
Mousetick
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Everything posted by Mousetick
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Dear Diary Dark Mode - SkyUI Menus Replacer SE (by uranreactor)
Mousetick replied to Pug's topic in Skyrim SE Mods
In that case DDDM fonts are not used and won't be seen in-game. In that case they don't need to be installed and can be skipped in the FOMOD, because they're not used. Conversely, if you let DDDM fontconfig.txt overwrite FO, DDDM fonts will be used for the UI and console, vanilla fonts will be used for everything else such as books/notes. FO fonts won't be used at all. In that case FO doesn't need to be installed. If you want to use both DDDM fonts and FO fonts together, fontconfig.txt needs to be edited to reflect these choices. (Not arguing about which font is better or judging subjective choices. Simply trying to help figure out the ins and outs.)- 27 replies
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- SKYRIMSE
- 16-interface
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Same test as previous (Drunken Hunstman > Whiterun > ride to Heljarchen Hall) was performed with Papyrus logging enabled. I don't see any Papyrus log entries from DynDOLOD? Except this single line: [08/20/2023 - 03:28:12PM] DynDOLOD Everything else is junk from badly coded mods. Papyrus.0.log.7zDynDOLOD_NG_Tamriel.7z
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Thanks. Unfortunately there was no improvement, sorry. For testing I loaded a save from inside the Drunken Huntsman in Whiterun (DynDOLOD should be "idle" at that point) and rode to Heljarchen Hall: still no doors DynDOLOD.log:
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DynDOLOD 3a134 / Resources 3a38 / DLL NG + Scripts 3a10 The exterior doors of Heljarchen Hall don't load correctly when approached from far away. The full model doesn't load and the load door doesn't work (it doesn't teleport to the interior cell). Though strangely the activation prompt is displayed, and the opening sound is played when activated - but nothing else happens. Coming from Dawnstar approaching from the north, door is not properly loaded. Coming from Whiterun approaching from the south, door is not properly loaded. Saving the game in front of the door and reloading doesn't change anything. Saving the game in front of the door, quitting, restarting and reloading the save properly loads the door model which then teleports correctly when activated. With the door properly loaded, walking away from cell 7,9 to cell 1,4 and coming back, the door is again properly loaded. With the door properly loaded, walking away from cell 7,9 to cell 16,4 and coming back, the door is not properly loaded. Both doors (first and second floors) are affected. Problem doesn't occur when DynDOLOD plugins and DLL/scripts are disabled. Misloaded Door | Activation Prompt | From a distance From a distance (DynDOLOD door disabled, vanilla door should be loaded but is not) | From far away (DynDOLOD door enabled) Misc. notes: This is with an ongoing, long-running game on which I recently upgraded from Alpha 120 (without LR-workarounds) to Alpha 134. Upgrade was done by the book (save in interior cell, disable DynDOLOD, load, clean save, ...). Everything went smoothly and without a hitch. I have only played a few hours so far and not travelled all over, but everything else is looking and working great. I have the other 2 Hearthfire homes built but I haven't checked them yet. I thought about trying on a new game, but Hearthfire's homes don't "exist" on a new game and it's not exactly straightforward to spawn them (quest, bunch of enable parents, ...). ASLAL can start the player in a HF home so I could try that perhaps. Full Logs here: https://drive.google.com/file/d/19EQbVwyzUSpR3ReaOWITDJFmMuKv5JYF/view * Papyrus logs are not provided. I'll await your instructions and guidance for troubleshooting further. Thank you.
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DLL NG Alpha-10 / DynDOLOD 3a134 / Resources 3a38 Not sure if the discrepancy is expected, but reporting just in case: DynDOLOD MCM shows DLL version 3.07 ..\SKSE\DynDOLOD.log shows DLL version 3.09 DynDOLOD NG plugin version: 3.0.9.0 | SKSE version: 2.0.20.0 | Game version: 1-5-97-0 [...]
