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Everything posted by mooit
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Ahh spelled the loot clutter wrong... LOL THANKS
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Seeing more Iron Helmets than Steel Helmets, you mean as LOOT laying around? To be honest I have never done anything in SSEEdit, never learned it. All I have been doing is moving around some plugins in LOOT to change the load order, then run Wrye and create the Bashed Patch, nothing else. Basically you could say, I am only using Wrye to keep the place of the the load order of these plugins, rather then trying to get them sorted in LOOT. But then I did like the idea of the Leveled Lists, supposedly a good perk of using Wrye. I used the Bash Tag Generator to add bash tags; https://www.nexusmods.com/skyrimspecialedition/mods/97963 I read online someone mentioning; how changes to a leveled list are incorporated into the bashed patch depends on the bash tags I also read this; https://wiki.nexusmods.com/index.php/Bash_Tags_and_the_Wrye_Bash_Patch Note: A Bash Tag should only be applied when it is important that the plugin's change to whatever the Tag relates to is preserved. If a change your plugin makes is not important to the functioning of your mod, do not add a Bash Tag for it. Doing otherwise negates the purpose of the Bash Tag system. Not knowing what I was doing, I added a lot of bash tags. I'll just put back my backups with all the plugins default from the mod authors without any added Bash Tags and do this all over. I just have to assume that the tags the mod authors add are good enough... THANKS
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Tamriel Underside Seams In Majestic Mountains
mooit replied to mooit's topic in General Skyrim SE Discussion & Support
Well I changed again, this time to Atlantean Landscape and with it's latest update it has corrected a lot of the issues I was having before. I see there have been talks on the differences over Skyrim Landscape and Water Fixes and Vanilla Landscape Corrections. I'm using SLaWF, been using it since it started... THANKS -
Tamriel Underside Seams In Majestic Mountains
mooit replied to mooit's topic in General Skyrim SE Discussion & Support
After banging me head around LOL I have another computer that's running SSE off Steam, 100% Vanilla! These are Vanilla Seams... ahhhh sheesh so much for this adventure LOL... The cave you come out of in the beginning of the game as a prisoner, I ran down the road, at the bottom it then bends to the right. Then I went straight across the woods and out over to the mountain side. Here's a screen shot with a red star, for the direction I went. Then where that red star is at in the previous screen shot, this is the peak you come to. And if you go out to the peak just a little to the right, you will come to the cliff edge where you can look across to a landscape, and to the right of where you are standing, this is the area with the seam(s). Here is this screen shot, there's a difference in color between the terrain and mountain cliffside/edge, it doesn't even blend good. Depending on the weather mod, time of day and enb, you can really see the colors clash... Behind me in this screen shot, the entire mountain range area is full of vanilla seams. There's also no blending of rocks in the snow. I thought in the latest ENBseries EnableTerrainBlending took care of this? hmm -
Tamriel Underside Seams In Majestic Mountains
mooit replied to mooit's topic in General Skyrim SE Discussion & Support
Hey guys! Well I gave up, so many seams in this game, driving me crazy. I was using Tamrielic Textures SE 1 - Landscapes and Tamrielic Grass. Today I went over the SSE Step Guide and comparing to what I have installed and cleaned it up a bit. Then I installed Cathedral Landscapes instead, thought I'd have another go at it. To be honest a lot of Tamrielic Textures is really amazing, but these seams, I just can't handle it. LOL When I looked at the SSE Step Guide, Skyrim Landscape and Water Fixes has really Low Prioirty, the way I see it in that Guide, and I personally always use to give it higer priority to let the mesh overwrite pretty much everything, and for the plugin, I just let LOOT sort it. I thought Skyrim Landscape and Water Fixes should have higher priority and let the mesh overwrite everything? THANKS P.S. OH, I just realized looking over the SSE Step Guide, for Skyrim Landscape and Water Fixes Majestic Mountains isn't listed/checked? I've always checked it, and I'm not using any STEP patches, so I assumed I should check it? -
