
notcyf
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notcyf last won the day on April 15 2021
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Is the game itself randomly killing people?!
notcyf replied to ButchDiavolo's topic in General Skyrim SE Discussion & Support
Sorry for necro'ing this, but I found this while googling about NPC's randomly dying (I have the same issue) and thought of another idea. it might be a horrible idea, or not. If you don't care about NPC's not taking fall damage, couldn't you edit fJumpFallHeightMinNPC to something really high to see if it is caused by fall damage? I'm considering doing this in a plugin, but I wonder if there's anything I could break doing this? Can't really think of anything that has NPC's fall to death in a scripted way. I think the issue has to do with the infamous "loading falling" that maybe not only apply to mammoths, but could happen to all NPC's in the distance/away from vision? -
I don't use it. I just assumed it was possible. Did it one-by-one too, but figured it was possible to multi-select. Maybe a feature request for LOOT?
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That's what I did and suggested doing in LOOT in a previous post. Open LOOT->Select all UHDAP plugins->Right Click->Change Group->Creation Club->Save How I figured this out was by just checking the comment in the UHDAP comments section on NexusMods. I was checking whether the guide would suggest doing this too, but it doesn't. It's a fairly simple step and doesn't require some insane knowledge, so I think putting it in the guide instead of removing the mod is a better idea. I really don't think UHDAP will ever be removed and it's (in my own opinion) what we call "a storm in a glass of water" by the LOOT team. But having the mod load after USSEP is just a no-no. It's going to cause wrong sound files to play on a lot of characters and dialogue. USSEP fixes many of these wrong audio files by just replacing the audio files with the correct audio.
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UHDAP really does noticeably, even to the average listener (and that's the important part) improve the overall sound quality of the audio cache. It's also not just some PS4 rip, they've all been edited and remastered by the modder. As long as UHDAP exists on NexusMods (they're quite strict) and hasn't received a takedown (I don't think it ever will) I wouldn't remove it from the modlist. But it does need to load right after CC content and be overwritten by any other mod.
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Are you sure you don't have any user/custom metadata on those plugins? If I undo the custom metadata it goes back to loading after all ESM's.
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I guess those plugins are just placed randomly somewhere random in your load order because they have no masterlist entry, because for me they're loaded after USSEP, without any custom metadata: Manually putting them in the Creation Club group places them correctly on top of the load order:
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Hi. From what I know is that USSEP must run *after* UHDAP by putting UHDAP manually under CC content in LOOT. (Making sure UHDAP loads as early as possible so that all other mods overwrite its .bsa contents) This must be done because the LOOT team decided UHDAP is a legal grey area and removed all LOOT masterlist entries of that mod. This makes it so LOOT heuristics places it after USSEP. The reason USSEP must run after UHDAP is because otherwise UHDAP will undo most (if not all) audio cache fixes done by USSEP. This is because now UHDAP's .bsa contents take priority over USSEP's .bsa contents. A very good example is Sven saying some gibberish about his master. Fixed in USSEP, undone by UHDAP. See: https://github.com/loot/skyrimse/issues/785 TL;DR Put UHDAP as early as possible in your load order, right after CC content.
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The mod install instruction that shows the installation doesn't show it as ticked, where other mod instructions show default options as ticked in the instruction, so I wasn't sure whether this was intentional or left out mistakenly.
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Question: With Embers XD, do I also untick the Survival Mode patch? Won't use Survival Mode anyway, but is it necessary for the STEP CR patch?
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Is it now safe to use the STEP guide with the newest game version?
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Plate Glitch - Has this been patched?
notcyf replied to Paes's topic in General Skyrim SE Discussion & Support
This twitching plates bug will on google lead you to "capping your framerate at 60fps" but in reality, it always happens. My game is running at 60fps, locked and vsynced using the ingame vsync, and I still have the issue. The twitching only seems to occur when there's something on the plates. The objects keep colliding with each other causing them to constantly vibrate each other. The only way to temporarily fix it is by moving one of the items up and down manually, so that this cycle of the two objects moving each other stops. The collision issues can never be fixed unless someone very talented can replace the physics engine implementation with something more precise and less buggy. The way Havok is implemented is the reason physics will always be somewhat borked in this game. Remember that Skyrim is a very old game now. -
Follower Trap Safety overrides important USSEP fix.
notcyf replied to notcyf's topic in Step Skyrim SE Guide
There's sadly the case of Nexus requiring consent by the original author (even if these are edited vanilla scripts, so copyright doesn't really apply, but it's Nexus etiquette) :/ -
The Follower Trap Safety mod overrides a fix by USSEP that causes actors (or other objectref) that triggered the traps to persist in memory because of the lastTriggerRef attribute in the TrapTriggerBase.pex script. https://afktrack.afkmods.com/index.php?a=issues&i=28300 Any actor that uses this script that set off a trap never gets unloaded. The fix makes it so that when the cell is unloaded, the ref is set to None, so that actors no longer persist for no reason. @insaneplumber over at NexusMods recompiled the script with the fix included over here: https://drive.google.com/file/d/1xqBaT3trsrAcpYA-ErKoqaedNUFcsnbO/view https://forums.nexusmods.com/index.php?/topic/5019240-follower-trap-safety/page-6#entry84462058 This should be added to the guide ASAP as it will potentially reduce memory usage. You don't really need the main mod but for credit reasons people should install the main file and then override the other files. I don't think the mod author is active anymore to update his file.
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It really seems to depend on how their faces are lighted too. That mod imo makes their faces look way too "High Fantasy/JRPG"-like, Skyrim is nowhere near that in terms of art style. You could always try putting the default skyrim SE textures into an upscaler, maybe that makes their vanilla faces look better, without deviating from art style.
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Inaccuracies in STEP 2 and 3 in the guide?
notcyf replied to Whitestar127's topic in Step Skyrim SE Guide
For me, Update.esm is definitely backed up and put in the xEdit output folder as Update.esm.XXXXXXXXX(time/date of backup). From what I understood, we put the Cleaned masters in a separate mod, and then take the backed up Update/DG/HF/DB.esm, rename it back to original, so that when you verify integrity, Steam won't overwrite the cleaned masters. To be honest, it's probably easiest to just take the cleaned esm files out into Cleaned Vanilla Masters and then just verify integrity to redownload original files, but for some people that isn't an option.