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Everything posted by alphaniner
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DROPPED Skyrim Skill Uncapper (by Kassent)
alphaniner replied to DoubleYou's topic in Skyrim SE Mods
Are you talking [N]PC level? Because the .ini is what determines things like skill level caps, and the default .ini contains [SkillCaps] #Set the skill level cap.This option determines the upper limit of skill level you can reach. iOneHanded = 100 iTwoHanded = 100 ...- 13 replies
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- SKYRIMSE
- 15-gameplay-skills and perks
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DROPPED Skyrim Skill Uncapper (by Kassent)
alphaniner replied to DoubleYou's topic in Skyrim SE Mods
The link to the topic here needs to be fixed. Also I wonder what is the purpose of using this, since the guide doesn't include a preset mod or contain anything about modifying the default (auto-generated) .ini. As far as I can tell, the default .ini is all Vanilla values.- 13 replies
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- 15-gameplay-skills and perks
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DROPPED FAR - Forgotten Argonian Roots (by redtox)
alphaniner replied to TechAngel85's topic in Skyrim SE Mods
I know the install instructions now exclude the standard specular maps, but if I'm not mistaken all of the 'No glowing skin' files except argonianfemalebody_s.dds are broken as well.- 28 replies
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ACCEPTED Real Wood Textures - Farmhouses (by LucidAPs)
alphaniner replied to alphaniner's topic in Skyrim SE Mods
Wow. I never gave much thought to normals, only considered the diffuse because it's the purdy one. Anyway, because I was curious, here's all the configurations in-game:- 18 replies
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Sorry for the confusion. I only mentioned the guide to explain the situation. I wasn't trying to get any feedback about it. Thanks for the tip.
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ACCEPTED Real Wood Textures - Farmhouses (by LucidAPs)
alphaniner replied to alphaniner's topic in Skyrim SE Mods
I know this would be another discussion altogether, but I looked at the Vanilla texture and have to conclude the decision to use SRO was made before the High Res Texture Pack DLC came out. Vanilla (original 4K): SRO (original 2K):- 18 replies
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There was an issue with the guide in that it inadvertently indicated both SSE-Terrain-Tamriel.esm and SSE-Terrain-Tamriel-Extend.esm should be present and active when doing LOD generation. The guide has been revised and now indicates only SSE-Terrain-Tamriel-Extend.esm should be used. I used SSE-Terrain-Tamriel.esm when I did my LOD generation and haven't started playing yet. Should I redo the LOD generation with SSE-Terrain-Tamriel-Extend.esm?
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FEEDBACK v1.0.0 - Feedback & Bug Reports
alphaniner replied to z929669's topic in Step Skyrim SE Guide
Looks good to me. But based on the xLOD thread I guessed SSE-Terrain-Tamriel.esm was the ESM to use, so I wonder if I should re-do LOD generation... -
ACCEPTED Real Wood Textures - Farmhouses (by LucidAPs)
alphaniner replied to alphaniner's topic in Skyrim SE Mods
Verily. SRO provides both the diffuse and normal in this case. I'm not able to find an example in-game so easily, but I can see the difference in the CK depending on whether or not the RWT textures are hidden.- 18 replies
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FEEDBACK v1.0.0 - Feedback & Bug Reports
alphaniner replied to z929669's topic in Step Skyrim SE Guide
I see some changes have been made, but unless I'm misunderstanding there are still issues. 1. The guide effectively has the user creating (TEMP) Terrain - xLODGen twice: First, in the instructions for XLODGen Resource - SSE Terrain Tamriel (Step 4, Section 03-Resources): Second, in Step 5, Level of Detail (LOD) section: 2. There's also the question of which ESM should be in (TEMP) Terrain - xLODGen: The instructions for XLODGen Resource - SSE Terrain Tamriel directs user to download SSE Terrain Tamriel Extend which contains SSE-Terrain-Tamriel-Extend.esm. The xLODGen Preparation section directs to download SSE-Terrain-Tamriel.esm: -
ACCEPTED Real Wood Textures - Farmhouses (by LucidAPs)
alphaniner replied to alphaniner's topic in Skyrim SE Mods
Ditto. Anyway, I finally got around to checking in-game. Turns out there's no difference whether both are hidden or unhidden. Which is not surprising because somebody surely would have noticed. It's because SMIM replaces the mesh and it no longer points to these textures. Which explains why RWT has an optional "Farmhouses SMIM Patch". Not that it matters, but since I was curious here's screenshots: STEP: Farmhouses SMIM Patch installed, diffuse and normal unhidden: Farmhouses SMIM Patch installed, diffuse hidden, normal unhidden (AKA zebrawood fences ):- 18 replies
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Can Not Copy Resource / The system cannot find the path specified
alphaniner replied to ravenRpg38's question in DynDOLOD & xLODGen Support
For me, adding File exclusions for all the .EXEs (including the ones in Edit Scripts) and a Folder exclusion for the DynDOLOD install directory didn't work. I removed the File exclusions and added a Process exclusion for TexGenx64.exe which did the trick. -
FEEDBACK v1.0.0 - Feedback & Bug Reports
alphaniner replied to z929669's topic in Step Skyrim SE Guide
The instructions for XLODGen Resource - SSE Terrain Tamriel in Step 4 say to download SSE Terrain Tamriel Extend (containing SSE-Terrain-Tamriel-Extend.esm) from Nexus and name the mod (TEMP) SSE Terrain - Tamriel - xLODGen. Because it's easy to miss, note that the mod name doesn't have a dash between (TEMP) and SSE. Then in Step 5 the guide says to create an empty mod named (TEMP) - SSE Terrain - Tamriel - xLODGen. And later in the xLODGen Preparation section to download SSE-Terrain-Tamriel.esm from a STEP forum thread. Note that the mod name has a dash between (TEMP) and SSE. It's obvious that only one of these mods should exist (the first one is never referenced again) but which ESM should we use? -
I agree that things like what I've pointed out over the past few days are too insignificant for the Changelog. No question. Regarding the Changelog, I'm surprised that things that do warrant mentioning don't result in a version bump. Regarding my second point, I just realized it's due to the way the wiki is organized. Changes to mod page instructions are only shown in the Revision History of the specific mod page.