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Yes indeed, this would work. It is primordial that the user create a new MO2 instance from scratch and not reuse an existing one in order to guarantee a 'pristine' ModOrganizer.ini with all the correct default BSA Extractor settings and dialog choices. Otherwise, all bets are off. This is the result of you previously choosing 'No' and ticking 'Remember selection' in the BSA Extractor dialog: (I just tested it and looked at the changes in ModOrganizer.ini, that's how I found out) If you go to Tools > Settings > General > Reset Dialog Choices, that INI section gets removed: Edit: It may be wise to revise https://stepmodifications.org/wiki/SkyrimSE:2.2.0#Mod_Organizer_-_SkyrimSE_Initialization and make it super-clear that the user MUST create a new instance from scratch. The first paragraph in particular is a little ambiguous and may be prone to confusion or error (emphasis added):
- 20 replies
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- SKYRIMSE
- 16-interface
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The large sectors are 4 KB (4096 bytes) large, not 4 MB . Regular/legacy sectors are 512 bytes. In terms of disk space usage and waste, there is actually no difference between the 2, because the OS allocates and manages space by blocks, not by sectors. Block size is typically 4 KB (i.e. 1 large sector or 8 regular/legacy sectors), or sometimes larger. Taken on a 512-byte sector disk:
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I can't comment on this mod as I've been using the other one (SB - Fixed Windhelm Entrance). They do basically the same thing. The other one works fine with DynDOLOD. Possibly for seeing Candleearth Hall when going in. But in order to see the bridge when going out, you'd need the latest DynDOLOD with the Parent > Child copy option enabled, I think.
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ACCEPTED Navigator - Navmesh Fixes (by tarlazo)
Mousetick replied to Mousetick's topic in Skyrim SE Mods
Looking good to me. I approve -
ACCEPTED XP32 Maximum Skeleton Special Extended (by Team XPMSE)
Mousetick replied to TechAngel85's topic in Skyrim SE Mods
Yes. You could use the new Minimal/Basic plugin if you want: as you noted, it only edits game settings (unlike the old plugin which added troublesome features whether you wanted them or not). The MA didn't even bother to ESL-flag this new plugin, so it uses a full plugin slot for overriding 11 vanilla game settings - a huge waste. The edited game settings are borrowed from the Realistic Ragdolls and Force SE mod: Are these changes necessary or useful? I have no idea. My game has been working fine for a very long time without them.- 52 replies
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- SKYRIMSE
- 05-animation and physics
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About https://dyndolod.info/Help/Child-Parent-Worldspace-Copies Does this mean ..\DynDOLOD\Edit Scripts\DynDOLOD\Configs\DynDOLOD_[GAME MODE]_ChildworldMatches.txt is off-limit to end-users? How should an end-user proceed to exclude specific references from copying without requesting an official update, which may not be applicable to all users? Thank you.
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ACCEPTED XP32 Maximum Skeleton Special Extended (by Team XPMSE)
Mousetick replied to TechAngel85's topic in Skyrim SE Mods
Wow. The MA suddenly realized that over time there had been many simplified/basic/minimal repackaged versions of their mod published on Nexus by 3rd-parties, and they got mad. The repacks have been banned and this mod's installer has been redone. Better late than never, and a great simplification for STEP users. Choosing 'Basic' results in the same installation (minus the unused bloat) as the current STEP 2.2.0 instructions for this mod's previous versions: No need to hide the ESP anymore as it's not included in the 'Basic' installation.- 52 replies
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- SKYRIMSE
- 05-animation and physics
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Sure. I wasn't questioning your observations They're valid for your specific load order. I don't think they can be generalized to any arbitrary load order. So the safe default NoCellsWithNAVM=1 is justified in the absence of custom, load order-specific DynDOLOD_[GAME MODE]_childworld_[WORLDSPACE].ini configuration. It's also a shorthand to limit copying references to cells outside the city walls only (which typically don't have navmeshes in the child worldspace). Blindly copying stuff from the parent worldspace to child cells (wholly or partially) inside the city walls is more likely to produce "rogue" objects inside the walls, as demonstrated by your Solitude example. Copying is done on an entire cell basis but city walls are not aligned on cell boundaries. Ideally and hypothetically, if only parent worldspace's references placed outside the walls were copied, while the parent areas inside the walls were ignored, this could prevent visually "rogue" objects and navmesh interferences. It's probably simpler and more efficient to manually fix individual mods than trying to find a generic solution.
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It may not be visible at a glance but a potential adverse side effect is that of breaking NPC pathing. If you blindly copy an object, e.g. a rock, from the parent worldspace's cell into the child, and it ends up in the middle of the navmesh, NPCs may get stuck on it. Which is why NoCellsWithNAVM=1 by default for safety, I'm guessing, as there is no way to predict whether or how the copied object will conflict with the existing navmesh.
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This should be a good baseline: On the optionals page, the only important choice is the BDS-compatibility 'Important plugin'. The other options are TBD.
- 27 replies
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- SKYRIMSE
- 06-models and textures
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There's a whole 'Lines Expansion' series from the same MA: Bandit Lines Expansion (this mod) Civil War Lines Expansion Forsworn and Thalmor Lines Expansion Vampire Lines Expansion If you like this mod you may want to give the others a try.
