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Everything posted by mooit
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People Seem To Think BethINI Is Bad And Outdated
mooit replied to mooit's topic in General Skyrim SE Discussion & Support
My MSI Optix G273QPF doesn't support HDR, now maybe if I could see it as HDR capable, then I could make a better judgement over what I am seeing at present without. But, as an IPS panel on this monitor, all I can say is, the defintion and colors are amazing without being HDR compliant. -
Hi, For SSE 1.6.640.0 are there any lore friendly overhaul mods for the children, something possibly high poly, better looking than vanilla? I was trying RS Children, but there were some issues. The Kids Are Alright Renewal, certainly has a better higher quality look, not exactly the rustic skyrim lore look of the vanilla children. I've been really digging around, I'm not sure if I've seen everything out there... hmm THANKS
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Does the Load Menu Have Three Sections?
mooit replied to mooit's topic in General Skyrim SE Discussion & Support
I seriously can't remember what the Load Screen looked like at the start of the game. I guess I don't remember it having a Username section, with exactly the same save names listed as Show All Saves. hmm -
People Seem To Think BethINI Is Bad And Outdated
mooit replied to mooit's topic in General Skyrim SE Discussion & Support
I started running MSI monitors when I saw a nice deal at a local shop, ever since MSI for me. I'm only on my second MSI monitor, the first one was perfect 3 years running, not one issue, and this one I have now a Optix G273QPF Gsync with an IPS panel, I've had a year and eight months is absolutely amazing. https://www.msi.com/Monitor/Optix-G273QPF/ -
People Seem To Think BethINI Is Bad And Outdated
mooit replied to mooit's topic in General Skyrim SE Discussion & Support
I edited over my post in regards to Gsync... Yes it's a shame, if people are having a problem, at least take a moment to explain to let people know what was happening for you, and then maybe, whatever was going on, if a user error then you can also get your issue resolved too. I don't see how using BethINI as a Base Line setup is negative, or causes any harm. P.S. By the way, using Firefox I don't have any options on the right side of posts to give the thumbs up or like emoji? hmm -
People Seem To Think BethINI Is Bad And Outdated
mooit replied to mooit's topic in General Skyrim SE Discussion & Support
Ok on the Vsync update... I have a Gsync monitor, I've never needed to use Vsync in game, or in the nvidia control panel for any games I've ever played. Thanks -
People Seem To Think BethINI Is Bad And Outdated
mooit replied to mooit's topic in General Skyrim SE Discussion & Support
I didn't mean to imply getting dragged into drama, but simply as the mod author, and your expertise to share is all, to help facts from fiction, as well as helping others understand. If people are going to spread false info, well, who will be there to set things straight... I mean, I shared my experiences, but I'm not the author or StepModifications, with anything of credibility standing behind me... LOL Of course everyone has their own likes dislikes, that's to be expected, but if the consensus spreads false information, it can make things harder for the newer user to understand and dig through is all. I was just hoping you could at least share on the Wiki Base Line information for SSE, if that's been working out good for the most part, so people at least understood this. I hope I explained myself better here... I'm just saying, sharing a little info to help is all, not get in the middle of a flame war. I personally wanted to know thoughts on the app, but then again, I always assumed if it's listed on the Step Wiki, it's working great, so I've never questioned it. I've never once had any issues with it... THANKS P.S. The important point I didn't express from the beginning, is liking and disliking is one thing, but saying something is 'Ruining' is another, and that is where I thought maybe you'd share that BethINI isn't ruining anything, because that choice of wording seemed a bit extreme. -
Hello, @DoubleYousince you are the mod author of BethINI, I thought I'd share this, in hopes you might wish to share some thoughts over at Nexus. There were some recent comments in regards to BethINI on SSE Display Tweaks Neux page; https://www.nexusmods.com/skyrimspecialedition/mods/34705?tab=posts @z929669I mentioned you as well for some feedback too if you don't mind. I hope you both will share some thoughts, I'd personally like to hear on this. THANKS P.S. Keep up the great work!
