Mousetick
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Everything posted by Mousetick
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Dayspring Canyon - Words cut off in map
Mousetick replied to mooit's question in General Skyrim SE Support
Did you actually look at the Dayspring Canyon picture on the wiki? Fort Dawnguard, the actual building, is located within Dayspring Canyon. AMM changes the marker because it distinguishes the Fort from the Dayspring Canyon location as a whole. In vanilla there is only one marker "Fort Dawnguard" for the whole worldspace. It doesn't remove the Fort Dawnguard marker. There is still one, but you need to discover it. Once you have visited "Fort Dawnguard", the actual fort building, you'll be able to fast-travel to the "Fort Dawnguard" map marker. If you don't like the changes made by AMM, don't use it, or try toggling its options in the MCM, or make your own patch. -
Dayspring Canyon - Words cut off in map
Mousetick replied to mooit's question in General Skyrim SE Support
In vanilla, once you reach a certain point in the Dawnguard questline, a map marker becomes visible. It's named "Fort Dawnguard". Atlas Map Markers renames this marker "Dayspring Canyon Valley". Your screenshot shows the marker is visible but not discovered. You probably have reached the point in the Dawnguard questline where you have "heard" about the Dawnguard. That's it. There are many instances where undiscovered (black with a white outline) map markers get added to your map by the game for whatever reason, even without a quest pointing to them. Try talking to guards or people you encounter on the road, for example. There's nothing unusual about this. The marker for a visited location is displayed in solid white. -
The INI file mentioned in that post is named 'Step Patch - Conflict Resolution.ini' and is included as part of the 'Step Grass' patch, which is, as of this writing, at the bottom of this page: https://www.nexusmods.com/skyrimspecialedition/mods/31054?tab=files. The instructions for installing that patch are given in Mod Group 20 - Patches > Step Patch - Conflict Resolution. If you installed it, you should also have the file 'Step Patch - Conflict Resolution.bsa'. Hope this clarifies. -- You'll run into this grass issue any time you use a mod that alters vanilla grass-covered landscape. The grass cache shipped by STEP matches the STEP guide modlist. If another mod you add modifies grass-covered landscape, the grass cache, which is a static snapshot, becomes out of sync. Re-generating LODs will not fix the issue. In fact you're wasting your time doing so. Grass LODs are derived from the grass cache. The main issue is the grass in near/active cells. The grass LODs are secondary. If the former can't be fixed, there is no point in tackling the latter. -- The suggested workaround, to hide the INI file, makes the game ignore the grass cache, and forces it to render the grass dynamically so that it matches the landscape as it is currently in the load order (at the cost of performance, reduced quality such as grass rendered through objects, reduced density...). The grass LODs will be slightly off, since they're still based on the grass cache, but that is secondary and likely much less noticeable if at all. -- The comprehensive solution is to re-generate the grass cache from scratch based on your current load order, but that requires SkyrimSE.exe 1.5.97 and No Grass In Objects.
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It's not expected. That should not happen. Don't attempt to run the game when errors are reported by LOOT. You need to provide more facts about your setup. Some details don't make sense: Cathedral Weathers is part of the guide, as "Cathedral Weathers and Seasons". It's in the Lighting and Weather group. This group is optional. The main CR Patch doesn't require Cathedral Weathers as a master, since Cathedral Weathers is optional. The other 2 "related" mods are unknown. Post a screenshot or transcript of the LOOT errors.
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Glad you found the solution to your Nemesis problem and it worked. Unless you're planning to play in 3rd-person or add animations later on that specifically require FNIS or Nemesis, you could simply skip Nemesis and the ice skating fix altogether, as z929669 suggested previously. I play in 1st-person without any of that stuff, and I barely notice the ice skating of NPCs which happens rarely. What is your display resolution? I'm not sure you can hope to significantly improve the FPS with ENB and your GPU. I have the same GPU (on Windows). I just don't bother with ENB at all, as it's simply too taxing and the eye-candy is not worth the performance degradation. GPU headroom is better spent on nice-looking LODs with DynDOLOD, IMHO.
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Have you tried googling "skyrim nemesis linux" or "skyrim nemesis proton" or "skyrim nemesis steam deck"? There are some answers. The best one seems to be there: directory_iterator Issue when trying to open Nemesis (Skyrim SE) with MO2 (scroll down a bit until the posts start talking about Linux, then keep reading). No idea what exactly doesn't work in your case, as you didn't provide any detail, or whether the above-linked solution works.