Tamriel Underside Seams In Majestic Mountains
mooit replied to mooit's topic in General Skyrim SE Discussion & Support
After I posted this, I just realized if I move my mouse around a little, and click on the same area using Informative Console, I get different output. It will say trees, clouds, mountains, etc.. And I'm like, why the heck is it telling me different things for the same area? Well when it said Tamriel Underside in the screen shot, I just naturally assumed. But later I kept clicking and it then said MountainRidge and MountainCliff. So this just seems like different parts of Majestic Mountains, but what I don't get is why it has to so many seams to it. In this screen shot I put red X marking a hude area of a seam(s). Are there still a lot of seams in the mountains, even with using Cathedral Landscapes? -
Hi, I'm using SSE 1.6.640.0, with DynDOLOD Alpha 173. In DynDOLOD I used Quality 8 Height 500. I just noticed what appears to be the Tamriel Underside popping out of Majestic Mountains in several areas, creating seams and not blending in. In the below screen shot, the Tamriel Underside is at the bottom edge, you can see the differences between the two. How do I get this to blend? For xLODGen, TexGen, DynDOLOD, I'm using the same settings as the Step Guide. I'm using Wrye to create a Bashed Patch, when I create it, I have xLODGen, TexGen, DynDOLOD disabled, should they be enabled when creating the Bashed Patch? Also, should the Bashed Patch, be lower or higher priority over DynDOLOD? I also disabled the Bashed Patch, but it looks the same... In the ENB I have EnableTerrainBlending=true, which I thought took care of issues like this... hmm Could this have anything to do with SSE Terrain Tamriel? https://www.nexusmods.com/skyrimspecialedition/mods/54680 THANKS P.S. Maybe this isn't the Tamriel Underside, I don't really know. I played around with the DynDOLOD Tamriel Underside settings of Quality Height, it didn't change anything.
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THANKS
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Ok for WACCF_Armor and Clothing Extension.esp I see Bashed Patch at the top, so this means it worked? THANKS
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Can Someone Please Test Mikael At Bannered Mare?
mooit replied to mooit's topic in General Skyrim SE Discussion & Support
I was just told this over at AI Overhaul's Nexus page, which I wasn't aware of; It's because bards have their own quest and a vanilla script to play songs. Once they begin and you wait they won't stop playing until the song is finished then they resume default AI behavior which NPC AI Process Position will work. -
I've only done a few things in SSEEdit, this is the only thing I understand the Leveled Items. Is this related it the Leveled Lists? To be honest, I wouldn't know what/how/where to check any of this... THANKS
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Hi, I am using AI Overhaul and Rally's Instruments, which are both listed in the Step Guide, I installed them the same way. I'm also using NPC AI Process Position Fix - NG which I thought is suppose to correct issues like this with NPC positions. I noticed at the Bannered Mare, as long as I do Waits, Mikael plays the same instrument, exactly the same song, at the exact same moment in the song. As long as I do a Wait he never changes. If I want him to change the instrument and song I have to watch him. If I just watch him, he changes instruments every few mins. I don't understand what is going on with doing a Wait and he continues. I thought like every NPC in the game, when you do a Wait, they move on doing something else. I also noticed when doing a lot of waits, the flute, lute and drum won't appear many times, but you can hear them and he's playing. If I don't do a wait the instruments all seem to appear ok, but as soon as I do a wait, then there's also this problem with the instruments not showing up sometimes. For now I was hoping someone could test this, before I go crazy troubleshooting my setup LOL... THANKS
