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Everything posted by TorNyan
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ACCEPTED Complete Alchemy and Cooking Overhaul (by kryptopyr)
TorNyan replied to darkside's topic in Skyrim LE Mods
Have you considered CACO for v3? It has been ported to SSE now too. -
Agh, no. I am sorry. I just realized Creation Club is a Special Edition only thing. I am doing a STEP SSE install, so that is the reason for my confusion.
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ACCEPTED Consistent Older People (by Winterlove)
TorNyan replied to Kelmych's topic in Skyrim LE Mods
NEVERMIND. Please delete this comment. -
ACCEPTED Consistent Older People (by Winterlove)
TorNyan replied to Kelmych's topic in Skyrim LE Mods
Should I use the main version or the Loose assets version? -
Are the Creation Club Creations/mods compatible with STEP?
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DROPPED Not Really HD Mask of Clavicus Vile (by Kobayashi345)
TorNyan replied to stoppingby4now's topic in Skyrim LE Mods
In January 2016 RUSTIC CLOTHING was updated with a retexture of Masque of Clavicus Vile, and in my opinion it looks much better than this mod. The colory eyes makes it less vanilla, but it really is not that distracting in-game. The vanilla and NRHD mask have no holes cut out for the eyes, just solid steel. Not sure that is better than magical looking colory eyes. -
DROPPED Closer Quivers and Longer Arrows (by EvilDeadAsh34)
TorNyan replied to stoppingby4now's topic in Skyrim LE Mods
Bump. This has been dropped. -
This is actually four mods. IPM - Insane Armory - Archery Bows and Crossbows IPM - Insane Armory - Shields IPM - Insane Armory - Axes Hammers Maces Though the author combined them all for the Skyrim Special Edition port: IPM - Insane Armory - Bows Crossbows Axes Hammers Maces Shields. These mods have goal similar to that of Skyrim De-LARP-ification Project and Better Shaped Weapons, both of which are included in STEP. To slim down the armory to look more practical and realistic while still, in a whole, re-training the vanilla style. I think these might be a good compliment. to De-LARP and BSW.
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Morning Fogs Refined adds fog to certain locations during the mornings in Skyrim. It is a modified version of Morning Fogs. The Refined version makes the mod configurable through an MCM menu. I found this mod after the Nexus Mods Facebook page posted about the SSE port of these mods. I have not tried it but I think it would add to both immersion and aesthetics. I thought about performance though, so I searched the posts on Nexus. The author of the SSE port replied to a user asking about performance: So there you go.
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- SKYRIMLE
- 18-lighting and weather
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I think the version 1.1 without the added nordic design should be the one used for STEP. It just seems like an unnecessary deviation from vanilla with the nordic ornaments. And not all locks in Skyrim will have Nordic origin, like in Dwemer dungeons, so why would those locks have nordic design? And why would you add such detailed ornaments to an ordinary lock? It only makes sense for very fancy buildings and chests. Yes, the vanilla lock also has some ornament or whatever it is, but not as fancy and complicated. Also, the ornaments on the left side kind of "collides" with the bolts (sorry, "cannot unsee").
- 24 replies
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- SKYRIMLE
- 06-models and textures
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The Kynesgrove signs added by Point the Way and the Heljarchen signs added by Cutting Room Floor looks quite out of place. I think the Kynesgrove sign is designed to match Roadsigns Redone's signs, and the Heljarchen signs to match vanilla? Although it looks a bit different from vanilla. Solutions I can think of: A. Switch out Hi-res Legible Road Signs for Roadsigns Redone. Roadsigns Redone is based off the modders' resource Hanas Blank Roadsigns, so I think a matching sign could easily be made for Heljarchen. B. Switch to HD Road Signs, which has a compatibility patch for both Point the Way and Cutting Room Floor. There is no version for original Skyrim but perhaps it can be used as is or be ported if one asks the author, either by the author or by STEP. C. Ask the author of Hi-res Legible Road Signs to make compatibility patches. The author seems to be active on Nexus. D. Re-texture Kynesgrove and Heljarchen signs to match the style of Hi-res Legible Road Signs. The author has written that anyone is free to do whatever they wish with the mod as long as they give credit. Perhaps some Photoshop magic? Perhaps one can ask the author for the source files. E. Settle the way it is. Screenshots Save files for the screenshots. https://demo.s42.io/f.php?h=61492540631&mail=1
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Discussion thread: Dawnguard Fortress Improved by raiserfx Nexus Link (Skyrim) Nexus Link (Skyrim Special Edition) Wiki Link This is a mod by the author of mods like Ruins Clutter Improved, Detailed Rugs and The Beauty of Skyrim, that aims to improves the visual quality of Fort Dawnguard by tweaking meshes and replacing textures with higher resolution ones, all carefully executed to match vanilla style very closely.