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Encountering Really Bad Light & Shadow Shifts & Flicker
Mousetick replied to mooit's question in General Skyrim SE Support
Don't bother removing the weird-looking characters at the beginning of the INI files, they'll come back the next time the game is run. Those INI files are automatically re-written at runtime to ensure they're in the correct format and all the settings/comments are up-to-date with their respective SKSE DLL. This behavior is provided by a po3 code library that is used by all po3 SKSE plugins and many others, not from po3, which typically also use po3's fork of CommonLibSSE (aka CommonLibSSE "NG"). In this particular use-case, that of SKSE plugin INI files on Windows 10+ platform, the UTF-8 BOM characters at the beginning of the file are superfluous and could be omitted, but the BOM signature presence is valid and not a bug. It's not recognized by MO2, however, and in that case it doesn't display non-ASCII characters contained in the file correctly either. Personally I only use MO2's INI and Text Files tabs to browse and view configuration files, never to edit them as I find its built-in editor to be too clunky. I switch to a separate text editor to edit them (Notepad++ in my case, but Notepad is fine too), which handles the BOM characters correctly by hiding and preserving them, as a proper Unicode-aware text editor should. -
It's a failure of the STEP web server. Nothing wrong on your end and nothing you can do about it. Please wait until the web site admins resolve it. They'll notify you once that's done and you can go back to reading the guide. See also: Can't use the STEP Game Guide.
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Textures Bugs in Solstheim
Mousetick replied to merrwel's topic in General Skyrim SE Discussion & Support
Are you using ACMOS? -
That character's backside is so large that her forearms clip into it. Doesn't look like STEP Guide to me...
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inventory/outfit management mod
Mousetick replied to merrwel's topic in General Skyrim SE Discussion & Support
Use the console to see which perks and skills she has. Note 1: What is "bcs"? It's not a commonly used English language abbreviation. It took me a while to figure out it probably means "because". Especially puzzling as the rest of your sentences are fully formed. Note 2: This type of post should be made in the General Discussion & Support forum. Its relation to the STEP Guide is tenuous at best. -
Patch making question
Mousetick replied to KaktuZHD's topic in General Skyrim SE Discussion & Support
Not at all. Your example is the simplest scenario where the goal is to merge the additions of several mods together. That is not always the case. In fact, it's not the common case in my experience. Each patch is unique based on the mods being patched. What goes into the patch depends on the type of records, what kind of changes each mod makes, and the desired result. It's not rocket-science but it takes some effort to learn and practice. If you're not making your own patch(es) on a regular basis, it's better to seek out and use already-made patches, made by mod authors or users - though their quality can vary greatly and they can be outdated. Also looking at already-made patches is good way to learn. You can always ask for help in this forum, preferably with very specific examples like you did above, rather than generic questions that may be too open-ended to answer correctly or briefly. -
Patch making question
Mousetick replied to KaktuZHD's topic in General Skyrim SE Discussion & Support
Yes, if the purpose of the patch is to merge 'Chapter II' and 'Still' tracks into 'Test'. The end result should be that all 3 ('Chapter II', 'Still' and 'Test') column headers are green. -
I don't know what you're looking for in a compass mod, but personally I use Compass Navigation Overhaul. It's an SKSE plugin so you can try it any time and if you don't like it, just remove it - no harm done. Make sure to install the required Infinity UI.
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Makes worldspace changes yes/no: Inigo YES (Skyrim) Has a bad landscape conflict with one of the AE CC modules, don't know which one off the top of my head, a patch is available on Nexus Sofia NO Hoth NO Lucien YES (Solstheim) M'rissi YES (Skyrim) Raavira, Basilea: I don't know, never used.
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There are follower mods, and there are follower mods. The former simply put an NPC somewhere in the vanilla world and that's it. The latter alter the landscape, add or remove buildings and other objects in exterior, or even add their own worldspace(s). In this case, you should regenerate terrain and object LODs. You can ask about specific follower mods you have in mind, I may be able to tell you in which category they fall, as I happen to use many follower mods. In doubt, I'd advise re-generating LODs. You can add/remove mods and try stuff out without any, or outdated, LODs but you should finalize your load order before really playing, at which point a full LOD generation should be done.
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Mouse selection stucks after reading a note
Mousetick replied to duy123a's topic in Step Skyrim SE Guide
I didn't watch the video. How can a video show which key and button you're pressing and when? All it can show is the cursor. Please describe which keys and mouse buttons you press, and the order in which you press them, using a simple list of steps, so we can better understand your problem and try to reproduce it. Edit: I got it. The steps are: Mouse over the book or note in inventory to highlight/select it. Left-click the item. This opens the reading UI. Dismiss the reading UI using Esc or Tab key. This goes back to inventory. The item previously clicked is still highlighted/selected. Hovering over other items with the mouse doesn't highlight/select them. Basically the list of items in the inventory has lost "focus". Left-clicking anywhere in the inventory restores "focus". I don't know what causes it exactly, but it's not Convenient Reading. I can reproduce the same issue with items other than books (e.g. on the Miscellaneous tab) which can be activated without equipping or consuming them. There is a similar issue when using the Search field (top-right corner of inventory) where the inventory list loses focus and requires an extra click. So it might simply be a SkyUI glitch. You may want to use the keyboard shortcut ('E' by default for activating an item) instead of mouse clicks to read books and notes. The issue doesn't occur in that case. -
Improved Closefaced Helmets & Open Faced Guard Helmets - Eyes Issue?