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The screen shot I posted is the completion Overview of what Wrye did when it finished. I find it odd it doesn't mention anything under 'Leveled Lists'. Here's a screen shot showing the options you can adjust before building the patch. I left everything as Default, and as you can see the Leveled Lists is checked, and it shows them. I know nothing about this at the moment, so unless it's not empty and I've been reading it wrong, and Delevelers/Relevelers is of the Leveled Lists. This is what it shows; = Leveled Lists === Delevelers/Relevelers * Update.esm [AD] * Dawnguard.esm [ADR] * HearthFires.esm [ADR] * Dragonborn.esm [ADR] * ccBGSSSE001-Fish.esm [ADR] * ccQDRSSE001-SurvivalMode.esl [ADR] * ccBGSSSE037-Curios.esl [ADR] * ccBGSSSE025-AdvDSGS.esm [ADR] * Unofficial Skyrim Special Edition Patch.esp [ADR] * Worldspace Transition Tweaks - Skyrim To Solstheim.esp [ADR] * Unofficial Skyrim Modders Patch.esp [ADR] * Skyrim Project Optimization - Full ESL Version.esm [ADR] * Unofficial Skyrim SE Fixes.esp [AD] * BetterDynamicAsh-DisableRefs.esm [AD] * Lux Orbis.esp [AD] * Landscape Fixes For Grass Mods.esp [AD] * Forest Fragments.esp [AD] * Vanilla Landscape Corrections.esp [AD] * Cutting Room Floor.esp [ADR] * AI Overhaul.esp [ADR] * Guard Dialogue Overhaul.esp [ADR] * Weapons Armor Clothing & Clutter Fixes.esp [ADR] * BetterQuestObjectives.esp [ADR] * RealisticNordShips2.0.esp [ADR] * aMidianBorn_ContentAddon.esp [ADR] * Odin - Skyrim Magic Overhaul.esp [AR] * Gourmet.esp [ADR] * WACCF_Armor and Clothing Extension.esp [ADR] * Book Covers Skyrim - Lost Library.esp [AD] * Helarchen Creek.esp [AD] * SLSR - Cutting Room Floor Patch.esp [AD] * Landscape Fixes For Grass mods - Cutting Room Floor Locations.esp [AD] * Qw_ACE_CRF Patch.esp [AD] * [xPatch] Modpocalypse NPCs (v3) SSE - WACCF_Armor and Clothing Extension.esp [AD] * [xPatch] Modpocalypse NPCs (v3) SSE - WACCF_Armor and Clothing Extension - Cutting Room Floor.esp [AD] * Open Face Guard Helmets.esp [AD] * RealRabbitsHD.esp [AD] * RUSTIC SOULGEMS - Unsorted.esp [AD] * Veydogolt Trees.esp [AD] * AOS_EBT Patch.esp [AD] * BetterQuestObjectives-CRFPatch.esp [AD] * More Quivers.esp [ADR] * Rudy Nordic Pottery SSE.esp [ADR] * TCIY BCS Patch.esp [ADR] * TCIY_CRF_Patch.esp [ADR] * TissHeadTrack.esp [ADR] * Apothecary.esp [ADR] * Apothecary - Fishing Patch.esp [AD] * Trade & Barter.esp [AD] * Complete Crafting Overhaul_Remastered.esp [ADR] * USMP Complete Crafting patch.esp [ADR] * CC-Fishing_CCOR_Patch.esp [AD] * GemlingQueen_CCOR_Patch.esp [AD] * Vokrii - Minimalistic Perks of Skyrim.esp [ADR] * Vokrii - Trade & Barter Patch.esp [AD] * CCOR_Vokrii.esp [AD] * nwsFollowerFramework.esp [AD]
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Hi, I noticed when Wrye Bash is done and the Overview window pops up, I saw the 'Leveled List' was empty. Does anyone know if this is normal or it should display something? Leveled Lists is checked by default and I didn't touch it. I attached a screen shot showing it. THANKS
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fLandFriction didn't do anything, any other ideas anyone? NPC twitching and flickering around is really bad in the game for me, and I don't know what is causing it. But then I just found this mod related to plates twitching around and it makes me wonder if this is the same type of an issue. https://www.nexusmods.com/skyrimspecialedition/mods/64728 I don't just see the NPC occasionally twitching, I see this all the time, and it's just killing the game immersion really bad, I seriously need to figure out what is going on, and help would be greatly appreciated. THANKS P.S. Someone mentioned to me this is a Vanilla issue... hmm
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Better Community Shaders or ENB?
