix (by wSkeever)
Mercury71 replied to D1Z4STR's topic in Skyrim SE Mods
That is an SKSE plugin that fixes problems you might have in inventory when using some ENB-mods. Stuff gets smaller in inventory. For fome reason it was already in my load order. I belive i had that problem and found this mod.- 11 replies
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ENB Series 0.503 for Skyrim SE Added boolean parameters HDRWeighting for each color filter to compute them with intensity, this allow to make short moments like red sunrise and sunset. Fixed wet surfaces from first person models which were broken several last versions. Fixed dark eyes in enblite mode.
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TESTING Dragon Stalking Fix (by sevencardz)
Mercury71 replied to TechAngel85's topic in Skyrim SE Mods
Me too -
Do not activate the patch. The guide states: Also install SB - Fixed Windhelm Entrance Patch from Optional Files as a separate mod to preserve version tracking in MO
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textures Skyrim Every Single Texture Upscaled and Reworked
Mercury71 replied to Tutorion's topic in Skyrim SE Mods
Added a pic with SRO deactivated. Look at the floor and the stonework around the fire pit, there you see what SRO brings. (i am using Step Heavy ENB in all pictures) -
textures Skyrim Every Single Texture Upscaled and Reworked
Mercury71 replied to Tutorion's topic in Skyrim SE Mods
Step Only -------- Step + Mod ----------- Step + Mod - SRO This mod is placed in the begining of 04- Foundation so Step is overwriting. In the last picture i deactivated SRO who overwrote 1241 files from this mod. To be honest my old eyes see no changes. (Ofc Step already covers most of the game) In Step this mods has 21030 files overwritten by Step and 10922 files with no conflicts. -
Good one. I am using it in my list.
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- 05-animation and physics
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Probably. Do you use the "original" CK Fixes or this new one https://www.nexusmods.com/skyrimspecialedition/mods/71371 ?
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Discussion topic: SSE Creation Kit by Bethesda Game Studios Wiki Link This topic is for general discussion of Creation Kit for Skyrim: Special Edition. For support, please use the Creation Kit Support forum. Step Modification highly recommends installing Creation Kit Platform Extended for Skyrim by perchik71, which continues on the original work of SSE CreationKit Fixes by Nukem. Beth has updated the CK for SSE yesterday (Nov 21) **Skyrim Special Edition CK Update Notes** Patch Notes Features Creation Kit should automatically load the BSAs of Creations that have their own BSA files Blender Exporter and documentation added. Supports Blender 3.6.5, support for Blender 4.0 is in beta status* "Keep Dialog Open" checkbox added to "Search & Replace" window. "R" button added to "Search & Replace" window to refresh selection to selected object. Bug Fixes Reduced time for loading an NPC Form Clouds should dim and become transparent when selected and by pressing "1" Issues regarding Height Map import and exporting have been fixed. Fixed issue where a Creation could be uploaded with no categories selected. Fixed issue preventing Creators from seeing all of their uploads, if they have uploaded 100 or more Creations. Known Issues Opening an Actor form on initial load shows a blank Traits window Creating a new actor on initial load leads to incorrect default values for Height and Weight *Viewport will render improperly in Blender 4.0 and later.
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textures Skyrim Every Single Texture Upscaled and Reworked
Mercury71 replied to Tutorion's topic in Skyrim SE Mods
I have installed this now. Placed it first in 04-Foundation section and will look closer during the weekend and take som screens with and without. -
And updated again... Version 1.3.4 Fixed hand effects of Illusion spells (ugly bright orb with certain ENB presets). Fixed shading of a few Riekling architecture assets.
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ACCEPTED Atlas Map Markers SE - Updated with MCM (by kryptopyr)
Mercury71 replied to wojsku's topic in Skyrim SE Mods
Mod updated on Nexus Version 2.7.1 Updated integrated USSEP compatibility to reflect USSEP's reversion of Northwind Mine back to an Iron mine Changed .esp and .bsa names to all lower case for improved compatibility for Steam Deck and certain Linux users; this should have no impact on other users.- 32 replies
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ACCEPTED Thieves Guild Requirements SE (by kryptopyr)
Mercury71 replied to TechAngel85's topic in Skyrim SE Mods
Version 5.3.1 Updated the scripted positions of bounty and value items (which appear as chests in game) relative to their Unusual Gems. This should prevent these items from clipping through walls or other items if other mods change the layout of the cells they're located in. Items won't retroactively be moved, but using the MCM to move the Unusual Gems to an alternate location set and back should refresh the positions of these items. Changed .esp and .bsa names to all lower case for improved compatibility for Steam Deck and certain Linux users; this should have no impact on other users.- 8 replies
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Mod now published on Nexus https://www.nexusmods.com/skyrimspecialedition/mods/133232
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