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Everything posted by d2eRX52
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.ESP Plugins may not be enabled by default due to behaviour of MO2 with multiple esps. When you install a mod with multiple esps, it does not automatically enable all of them, just a case of precaution, like you turned on something that you didn't need or want. (for inexperienced i suggest putting this to first mod where such thing may happen. or in mo2 guide, if it's not there) So if guide not says specifically to disable esps, or put them in optional, then enable them. These esps that you mentioned should be enabled.
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as said in the guide "(ONLY tick the following options)", so if it is not there, untick it (well either instructions missed it, but i think it needs to be unticked if its not there)
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Noticed updates for guide (EBQO and Smooth Shores patch). Is it okay to do these if I'm already running character? Also I don't remember doing this for EBQO " Hide the following file (instructions for hiding files/folders): scripts\qf_mgritual05_000d0755.pex scripts\source\qf_mgritual05_000d0755.psc" Was this in original guide, or it was added post? Do I need to do this?
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The Road Ahead - an Unofficial STEP Addon (Restructuring)
d2eRX52 replied to D1Z4STR's topic in Unofficial Skyrim SE Guides
oh yeah i got it, it's just the patches and separators on nexus currently -
The Road Ahead - an Unofficial STEP Addon (Restructuring)
d2eRX52 replied to D1Z4STR's topic in Unofficial Skyrim SE Guides
since i'm already running game and don't want to start again, i'll probably not install it all, but anyway just to look, where i can find it? i didn't find in unofficial guides for skyrimse/ae on step here, so where is it? -
there is just slightly not clear instructions, i've got confused first time too, it should be not folder with slashes, but rather eehh you create folder 01 - Base within it you create folder Vanilla Torch within it you create folder meshes if you look at how FOMOD archives are done for mods (simply open any fomod mod), then you will get it btw, if you will do folder with slashes name in 7zip file manager (not in archive), then it will understand you and do what i wrote
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hm this thing is put uhdap before, even stated in mod description
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TESTING YASTM - Yet Another Soul Trap Manager (by Seally25)
d2eRX52 replied to D1Z4STR's topic in Skyrim SE Mods
(it is from YASTM description) not that it is huge deal, i think, (though as long as mod have any issues, i don't think mod should be in step), and maybe simple to fix as author says (i don't know this side of modding), otherwise: pretty interesting, less scripts = is better, right? as far as i know...- 5 replies
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- SKYRIMSE
- 10-gameplay-general
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yeah i think in previous version of guide it was hidden, so either something changed, either mistake? about torches ignite oil, changelog says that it had been discovered to redundant, so yeah, i guess we just don't need this anymore
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i think since we don't use elfx lightning, only meshes, we need to pick luminosity since it's more neutral or whatever idk, and we install elfx patch in second step
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i've been looking into the step cr patch in sseedit (i was just making sure that mod i've added has no overlap with it) and i've noticed that for some reason cr patch changes height of DarkElfRaceVampire back to vanilla one, from Lore-Corrected Races variant is there any particular reason why is it this way? also it reverts deletion of brows in lcr of darkelfracevampire and wood elf race vampire
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I think I had read Pie version was done with MO in mind, example we can now launch Pie through MO, and path will be in documents then, not in MO folder, cause well MO.
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TESTING Assorted Animation Fixes (by Everglaid)
d2eRX52 replied to DoubleYou's topic in Skyrim SE Mods
as i understand it would overwrite run/sprint of Run Sprint and Jump SE animations, but not jumping animations, and add some of its own fixes so something needs to be cooked from these two, which looks better, idk- 7 replies
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- SKYRIMSE
- 05-animation and physics
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Is "flashing" OK when you close the menu and return to the game? I think ENB just for a second disables itself or something like that. I didn't play earlier with ENB much, so I don't remember, if this is common behaviour. Otherwise, I think everything is working.
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DynDOLOD did his stuff for about 01:30h and gave me this (though it also gave me output). What I could did wrong? DynDOLOD Resources match (I checked), what else could it be? Is it critical?
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Changelog says "Unequip Quiver SE | This is now redundant" But it is still in guide 2.3
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Well, I've changed some things, but I don't think it is relevant in any way to the grass. Anyway, game seems to be working, though I have yet to finish DynDOLOD stuff
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1,58 gb for me i don't know where is the little difference coming from, i hope nothing critical will arise from this
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It seems that all should be on one line. Otherwise, what not on this line, but next lines, it will not generate these. Once I've pasted this it generated in just few minutes, and I've suspected something wrong, it turns out, that it generated only 7 worldspaces, and once I had put them all in one line, it correctly generated 41 worldspaces. Read my comment and check for yourself what I wrote, I think same issue for you
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On Rainbows Remade There is some hotfix patch in update files and number of version is greater than main. But guide says nothing about it, so, do I need to install it, and this is just had been forgotten to put in to guide, or is it deliberately ignored in guide? It is just meshes and that's all. ...and guide also don't tell which resolution to install as a baseline, but I suppose it is 2K... or not?
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Neither in configuration, neither in files on nexus, there are no "Author's Cut", I suppose it was there earlier, but now it's gone?
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"Also download the ACMOS Road Generator Tool - PART 2 and extract it to the Tools folder (e.g. ..\Modding\Tools\ACMOS Road Generator). It will be used later in the guide." So what do I need to download? ACMOS on it's own page (version 4.0) or the old 3.2 version on page of A Clear Map of Skyrim and Other Worlds?