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Mousetick

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Everything posted by Mousetick

  1. I goofed up. It's not been updated for 1.6.640. I've corrected the OP. So you can skip and remove the Testing for now. Sorry.
  2. Thanks for the clarification, sheson. That makes sense and I was wrong about the false positive. I didn't notice Skyrim.esm being reported in MIC before. That's quite useful for telling that something's definitely wrong.
  3. Perhaps. It'd be good to clarify the intended behavior, though. Here's a practical example that should be easy to reproduce. Load order with USSEP and SLAWF (both latest versions): Skyrim.esm REFR:0007AE01 places RockPileL03 in cell 000092BD <EastEmpireTradingCompanyDocks> USSEP.esp REFR:0007AE01 places RockPileL03 in cell 0000929C <EastEmpireWarehouseExterior> SLAWF.esp REFR:0007AE01 places RockPileL03 in cell 000092BD <EastEmpireTradingCompanyDocks> The warning emitted by DynDOLOD a106 in this case is: <Warning: Moved large reference from [-17,23] to [-17,24] Skyrim.esm [REFR:0007AE01] (places RockPileL03 [STAT:000185BD] in GRUP Cell Temporary Children of EastEmpireTradingCompanyDocks [CELL:000092BD] (in Tamriel "Skyrim" [WRLD:0000003C] at -17,23))> If the goal is to incriminate USSEP, the warning is not doing that. Great idea but wishful thinking, I'm afraid. Apart from mods maintained by STEP and a few MAs, the overall attitude seems to be ignorance or plain rejection. Following are some concrete examples: Not to mention issues with mods that are no longer maintained: reporting to the MA is pointless.
  4. This mod provides a streaming mode that no other does as far as I know: spit out a position notification every N seconds. That's what I use most. So I can just run around with the constant notifications, see something peculiar, wait for an up-to-date notification, take a screenshot, keep going and so on. Or if I'm looking for a cell border, I can just run around keeping an eye on the notifications, instead of taking 3 steps, press a button or whatever to check position, take another 3 steps, check position again,... It's just more convenient for me. Also the notifications are less intrusive and obstructive than a (more or less big) message box in the center of the screen. It can also give the position of the cursor rather than the player, which doesn't make any sense to me in 3D space. I never tried it so can't tell. It can also give the position of a projectile (e.g. targeted spell or arrow) rather than the player, which could be useful. I've never used it yet so can't tell. Everything is configured in an MCM. No spell or power gizmo. Please see screenshots on mod page to get a better idea.
  5. Did you have a chance to look at version 2.0 and what was your verdict? This topic went dead (no pun intended) after it was released. I think it addresses many of the faults that were brought up about version 1.0, and it's pretty good with the desaturated variant.
  6. It's crashing while loading Autosave2, either in HDT-SMP or SPID, not sure. Try loading a normal save instead of an autosave. Try reverting SPID to 6.1 (the last least buggy version) and loading an old save you made before updating to SPID 6.2+.
  7. Sorry about your troubles. This link will download 6.2 from Nexus: https://www.nexusmods.com/skyrimspecialedition/mods/36869?tab=files&file_id=334032 Word of advice: don't install SKSE plugin updates as soon as they're released, especially with an ongoing playthrough. Wait a few days and let the dust settle. It's ok to completely skip updates too, just like any other piece of software. An update is necessary only if it fixes an issue you're experiencing, or adds an essential new feature you absolutely need. Otherwise as the saying goes, if it's not broken - don't fix it.
  8. About the "Moved large reference" warnings, thanks for adding them. It looks like the warning is issued if any ESM plugin in the stack moves the LR to a different cell, even if the last, winning ESM plugin in the stack places it back into its original cell. Is this the expected warning behavior? If yes, why is that? Hypothetical example (next plugin overrides previous): Skyrim.esm REFR XYZ places Object_1 in cell Cell_A (REFR is LR) Plugin1.esm REFR XYZ places Object_1 in cell Cell_B (LR is moved) Plugin2.esm REFR XYZ places Object_1 in cell Cell_A (winning override) DynDOLOD (Alpha 106) issues a warning "Moved large reference from Cell_A to Cell_B Skyrim.esm [REFR:XYZ]..." This looks like a false positive to me. Thanks.