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Hi @z929669 Hope all is well... Ahh ok on DoubleYou, I have not heard of Synthesis, or if I did, I forgot about it, but this looks really interesting for grass blending. Just wondering how it might turn out? I know you love playing around in Skyrim, maybe you can check it out and tell us what you think? @DoubleYouhello, what's your verdict on this? THANKS
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Is this Synthesis that you are referring to? https://github.com/Mutagen-Modding/Synthesis I don't understand that you said you ran the Synthesis patch to remove vertex colors, what Synthesis works by itself to do this, or you used the Remove Landscape Vertex Color mod? https://www.nexusmods.com/skyrimspecialedition/mods/64132 @z929669 Has anyone looked at Synthesis and the Remove Landscape Vertex Color mod, if this really does a great job at blending, to include into the StepModifications SSE Wiki? THANKS
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Hi, I'm running SSE 1.6.640.0 with DynDOLOD 3 Alpha 169, using Tamrielic Grass and Complex Grass. I don't recall seeing anything mentioned about the postion and height, when viewing the grass, if this matters for adjusting the grass colors? Like when trying to match the colors in TexGen, do we want to look at the grass at any particular height/distance when making adjustments? What I have found interesting is, in certain areas, the grass will be slightly darker in the distance, and when approaching come into view brighter, then in another area the colors are almost perfectly matched and there isn't much of a transition when approaching the grass. Or sometimes the distance grass is lighter and becomes darker when approaching. I guess it's my understanding that the grass is suppose to replicate some reality in regards to the surrounding conditions, but I find it odd how in a relatively small area that I run around on the horse, I see possibly three different situations of color transition as I mentioned; sometimes dark in the distance then appearing lighter when getting closer, then perfectly matched without much transition, or sometimes lighter and becoming darker approaching. SO, if I was to leave Whiterun on horse, go towards the Sleeping Tree, in all of this area, would I possibly see all of these differences in grass color change? I assumed I wouldn't since the distance traveled, the weather, lighting and time, in such a short distance is so small that the grass lighting would look the same through this entire area. hmm THANKS
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It's for Blubbos Trees in Whiterun 2018 mod, he's no longer working on this version, but I really like it, and I'm just trying to clean up the DynDOLOD messages is all. Trying to keep it all nice and tidy and error free... LOL This is the mod if anyone else might be able to clean this up. This is not something I've ever messed with before. It doesn't have any LOD files. https://www.nexusmods.com/skyrimspecialedition/mods/22291?tab=files&file_id=76928 THANKS
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I made this post over in DynDOLOD, and if this is only needing some small editing to fix, I'm wondering if anyone here could edit and correct this NIF? Because I have no clue here what I am doing in regards to this, so the help would be greatly appreciated. THANKS
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Hi, I'm running SSE 1.6.640.0 using DynDOLOD 3 Alpha 169 In the DynDOLOD Summary of Messages - File Not Found Textures I have this line; Warning: File not found textures\. Used by Meshes\landscape\trees\treepineforest03_burnt2.nif blubbos_trees_in_whiterun.esp treepineforest03_burnt2 "treepineforest03_burnt2" [TREE:3A005909] It's this line I don't understand which isn't pointing to anything? Warning: File not found textures\. I uploaded treepineforest03_burnt2.nif; https://www.mediafire.com/file/dobpmy7hts9wzpm/treepineforest03_burnt2.nif/file Would the nif have something wrong with it, as to why DynDOLOD says \. the nif needs fixing? If any DynDOLOD logs are needed, please let me know. THANKS
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Sorry, I'm confused about logs not being provided, are you talking about the DynDOLOD logs after running DynDOLOD? Because I'm only running NGIO-NG for the grass cache. DynDOLOD DLL NG and Scripts Alpha-18 is worse, it crashes more. I just tried DynDOLOD DLL NG Alpha 23 and NGIO-NG just had an update NGIO-NG-1.0.12-1.6.640, and I'm not seeing this issue anymore. The grass cache completed normally this time. THANKS
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Hello Sheson, I was able to get it to create a grass cache, it's just that SSE crashes more when leaving DynDOLOD DLL NG enabled in MO2, which I don't understand why it should cause it to crash more. I understand there are many mods that do not need to be enabled when creating a grass cache. I was only hoping I wouldn't need to mess with MO2 disabling mods is all. If DynDOLOD DLL NG is disabled SSE only crashes around 3-4 times, if I enable it, SSE will crash around 30-40 times. The DynDOLOD.log is not large, here is the contents of it. DynDOLOD NG plugin version: 3.0.22.0 | SKSE version: 2.2.3.0 | Game version: 1-6-640-0 DynDOLOD save/load handler installed. DynDOLOD Papyrus functions installed. Default Trampoline => 0B / 28B (00.00%) Trampoline initialized. Default Trampoline => 14B / 28B (50.00%) Default Trampoline => 28B / 28B (100.00%) DynDOLOD Patch installed. DynDOLOD Cell Events installed. DynDOLOD Player Events installed. DynDOLOD PlayerPos Events installed. Reading file Data/SKSE/Plugins/DynDOLOD_Data/DynDOLOD_NG_Worlds.txt Error opening file Data/SKSE/Plugins/DynDOLOD_Data/DynDOLOD_NG_Worlds.txt problem with worlds config file By the way, I do not see any Data/SKSE/Plugins/DynDOLOD_Data/DynDOLOD_NG_Worlds.txt I looked in; C:\Steam\steamapps\common\Skyrim Special Edition\Data\SKSE\plugins C:\Modding\MO2\overwrite\SKSE\Plugins C:\Users\ROG\Documents\My Games\Skyrim Special Edition\SKSE THANKS
- 542 replies
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Are the logs on the GitHub sufficent? I'm not running DynDOLOD, if so I'll link those to here. THANKS
- 542 replies
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Hi, There's a report for No Grass in Objects NG on GitHub here; https://github.com/SaneEngineer/No-Grass-In-Objects-NG/issues/20 I also installed DynDOLOD DLL NG Alpha 22 today and tried to run the grass cache and it also crashed. I can't attach any log files here, it's limited me to 17.81 kb in size. It would be great if this size restriction could be lifted, so that bigger files can be uploaded. THANKS
- 542 replies
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Camera Pops In & Out When Sprinting/Jumping On The Horse
mooit replied to mooit's question in General Skyrim SE Support
Let me ask this instead... I thought Zooming In & Out is a Vanilla feature of the game when sprinting on the horse? -
Camera Pops In & Out When Sprinting/Jumping On The Horse
mooit replied to mooit's question in General Skyrim SE Support
Ok on moving the post... So, when sprinting and stop sprinting on the horse, the camera zooms in and out. But I've noticed, when jumping the horse, around the moment beginning or stopping a sprint, the zoom effect is even stronger. It's really bothersome this zooming in and out, and I wanted to know if there's a way to disable it when riding the horse? THANKS -
Camera Pops In & Out When Sprinting/Jumping On The Horse
mooit replied to mooit's question in General Skyrim SE Support
Sorry late night, I jumped too soon. I disabled the Riding Animation Overhaul - RAO mod it was making the entire screen pop in and out, now I only see the camera zooming in and out when sprinting. I forgot, is the Zooming In and Out suppose to happen when sprinting on the horse? I don't care for it, is there a way to disable it? THANKS