Mousetick replied to mooit's question in General Skyrim SE Support
Gender and face of generic NPCs (i.e. without a name, such as bandits and guards) are randomly picked from a pool of templates. If you restart a new game, you'll most likely get a different Whiterun guard. Pay more attention to NPCs' eyes and you'll surely encounter more of them having one blind eye or heterochromia. It isn't common but it's not very rare either. Nothing to do with helmets or any mod for that matter. It's the same in vanilla. -
Discussion topic: No Killmoves - No Killcams - No Killbites by DavidSid Wiki Link They're fun the first 10 times or so, after a while, not so much IMHO. This mod keeps the action flowing by playing the game uninterrupted, rather than taking away control and forcing the player to watch movies. Also recommended (can be used independently or in combination of each other): No Spinning Death Animation (by dDefinder) on NPCs' death Remove or Change Death Reload Delay (by Corsafire) on player's death
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Level scaling mods and STEP?
Mousetick replied to Halde's topic in General Skyrim SE Discussion & Support
The link you posted points to an Oldrim mod. Whether it has been maintained or not is not important, what matters is whether it was ported and updated for Skyrim SE/AE. Apparently not. So that mod is not an option and should be ignored. I'm not familiar with MLU (MorrowLoot Ultimate), only aware of it. I'm using Open World Loot (OWL) which is similar to MLU in terms of features. In terms of conflict, these mods edit a lot of vanilla records (mostly encounter zones, levelled lists and NPC templates). Their edits need to "win" in the load order for them to have the desired effect. So their plugins should be sorted after all other plugins, including the STEP Patch(es) and any kind of bashed/smashed patch you may be using. Order relative to DynDOLOD doesn't matter as it and the loot mods don't conflict at all. For a STEP Build, you'd need to add patches on top for a few specific mods, otherwise you may never see their additional loot/equipment, you'd only get vanilla stuff: WACCF - Armor & Clothing Extension CACO CCOR AMB Content Addon for CCOR Vokrii The above recommendations are based on my experience with OWL. They might not be valid for MLU. If you use other mods in addition to the STEP Build, and they add either new loot/equipment items or new enemy types, they'd likely need their own patches so the new items are injected into the appropriate "unlevelled" tiers, or the new enemies are given appropriate "unlevelled" gear, respectively. Automated patchers such as Bash/Smash patches should not be used, as they typically merge all the stuff together, which is the opposite effect of that desired in this case. -
FEEDBACK v2.2.0 - Feedback & Bug Reports
Mousetick replied to z929669's topic in Step Skyrim SE Guide
As a simple troubleshooting step, try disabling the feature for all NPCs in the MCM: That's what I did after I got tired of random Unequip Quiver crashes involving rabbits, goats, etc. No more crashes then. -
FEEDBACK v2.2.0 - Feedback & Bug Reports
Mousetick replied to z929669's topic in Step Skyrim SE Guide
Download the Lite version of Embers XD from the main files. Then when installing the Lite version in the mod manager, select 'Optimized' Particle Light Quality in the FOMOD configuration panel. The Baseline column refers to configuration for optimal quality/performance, not necessarily to which files to download. In this case, 'Optimized' Particle Light Quality. You can choose the higher Particle Light Quality option in the FOMOD configuration panel, if you want, at the cost of much lower performance in some cases. The non-Lite "full" version of Embers XD, from the main files, is not an option for the STEP guide and is not supported. -
FEEDBACK v2.2.0 - Feedback & Bug Reports
Mousetick replied to z929669's topic in Step Skyrim SE Guide
You should install it. Without KID (Keyword Item Distributor), the mod can't tell if human characters (player or NPCs) are wearing footwear or not, so it makes barefoot prints all the time, whether the character is wearing shoes/boots or not. When it works as intended, the mod actually uses differently shaped decals for barefoot vs. footwear prints. The omission of KID from the guide is probably not intentional and is likely an oversight. I think the requirement for KID was added in some update to the SPID for Footprints mod, which may have been unnoticed. You can install KID at any time, it's an SKSE plugin, but if you want to keep your mods organized consistently with the STEP guide, I guess you'd want to put it in the '03 - Resources' group.