mooit replied to framx2l's topic in General Skyrim SE Discussion & Support
I have a few weeks ago, and? I still prefer ENB, because it has a better overall balance and vibrance. Of course I wasn't combining it with a lot of Reshade Shaders, which seems the way to go if you use Community Shaders, to make it more lively looking. It seriously needs to be used with Reshade if you want it anywhere close to ENB level of looks. -
Hi, I made a post over at Veydogolt Trees' Nexus page, but wanted to post this here too, not sure when I'd get an answer over there. I'm running SSE 1.6.640.0, Veydogolt Trees 10.1, and DynDOLOD 3 Alpha 173. I set the DynDOLOD 'tree' mesh rules at; LOD4/Billboard4, LOD8/Billboard4, LOD16/Billboard1 I'm noticing that some ENBs cause the trees in the distance to flicker quite a bit. A read this is a limitation on the game, not sure about it, all I know is some ENBs I'll hardly notice this and others it's quite intense. So I'm assuming there is something I can adjust in the ENB to reduce this, or get rid of it? Here's a video I posted on Vimeo, look at the trees straight ahead in the distance. Distant Tree Flickering I tried using the same exact TexGen settings on the Veydogolt 2D Billboards - LOD Generation guide but they don't work, trees don't even appear in the distance, the screen shot needs to be updated. HD Trees and Ultra in DynDOLOD needs to be used. Not sure why Stitched Object and Rendered Object also aren't checked in the screen shot? For the Diffuse/Normal I tried A8R8G8B8 and R8G8B8, what is different about that over Default BC7 Quick for Veydogolt? A8R8G8B8 and R8G8B8 is what was listed in the TexGen screenshot. THANKS
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Cloud Flicker & Banding I Only See With NAT III
mooit replied to mooit's question in General Skyrim SE Support
Here's two screen shots, with alll the mods disabled, only a few so I could start the game. This time I am using NAT III with NAT III's ENB. I could still see a very small amount of flicker, so there does appear to be this issue in Vanilla, but not noticeable, maybe this is just a game engine limitation/physics issue. Also if I disable all the mods and only enable NAT III there are more clouds added to the mountains, and then I see the flickering. It looks like NAT III has more cloud coverage and introduces this. It would be really GREAT, if someone wouldn't mind installing NAT III with everything else disabled on their load order to see if you notice the same thing? Because then I don't get how I see this with everything disabled, except the few mods I listed in the screen shots. THANKS -
It was quite late when I was playing with this, but I could of sworn to make sure to keep the testing accurate, looking back, all I remember is changing the DynDOLOD DLL versions between the outputs. But since I deleted my new outputs by mistake, all I recall next, I re created over the grass cache, xLODGen, TexGen, DynDOLOD. On my end, seeing the changes with only the DynDOLOD DLL versions seemed to be the issue. DLL 27, 29,30 always showed the enviroment popping in, the Test DLL didn't. THANKS
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Cloud Flicker & Banding I Only See With NAT III
mooit replied to mooit's question in General Skyrim SE Support
I'm now not using WTT, it conflicts with Water for ENB, so I uninstalled it. For Neverfade and Object fade all I know are these; fSkyCellRefFadeDistance=327680.0000, fLODFadeOutMultSkyCell=1.0000 and fLODFadeOutMultObjects=15.0000 I increased the Neverfade Distance, Obeject Fade, and Particle in Bethini Pie at Max, it didn't help. I'm trying to correct this on Rudy ENB NAT III. I tried the Fog settings, didn't do anything. Rudy for Obisidian doesn't have this issue, so I took the entire enbseries.ini and swapped it out, and it still didn't do anything. THANKS -
Cloud Flicker & Banding I Only See With NAT III
mooit replied to mooit's question in General Skyrim SE Support
Ok on the INI settings... OH the Plume, wow, never knew anything about this. I actually installed the DLC2 Vvardenfell 3D Plume in the DynDOLOD Resources, because I'm not using any Step patching, I assumed that was the reason it's not listed in the Step Guide to install. I wonder if adding it in the DynDOLOD Resources causes the issue? OH sheesh WTT, that's another can of worms I'm also dealing with... LOL I use Water for ENB, and I've been using it for years. I stopped playing SSE several years ago, when I got serious on the modding, this is all I've been doing, and I've used Water for ENB for years, but since I've only run around a few places on the map, I haven't had a chance, of course to see a lot, and I just realized that WTT and Water for ENB are not compatible, so I need to look at making a Wrye Bash patch, if I can do it, otherwise I'll have to not use WTT, while I wait hopefully on someone else patching it. THANKS -