  9. Thanks DY. I don't think it's still useful with SSE Display Tweaks Fix, I mean this one still speeds up INI lookup for mods that do have an INI file, but they're typically very few compared to total number of mods in load order. I can't say I've encountered any issue with it, but if it does cause issues in some cases, there's really no good reason to recommend it. I started using this mod even though I already had the fix from SSE Display Tweaks since forever, because I completely forgot about the SSE Display Tweaks fix. That's what happens when juggling too many mods and trying (and failing) to keep track of all of them. It's my own fault, but I wish mods like SSE Display Tweaks would just stick to a single focused purpose rather than including various completely unrelated features buried in configuration files... I'm amending the OP to reflect your correction.
  10. I didn't mean to scare anyone away from this mod, and I'm sorry for sowing confusion by not being clear. Let me try to do better... The player is dealt constant damage while on fire, until it stops. The fire extinguishes itself after a few seconds after the player steps away from the source. There is no way to extinguish the fire other than letting it stop by itself, or using another mod (Water Douse Fires). This is not a fault of this mod, and this limitation is not specific to this mod. There is no mechanism to extinguish fire from any source, such as dragons or spells, in the vanilla game either. Please do give the mod a try if you're curious/interested and see how it goes. Note this mod is not standalone, you need to install the previous incarnation first to get the plugin and the configuration, then overwrite the SKSE plugin with this mod. From my own experience playing with it a bit while testing other mods, I'm hesitant to recommend it and still on the fence whether I'm going to use it in a real playthrough: The amount/rate of fire damage is not documented. It's unknown if it scales with the player or what. It's not configurable. The damage dealt is the same if the player steps on a small campfire or in a giant's bonfire. At low levels with a small health pool, it can chip away a lot of health in a few seconds just because the player stepped on a small fire. It's not clear what boundaries are used to detect the fire source. I've caught fire several times simply by walking very close to a hearth fire in an inn or to a campfire, for example. This is probably made worse by playing in 1st-person and not seeing my own feet. Perhaps it's fine in 3rd-person but I wouldn't know. If you've played Skyrim a lot, especially in 1st-person, and are used to not getting fire from sources other than spells or dragon breath, you need to be very careful where you walk all the time, otherwise you can catch fire quite often. This is distracting and not fun, IMHO. The mod description states that the player catches fire while standing on a fire source. This is not quite accurate. By default, the damage starts instantly as soon as the player steps on the fire source. Fortunately this can be changed by adding a delay in seconds in the configuration file, but you need to read the fine print to find it. And if you set too long a delay so that you avoid catching fire most of the time, what's the point? The mechanic applies to the player only, so it's not balanced. Not a problem per-se, but it may be one of those realistic mechanics that sounds fun in theory and becomes an annoyance in practice in the long run. Lastly, I made this comment tongue-in-cheek, I wasn't serious: Hope this helps.
  11. This mod is not an alternative to Run Sprint and Jump. They do completely different things. The latter affects animations (visuals). This mod adds the ability to jump while sprinting (movement mechanic). I use both at the same time. No overlap whatsoever.
  12. Discussion topic: Speechcraft Randomization by AndrealphusVIII Wiki Link Kind of like FIZZLE, but with speechcraft. This mod spices up the persuasion mechanic a little and makes it less predictable by fuzzing the skill requirement check. Instead of the game checking the player's skill against a fixed value, it checks against a randomly generated value within a certain range corresponding to the speechcraft check's difficulty. It can work both ways: it can make a persuasion check easier or harder (within limits) than it would have been in vanilla. Having the Persuasion perk lowers the [min,max] of the range, to make the check easier to pass, but not always easier than vanilla. Notes: Replaces some vanilla persuasion-check scripts and incorporates USSEP fixes for those scripts. Does not affect the Amulet of Articulation.