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Just thought I'd share something I make heavy use of in MO2. You can use symbols and emojis (such as many found here for example) in the comments field (that's the small one line box) of a mod's Notes tab as custom flags, and also filter the mod list by these symbols. For example, I use 🧹 to indicate a plugin has been cleaned in xEdit, ⚠️ to indicate I put some important information in the full notes field, 👻 to indicate I hid some files (hey, that was the best thing I could find ), etc.
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I know there's a Changelog (at least for the SE 1.0.0 guide) but I'm curious why The guide version number doesn't get updated even for changes worthy of mentioning in the "Post Release Changes" section of the Changelog. There's no way to see small changes that have been made to the guide. Even the Revision History page doesn't seem to show all changes. For example I know @z929669 made a change to something I pointed out an hour ago, but it's not shown in the history. I don't have a lot of experience working with wikis but I thought all changes were shown in logs like that.
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DROPPED Fore's New Idles in Skyrim -- Special Edition (by fore)
alphaniner replied to GrantSP's topic in Skyrim SE Mods
Is this why the detailed instructions say:- 20 replies
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- 19-utilities
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ACCEPTED Font Overhaul - Natural Typefaces for Skyrim (by mfcfbro)
alphaniner replied to TechAngel85's topic in Skyrim SE Mods
There is no longer a Main File named Font Overhaul, that's been moved to Old Files. The Main File is an installer for a newer version.- 9 replies
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- 16-interface
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ACCEPTED Follower Trap Safety (by mitchalek)
alphaniner replied to TechAngel85's topic in Skyrim SE Mods
FWIW, I decompiled the script provided by Improved Traps - Follower Safety Patch and it does include the fix.- 9 replies
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ACCEPTED Real Wood Textures - Farmhouses (by LucidAPs)
alphaniner replied to alphaniner's topic in Skyrim SE Mods
I'm not quite to the point where I can post in-game screenshots yet. Hopefully I'll get there soon so I can post what you actually wanted.- 18 replies
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ACCEPTED Realistic Water Two SE (by isoku/SparrowPrince/TechAngel85)
alphaniner replied to TechAngel85's topic in Skyrim SE Mods
Wow, I misread that one.- 78 replies
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ACCEPTED Realistic Water Two SE (by isoku/SparrowPrince/TechAngel85)
alphaniner replied to TechAngel85's topic in Skyrim SE Mods
Is that a cheeky way of indicating that posting about updates is not encouraged?- 78 replies
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ACCEPTED Real Wood Textures - Farmhouses (by LucidAPs)
alphaniner replied to alphaniner's topic in Skyrim SE Mods
Here's some links because I can't figure out how to post images directly. I feel like I may be misunderstanding though because I have no idea what you mean by "with/without hiding" or "verify the result". Vanilla: diffuse Vanilla: normal Real Wood Textures: diffuse Real Wood Textures: normal Skyrim Realistic Overhaul: normal RWT and SRO are the only STEP mods that include the diffuse or normals in loose form, no idea about mods with BSAs.- 18 replies
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ACCEPTED aMidianBorn Book of Silence SE by CaBaL
alphaniner replied to z929669's topic in Skyrim SE Mods
I'm just trying to understand if there's a reason STEP didn't include the aMidianBorn Content Addon beyond the fact that it requires the aMidianBorn creatures. Since the Addon is just compatibility for CCOR which is already part of STEP, I have a hard time understanding why it would have been rejected simply because it comes with some creature retextures which would be overwritten anyway. I'm not trying to critize the decision though, just wondering if there was more to the choice not to include it.- 12 replies
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ACCEPTED Skyrim SE Improved Puddles (by PCG4m3r)
alphaniner replied to TechAngel85's topic in Skyrim SE Mods
Out of curiosity, what was corrected? I don't see any change to the entry on the guide or to the wiki page.- 14 replies
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