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Updated Skyrim and now MO2 won't load plugins
Mousetick replied to PurpleYellowRosa's question in Mod Organizer Support
errno 24 means "too many open files" Try setting MaxStdio in EngineFixes.toml to 4096 (or higher if that's still not high enough, 8192 maximum). -
You can find some suggestions in the Dynamic Animation Replacer (DAR) topic. Mods that were originally designed for use with DAR also work with OAR, which replaces DAR. If you see an animation mod requiring DAR, it will implicitly work with OAR.
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- 02-extenders
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By itself, nothing. It provides extended functionality that doesn't exist in the original game, and is then used by other mods to provide contextual animations. Such as, for example, Jarl Sitting Animation Replacer. This is similar to PapyrusUtils or Spell Perk Item Distributor, both of which, as you may recall, you installed as part of the STEP Guide. They're included because their functionality is required by other mods used in the guide. But by themselves in isolation, they're "useless" to the player.
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FEEDBACK v2.2.0 - Feedback & Bug Reports
Mousetick replied to z929669's topic in Step Skyrim SE Guide
Yes it's strange indeed. If you had a follower pick up those items off the ground, you may have unknowingly triggered the item duplication glitch. Demonstration video on YouTube: Skyrim Duplication glitch Any Item!. See also Droped items has been respawn [sic]. See if you can make them disappear by waiting 10 days for the cell to reset. Do not enter the room where the items are dropped for at least 10 days. This may have no effect if Goldenhills Plantation is configured to never reset. -
FEEDBACK v2.2.0 - Feedback & Bug Reports
Mousetick replied to z929669's topic in Step Skyrim SE Guide
Nope. Follower infighting due to friendly fire is a "feature", not a bug. In my experience it's more likely to occur when a follower's summons is present in the party. Like in your example. In your screenshot you can see Lydia is attacking Esbern's Sanctified Wraith, supposedly after being hit by it, and Esbern is defending his Wraith (by attacking Lydia). Poor man's solution: tell Lydia to wait at the entrance, while Delphine, Esbern and you clear the path -
Did you put this modlist together yourself or is it a Wabbajack modlist or Nexus Collection? We can assume that the Whiterun Guard, who is a different one in each crash log, is the one wielding the Iron Battleaxe of Weariness. Can you confirm that? If that's true, do you know why a random generic guard is carrying an enchanted weapon? That can never happen in vanilla. If you don't know why, you need to find out and follow the troubleshooting trail from there. You did a binary search - ok, but did it include SKSE plugins? You're using many of those.
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FEEDBACK v2.2.0 - Feedback & Bug Reports
Mousetick replied to z929669's topic in Step Skyrim SE Guide
Dropping a stolen item doesn't remove ownership, it still belongs to someone else. And putting it in your own house doesn't make it yours either. That would be too easy You can check whom the item belongs to in the console: Stolen in inventory > Dropped in player home (shows red Steal activation prompt) > Sill belongs to Bryling -
Yeah sorry I forgot about Jarrin Root which is only provided by HFE. Personally I chose to discard it. HFE's plantable/harvestable version of Jarrin Root is kind of a cheat, IMO. Jarrin Root is a unique item in vanilla, there is only one sample obtained normally via a DB quest throughout the entire game. See UESP article for more info. If the player chooses to plant the sample, thanks to HFE, they can have an infinite supply of the ingredient which can then be used to make crazy overpowered poisons. It's a more "immersive" way to get multiple copies of the item than using console commands, but it's still a cheat.
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I don't use Nemesis and I'm not familiar with it. Looking at its source code on github, it apparently has a -stage= command-line option to specify an output path. If this option is not specified, it defaults to Skyrim's Data directory. So logically if you were to specify an absolute path, such as for example ‑stage=C:\Nemesis_Output, outside of the Skyrim Data folder tree, all files written by Nemesis should end up there and not be detected by MO2 as overwriting any existing mod file. Then you'd have to copy or move the output into MO2's managed mods tree. If this works you could then try to point it directly to a MO2 specific mod folder, such as for example ‑stage="C:\Users\username\AppData\Local\ModOrganizer\Skyrim Special Edition\profiles\myprofile\mods\Nemesis Output", so that it's still outside of the Skyrim Data folder tree but it's magically managed by MO2 without it knowing. As I said, I don't use Nemesis. I won't be held responsible if your PC crashes and burns, or if all your mods are trashed, as a result of these experiments * Don't copy/paste my examples: I used non-breaking hyphens which wouldn't be recognized as valid command-line options. ** It'd probably be a good idea to create the (mod) folders before using them in the command-line option.