  13. Discussion topic: Encounter Zones Unlocked SE by underthesky Wiki Link SKSE plugin that unlocks the level of encounter zones. In vanilla Skyrim, enemies are leveled based on the player's level and the encounter zone's difficulty. An encounter zone is typically a dungeon. This happens the first time the player enters the zone, and remains frozen for the entire game. Consider the following scenario: You enter Bleak Falls Barrow at level 5. Enemies are scaled between levels 3 and 5, and the boss is set to level 7. You look around a bit, then change your mind and turn around. You procrastinate a lot and finally decide to fetch the Golden Claw or to retrieve the Dragonstone at level 25 So you re-enter Bleak Falls Barrow in order to clear it. The enemies are still between levels 3 and 5, and the boss is still at level 7. That makes for a pretty underwhelming dungeon delving, doesn't it? This would also happen if you actually cleared the dungeon at level 5 and needed to come back at level 25 for some other quest. The same frozen scaling applies to loot generated from leveled lists in the encounter zone. This mod resets the encounter zone whenever the player (re-)enters the zone, so enemies and loot are (re-)scaled according to the player's current level. Notes: As this can make the game a little more challenging, may not be suitable for vanilla+ gameplay. Mod has INI configuration file to tweak and override game's scaling parameters if desired. Does not apply to zones marked "Never respawn". To make revisiting previously cleared locations even less boring, Don't send me there again is recommended.
  14. Discussion topic: Don't send me there again (dosemetha) by vagonumero12 Wiki Link SKSE plugin that prevents the game's radiant quest system from picking an already cleared location. In case no uncleared location is eligible for a given radiant quest's criteria (which vary depending on quest), the game falls back to a previously cleared location and will "send you there again". Unlike in vanilla without this mod, this should happen rarely, if ever. Notes: Compatible with mods that add radiant-eligible locations. Not compatible with GOG version as of this writing.
  15. Discussion topic: Navigator - Navmesh Fixes by tarlazo Wiki Link Accepted for v2.3 release. Fixes and improves vanilla navmeshes. Skyrim has notoriously bad navmeshes in some places. USSEP fixes a few of those. This mod covers more of them. Only interior cells are covered, mostly dungeons, to avoid conflicts with other mods. This not only helps the movement of followers/summons, but all NPCs: neutral, allies, and more importantly enemies. Have you ever felt disappointed because the boss was stuck in a doorway or behind a pillar during the entire battle? This mod is intended to alleviate this issue. Notes: As recommended on the mod page, choose the All-In-One ESL option, and sort it high in load order if LOOT doesn't it do for you. Don't clean with xEdit. ITMs are intentional and may break the mod if removed.
  16. Discussion topic: Don't Push Me Around by tarlazo Wiki Link I'm walkin' here NG is great at what it does, but it doesn't work very well when the player is in a conversation with an NPC, or it can break immersion when other NPCs walk "through" the player character while in conversation because collision is disabled. I suppose this might be even more noticeable and troubling when playing in 3rd person, which I'm not. This mod corrects that shortcoming. It's a tiny Papyrus script and a tiny ESL plugin. The script runs only when the dialogue menu opens or closes. When it opens, it creates a collision sphere around the player, so that other NPCs will neither bump into the player, nor pass "through" the player, instead they'll just walk around and avoid the player. When the menu closes, the script removes the collision sphere. Immersion++ Annoyance-- Notes: Doesn't replace / is not an alternative to I'm walkin' here. Both should be used together. Not to be confused with Don't Push Me While I'm Talking - SSE Plugin which is abandoned.
  17. Discussion topic: Skyrim Character Sheet by mlthelama Wiki Link Displays a character sheet conveniently showing all player stats in a single place, invoked with a hotkey. Skyrim spreads character information over several disparate menus and the information is incomplete, which is pretty lame for a so-called "RPG". This mod attempts to remedy that shortcoming. It does it very well with a clean UI, IMHO. SKSE plugin, configurable via INI file. Note: Not compatible with 1.6.640 or greater as of this writing.
