
elenhil
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Everything posted by elenhil
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Better Community Shaders or ENB?
elenhil replied to framx2l's topic in General Skyrim SE Discussion & Support
Is there an inherent benefit to CS? In term of performance, maybe? -
The amount of bugs reported is troubling.
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- SKYRIMSE
- 05-animation and physics
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I have v1.0.8
- 29 replies
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- SKYRIMSE
- 17-locations
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ACCEPTED Nemesis Unlimited Behavior Engine (by Shikyo Kira)
elenhil replied to DoubleYou's topic in Skyrim SE Mods
Curious. I've seen it phrased almost completely the other way around on Nexusmods: who, apart from those interested in NSFW stuff (which is apparently not Nemesis compatible), would prefer FNIS over Nemesis?- 52 replies
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- SKYRIMSE
- 19-utilities
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Wow! I've been waiting for this feature since Oblivion modding days!
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Spinning Circle When Launching SKSE
elenhil replied to philosophicalninja's topic in Step Skyrim SE Guide
I seem to remember having this issue because I had forgotten to run Nemesis. -
Could you please elaborate? Did ENB particle lighting finally get brighter?
- 158 replies
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- SKYRIMSE
- 06-models and textures
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FEEDBACK v2.0.0 - Feedback & Bug Reports
elenhil replied to DoubleYou's topic in Step Skyrim SE Guide
Can you filter for records with errors? -
Sorry, I'm confused. Do the AE versions of mods routinely require full CC contents, or just the 1.6.x executable?
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How hard will it be to manually uncouple 2.0 from the full AE content?
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Skyrim 10th Anniversary Edition Announced
elenhil replied to DoubleYou's topic in General Skyrim SE Discussion & Support
It's just Fishing, Survival Mode, and some new quests for the free update (or a bundle of 500 CC mods for the new paid edition). Nothing like SE Mk.II announced so far. -
Just curious: who do some people recommend borderless and some fullscreen (both sides promising performance and/or input lag benefits)?
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SKYRIMSE SSE - Dyndolod+Open Cities=overlapping LODs for Whiterun
elenhil replied to DankTemplar's question in DynDOLOD & xLODGen Support
Flickering glowing windows might indicate that you didn't disable window glow for one of the two DynDOLOD passes. -
ACCEPTED Odin - Skyrim Magic Overhaul (by EnaiSiaion)
elenhil replied to TechAngel85's topic in Skyrim SE Mods
Sorry I mistook Simple Magic Rebalance for another mod akin to Better Magic that, too, was not available for SE.- 32 replies
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- SKYRIMSE
- 15-gameplay-skills and perks
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ACCEPTED Odin - Skyrim Magic Overhaul (by EnaiSiaion)
elenhil replied to TechAngel85's topic in Skyrim SE Mods
I have avoided this mod as I specifically didn't want a hundred new spells mod. I was looking for something along the lines of Simple Magic Rebalance or Better Magic for a 'Vanilla plus' experience.- 32 replies
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- SKYRIMSE
- 15-gameplay-skills and perks
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SKYRIMSE Wrye Bash... then what?!
elenhil replied to KnowChillx's question in General Skyrim SE Support
There definitely used to be a sort of merge mods functionality in WB. As far as I know, they dropped it once the ESL tech rolled out. But seriously, I dropped WB in favour of MO2 and never looked back. The whole virtual file system bit is phenomenal (compass to WB's terrible waiting times whenever you tweak your BAIN modules). -
I wonder why there is not a single mod that improves the magic aspect of the game the way, say, CACO or CCOR improve their respective spheres? Is it simply because there is none (mindful of the STEP mandate, I am not talking about overhauls with tens of new perks and hundreds of new spells)?
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Guys, given that there are now three 'max tile size' settings (LOD, full, and billboard) in texgen and dyndolod where at the time of the STEP guide was only one, which new values for LOD, full, and billboard max tile size would you suggest to match the guide's previous recommended settings?
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Hi guys! I wonder what's the general opinion on adding mods mid-playthrough - that is, changing the load order/? I often read that you should never ever change a mod's position in load order midgame (which, I suppose, is inevitable unless you place the mod dead last), but I didn't care to research the logic behind it. Is it applicable to all mod types, or are the specific mod types that are sensitive to this?
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Did anyone have any luck with mods that decrease the amount loot/freebies lying around (like food), e.g. Scarcity, Poverty (ex You Hunger), LORA etc? I'm looking for some answers as to how they're going to interact with major overhaul mods like CACO and so on xEdit-wise. And no, 'just make a Bashed patch' doesn't quite cut it.
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Well, the result is only marginally better. Especially since this alt texture doesn't seem to affect snowy tree trunks. The branches look darker, but the white trunk against the dark background looks just as out of place. Might I suggest including a darker alt trunk texture, too? Especially if it's even darker closer to the ground.
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Thank you very much!
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Will I have to re-generate only the tree LOD or the previous texgen stages, too?
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Curiously, the issue disappeared after restarting MO2 or some other trivial action. Thanks anyway!
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Yes, it's that kind of thread again :) I wanted to make sure that what I'm getting with a STEP+ setup is what it should look like. https://steamcommunity.com/sharedfiles/filedetails/?id=2312407736 It looks to me that the snowy fir-trees on the left (up on the Throat of the World above my character's head) are far brighter than they should be. That is, the seemingly same model look OK against the snow background on the right side, but against the bare slopes it looks out of place. Is that me, or is it the limitation of the game's engine or something?