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Sorry, incorrect Wiki Link. Correct one: Wiki Link.
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Discussion thread: HD Road Signs - 2K and 4K by Valius Wiki Link This is a mod for Skyrim Special Edition that retextures the road signs with new higher-res textures made from the ground up, resulting in lot more detailed and realistic road signs. The style is close to that of vanilla but the difference it quite dramatic. From the images on the page it looks like it retextures to post too. It has compatibility patches for Cutting Room Floor and Point the Way. Images from the mod page.
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I wonder why though.
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Where has this mod gone? Some screenshots would be nice. And yeah, I know it is in compilation. EDIT: Found these images in the author's images section on Nexus. https://www.nexusmods.com/skyrim/images/169916/ https://www.nexusmods.com/skyrim/images/168669/ https://www.nexusmods.com/skyrim/images/168655/ https://www.nexusmods.com/skyrim/images/165235/ https://www.nexusmods.com/skyrim/images/163885/
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ACCEPTED Come Together N Out of the Way (by Nausicaa)
TorNyan replied to Quitch's topic in Skyrim LE Mods
I thought, since the file is called Script fix, maybe it is something that everyone should install. The file has a higher version number too. Main file is 1.2 and the script fix is 1.2a. As I remember it, it appears after each loading screen, like when entering an interior cell. It is quite immersion breaking in my opinion. It drags my attention and is annoying. And other people seem to think so too. This mod is similar but inferior in terms of features: Move it Dammit for NPC Companions and Followers (by Apogee777). There is a version for Special Edition too. -
DROPPED NARC - No Animals Report Crimes (by Pharros)
TorNyan replied to EssArrBee's topic in Skyrim LE Mods
Cool. The source for Lock Overhaul's scripts are available here: Lock Overhaul files. -
DROPPED NARC - No Animals Report Crimes (by Pharros)
TorNyan replied to EssArrBee's topic in Skyrim LE Mods
According to Nexus user aristotle99, Lock Overhaul includes improvements to crime detection so that animals and undead will not report crimes, possibly making NARC not necessary, and maybe even conflicting? -
ACCEPTED Come Together N Out of the Way (by Nausicaa)
TorNyan replied to Quitch's topic in Skyrim LE Mods
There is a fix, an update, in the optional files. What about it? And while I am necroing this thread I want to stress the annoyance of that message in the top left corner. I do not use this mod because of it. Maybe the STEP patches could fix that, if it has not already. -
ACCEPTED Dragons Shout with Voice (by pauderek)
TorNyan replied to WilliamImm's topic in Skyrim LE Mods
It is quite strange that the dragons do not move their mouths as to speak the words that you, with this mod, hear. At least I do not think that they do.- 50 replies
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- SKYRIMLE
- 07-sounds and music
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Thanks. Deleting the LOOT local appdata folder did not solve my problem. If i delete settings.yaml, it is re-created when I run LOOT.
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Yes. The ESP plugins that are activated in Mod Organizer does not show up in LOOT nor xEdit, but they work in-game. But it is not simply a LOOT problem, because when I tried installing a plugin manually by extracting it to the data folder and running LOOT outside Mod Organizer, that worked. The mods from Mod Organizer does not get loaded into LOOT, it seems. Like maybe it is a bug with the virtual folder system? But then again, it works with SSE and the Creation Kit but not with LOOT and xEdit. When launching Skyrim Special Edition from Mod Organizer and clicking Mods and then Load Order from the title screen menu, my mods are all there. When launching LOOT from Mod Organizer, the text "MO is locked while executable is running." appears briefly and disappears as soon as LOOT is started. The sort function in Mod Organizer does work. Other things that I have tried: I have tried deleting the LOOT and xEdit executables from Mod Organizer and adding it again. I have tried using the "--single-process" argument for LOOT in Mod Organizer. I have tried setting full control permissions to users and authenticated users for ModOrganizer and LOOT folders including their local appdata folders. Screenshot of Mod Organizer, and LOOT run through Mod Organizer Screenshot of Mod Organizer, and SSEEdit run through Mod Organizer %localappdata%\LOOT\CEFDebugLog.txt %localappdata%\LOOT\LOOTDebugLog.txt %localappdata%\LOOT\settings.yaml SSEEdit_log.txt
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Oh, and I have tried enabling windows 8 compatibility mode and to run as administrator for ModOrganizer.exe and LOOT.exe (reverting it afterwards).
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I now tried uninstalling original Skyrim ("Oldrim") to see if the problem was related to having both original and Special Edition installed. It did not help. For me, since the issue is not specific to Special Edition, I do not think this is related. The batch file you linked deletes and creates a new plugin.txt file in %localappdata%\Skyrim Special Edition. But I do not have a plugin.txt file there (though the batch creates one). I think maybe that is only if you use Steam Workshop mods? Either way, it did not solve my problem. But thank you.