  18. Discussion topic: PrivateProfileRedirector SE - Faster game start (INI file cacher) by Karandra Wiki Link Edit: Not recommended nor useful for most load orders, especially STEP, which already include a different optimization via SSE Display Tweaks, but practically as effective as this. Please skip or refer to posts below for more details. Same as PrivateProfileRedirector F4 (by Karandra) but for SSE. SKSE plugin that speeds up game start by caching INI configuration entry lookups that the engine performs at startup for each and every plugin in the load order (whether the plugin has an associated INI file or not). The larger the load order, the greater the speed up. Probably not very significant with a standard STEP loadout. Still useful, especially for users who start the game often and spend more time modding the game than playing it. Note: Not compatible with GOG version as of this writing.
  19. I've been using this mod. It's pretty good and I like it. Not sure about it being "essential" however... I'd say it's rather "hardcore" Furthermore, while this adds realism, you can't extinguish the fire by going into water, without using yet another mod (Water Douses Fire) which is only effective when completely submerged. It's also not possible to extinguish the fire by dropping to the ground and rolling
  20. Potential improved alternative to this mod and to Odin Spells for NPCs: NPCs Learn Skills and Spells. It leverages SPID 6's ability to dynamically distribute to leveled NPCs, so they get more perks and spells at higher levels. Unlike this mod and Odin Spells for NPCs, It doesn't use a flat % chance to distribute, but a more refined, logical progression system. Its _DISTR.ini files are also better structured and easier to understand/modify. The mod author is the SPID co-developer with po3. It's still pretty new and rough, but it may be worth a look or keeping a watch on it. I've started to use it and dropped the other ones.
  21. DY is correct. You also need to remove BCS patches that you may have previously installed (either as part of STEP guide or separately). BCS patches are included in the Legacy of the Dragonborn - Official Patches that you should download and install.
  22. Discussion topic: Player Cell Position by Ashen Wiki Link SKSE plugin providing various ways to display the player's current position in the world, quicker and more convenient than MCM > DynDOLOD > You Are Here. Highlights: Keyboard shortcut to toggle Can report player, pointer or projectile position Real-time notifications updated at regular intervals (optional) Configurable formatting Please see Nexus page for further details. This is a testing/troubleshooting tool, useful when checking landscape and stuff that can't be targeted in the console, not intended for regular gameplay (though it doesn't hurt to keep it installed). Suggested as an aid for STEP developers, testers and users alike, not suggested for inclusion in the guide. Note: Ignore the FISS requirement. It's not needed. PapyrusUtil can be used to save settings.
  23. I'm using both. They're just plug-and-play when using AOS 3.9 or later, which is the minimum required compatible version, but AOS itself is not required. There's also Acoustic Space Improvement Fixes (Corrected Reverb - Ambience - Interiors) which is just a set of fixes and is standalone (no dependencies). It's designed to take advantage of Reverb Interior Sounds Expansion enhancements. This one needs conflict resolution with any mod that modifies interior cell settings, such as lighting mods. The FOMOD installer provides patches, there's one for Ambiance. Manual checking and patching in xEdit is still advised even with the provided patch.
  24. Are you aware of, or have you encountered issues with object references or navmeshes which Z coordinate is below -30,000? According to some anecdotal report, it's claimed these coordinates cause performance issues with the engine: I've used the xEdit scripts (see link above) provided by the mod author, which found and fixed quite a few over-limit Z coordinates in my load order, without ill effects. I can't say that "fixing" the Z coordinates made any difference in-game, because I didn't specifically test before/after. Anyway, I brought this up as I was wondering if you had an opinion on the subject. I was also thinking, if these over-limit Z coordinates are indeed causing issues - and that's a big IF - they could be reported by DynDOLOD since it already scans a bunch of stuff and reports issues such as potential wild edits which are not strictly LOD-related.
  25. Yep, that's exactly what I've been doing. It's good to know I've not been missing a better solution. It's a big pain in the neck though.
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