Hi sheson, I used the test dll with Alpha 30 as you mentioned... The game save was the new game I created. On Alpha 173 with DLL Alpha 30 using the Test DLL, I do not see this issue, it looks like it has corrected the problem. I do have other issues to work on, and I will just be sticking around Whiterun doing these other modding chores, and if I happen to see it again, I will reply back. All I know is, the only thing I changed when I started to notice the increase in wait times through the gate was upgrading DynDOLOD to 173. After adding in the test dll to Alpha 30, yesterday the wait times through the gate were still twice the time. Now today, it only happened a few times, and the majority of times it went back to 5 seconds. So I really don't get why it changes like this at times, because in the past I never saw this, and since the beginning of the year, I have been modding daily at Whiterun. 95% of my modding for the past year has only been at Whiterun, I've run in and out of that gate hundreds of times, possibly a thousand, and when I saw the change, I noticed it. Oh well, I guess the game can have a mind of it's own sometimes... hmm THANKS
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Unfortunately I accidentally deleted my new load output, so I'm remaking them over. Sorry about the screen shot... I am not seeing any issues at the moment with the Test DLL, it's looking better, but I haven't had the time to test it long enough. I will test more later and get back to you. But for the time I tested it, I posted a DynDOLOD log. In regards to the video I posted showing 5 seconds through the gate, occasionally the time is ok, most of the time it's not, and using this Test DLL, if that's the issue, 10 minutes of testing running in and out the gate, every time was 10-13 seconds. Something has changed, because it was always around 5 seconds before, now it's twice as long. Here's the new output 173 with the test DLL, with the debug off. https://www.mediafire.com/file/g7lhvpo3ckz9m3t/Dyn_173_Test_DLL_DynDOLOD.log/file THANKS
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Hi sheson, Ok... Thanks
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Cloud Flicker & Banding I Only See With NAT III
mooit posted a question in General Skyrim SE Support
Hi, I'm running SSE 1.6.640.0, and NAT.ENB - ESP WEATHER PLUGIN v3.1.1C - Fixed. In my setup with MO2, I have disabled every mod little by little. I removed all plugins from \Data\SKSE\plugins, I have also started a new game to test this with, and I've also started the game from Steam, to make a default Skyrim.ini and SkyrimPrefs.ini. I also use DynDOLOD 3, and I disabled xLODGen, TexGen and the DynDOLOD output too. NAT III also has a NAT-ENB.ini and I've changed settings in this, and I've even removed it. I use EVLaS, the only thing I've done with this is change PerformancePreset Default = to Balanced, Fast, Faster, but of course I also disabled EVLaS in MO2. I have tried absolutely everything I know, what else is there to do, especially when you disable all the mods and use default Skyrim INI files, and test this on a new game save? On top of all the troubleshooting I have done, I only see this Cloud Flicker on the mountains, and banding in the sky with NAT III, NAT III's own ENB, and NAT III ENBs. I've never seen this with Cathedral, Obsidian, or Azurite. Here are two videos I uploaded to Vimeo - ( If you don't know, click the V to watch them on Vimeo). Cloud Flicker Banding - The banding is in between the trees at Whiterun and the mountain. This has seriously driven me nutts, trying to figure this out, I have no idea what else to do, and I'd really love to use NAT III. Help would be greatly appreciated until this is solved. I have been playing with this on and off since the beginning of the year. And, I think to myself, if this is the mods I'm using, or my load order, then why doesn't it happen with every other weather and enb mod, makes no sense to me... hmm I read this on NAT III's Nexus; Q: There is some sort of light flickering on the grass around my character or there is some noise on some objects and walls ? A: Pronounced flickering comes from the screen space raytracing used in ENB and only happens to few people for unknown reason. You can either lower the interior ILAmount values from the enb left panel/SSAO-IL tab or use the LOW or MEDIUM version, This will fix the issue but will also reduce the raytraced lighting on the environment. Another method is to use the games TAA anti aliasing which will greatly reduced the visibility of the shimmering. Regarding noise/pixels it comes from the resolution and the nature of the effect and there is no real solution about it. I wonder if this flickering being described here, could also be the culprit? Otherwise the only thing I can think of, is that actually the new game I started was using Obsidian, and if I'm going to switch over to NAT using DynDOLOD, I need to re run DynDOLOD over? Or an issue is baked into the game Save, I need to re run over xLODGen, TexGen, DynDOLOD and start a new game, or reload the save over after re doing these? hmm THANKS

