-
Posts
539 -
Joined
-
Last visited
-
Days Won
3
Everything posted by mooit
-
Camera Pops In & Out When Sprinting/Jumping On The Horse
mooit posted a question in General Skyrim SE Support
I'm running SSE 1.6.640.0 I've been doing more modding then actual game play, I can't really remember the last time I was on the horse messing around. Today I finally got back on the horse, when I noticed, sometimes when I sprint the camera will zoom in and out, and also the entire area pops back and forth, and it's more noticeable jumping. Anyone ever hear of these issues of zooming and popping in and out, and know a fix for this? Here's a video I posted on Vimeo, you'll notice sometimes a slow/slight zoom in and out, but notice too how the entire area pops back and forth. This entire area popping back and forth his really bothersome. Just click the V to go to the site, can't seem to get the full screen button to appear here. I don't have any camera mods installed, and today, I went back to the Wiki and did over my BethINI settings the same. I'm attaching my MO2 Modlist and INI settings. THANKS modlist.txt Skyrim.ini SkyrimCustom.ini SkyrimPrefs.ini -
Hi Sheson, Backported Extended ESL Support works, and I contacted the Mod author of Forest Fragments, because the main file Forest Fragments.esp is 1.7 For some reason these two patch files have 1.71, not sure why they aren't 1.7 1.71 Forest Fragments - Schlitzohr's Oakwood Patch.esp 1.71 Forest Fragments - Complete Alchemy & Cooking Overhaul Patch.esp THANKS P.S. I also renamed the header versions in SSEEdit to 1.7 and the games loads and runs ok... Is it ok just to do this?
-
Hi Sheson I ran blubbos_trees_in_whiterun.esp through SSEEditQuickAutoClean and now no more FormID Is A HITME so it worked. I have a different problem now... I upgrade to the latest DynDOLOD 169 and now it's not even loading when I start, and I'm not doing anything different, than I've done for the past 3 years, so I'm really confused as to why nothing now. For the past 3 years everytime there's an update, I made sure certain mods were updated that might be needed, then I've just ran over xLODGen, TexGen, DynDOLOD and loaded my game saves and it's worked, now I don't know what is going on. The first time I tried to load a game save, it said Dyndolod.esm and Dyndolod.esp were missing. I also tried creating a save, deactivating dynlod, following the steps listed exactly in the MCM and it still didn't work. Here are recent logs after I ran xLODGen, TexGen, DnyDOLOD Alpha 169 and loading a game save. Papyrus.0 https://www.mediafire.com/file/r83trbx84mpazbv/Papyrus.0.log/file DynDOLOD.log https://www.mediafire.com/file/lycqa6hpkvsgcoy/DynDOLOD.log/file DynDOLOD_SSE_Debug_log https://www.mediafire.com/file/ib9833k24l49ert/DynDOLOD_SSE_Debug_log.txt/file DynDOLOD_SSE_log https://www.mediafire.com/file/ny9kog1vx6lk99o/DynDOLOD_SSE_log.txt/file TexGen_SSE_log https://www.mediafire.com/file/t622ftgznd54syo/TexGen_SSE_log.txt/file I've attached a screen shot, you can see DynDOLOD.esm and DyDOLOD.esp are listed in the right side pane at the bottom. THANKS
-
Hi Sheson, Ok, I believe I am only missing the Papyrus.0.log. But if I enable it in Skyrim.ini, the Papyrus.0.log isn't appearing. [Papyrus] bEnableLogging=1 bEnableProfiling=0 bEnableTrace=1 bLoadDebugInformation=1 fPostLoadUpdateTimeMS=2000 iMaxAllocatedMemoryBytes=500000 I also created Documents\My Games\Skyrim Special Edition\Logs\Script\Papyrus.0.log with an empty log file and restarted the game several times and the log file is empty. hmm Now after starting the game the third time in a row, the on screen message 'Dyndolod successfully initialized' finally shows up, hmm odd. All I can say is, I've been using DynDOLOD 3 for 3 years now, and every game save I load, it has always shown in the upper left side of the screen. It has only acted up now since I started using DynDOLOD DLL NG.
-
SSE 1.6.1170 or MO2 Now Making Skyrim.INI Folder?
mooit replied to mooit's question in General Skyrim SE Support
I also made a post on Nexusmods for SKSE; https://www.nexusmods.com/skyrimspecialedition/mods/30379?tab=posts -
There isn't any DynDOLOD 'bugreport.txt' DynDOLOD.log https://www.mediafire.com/file/gt45up6ezxhoufg/DynDOLOD.log/file DynDOLOD_SSE_Debug_log https://www.mediafire.com/file/myybx5l5kh610d2/DynDOLOD_SSE_Debug_log.txt/file TexGen_SSE_Debug_log https://www.mediafire.com/file/93b6jhp9h6d65lx/TexGen_SSE_Debug_log.txt/file DynDOLOD_SSE_log https://www.mediafire.com/file/zzv5om4el0ptd3b/DynDOLOD_SSE_log.txt/file TexGen_SSE_log https://www.mediafire.com/file/rvlpux3nmdxut1g/TexGen_SSE_log.txt/file
-
Hi, I'm running 1.6.640.0 with DynDOLOD Alpha-169, last week I ran across seeing DynDOLOD DLL NG for the first time. With SSE 1.6.1170 the 'Dyndolod successfully initialized' message does appear in the upper left of the screen but the message won't appear under 1.6.640.0. I did use the different versions of DynDOLOD DLL NG for 1.6.1170 and 1.6.640.0. In the MCM it does show it was successfully initialized and active. If I uninstall or disable DynDOLOD DLL NG in MO2 and rerun over TexGen and DynDOLOD the 'Dyndolod successfully initialized' message reappears. I have two versions of SSE 1.6.640.0 for MO2, one has all the mods updated and the other one isn't. With both versions I see the same thing, as soon as I install DynDOLOD DLL NG, the message won't appear. I've attached a screen shot showing it ok in MCM under 1.6.640.0. THANKS
-
SSE 1.6.1170 or MO2 Now Making Skyrim.INI Folder?
mooit posted a question in General Skyrim SE Support
Hi, I just upgraded to SSE 1.6.1170, and I also installed the latest MO2 2.5.0. Since making these upgrades, I now noticed in \Documents\My Game path a Skyrim.INI folder being created, and I never had this before with SSE 1.6.640.0 and MO2 2.4.4, so I'm not sure where this is coming from. I've attached a few screen shots showing this Skyrim.INI folder, if anyone knows what's happening? Because all the files use to go under this path; \Documents\My Games\Skyrim Special Edition\SKSE Some file are still using \Documents\My Games\Skyrim Special Edition\SKSE but I'm still not sure why there is now this Skyrim.INI folder. THANKS -
Hi, I've been using Immersive Citizens - AI Overhaul SE, but I noticed a bug with it, where Elrindir's hands and arms sometimes, when he moved around behind the counter and changed positions, and then put his hands or arms on the counter, at times they would not rest all the way on the counter, they would float slightly above it. Then I thought to try AI Overhaul SSE, but I noticed when using Modpocalypse NPCs - All Vanilla NPCs, AI Overhaul SSE would change the look of the NPCs. I had a look at the WIKI and I didn't notice any AI Immersive mods like these, so I wanted to ask, if anyone has found any better/similar mods? THANKS
-
ACCEPTED NPC AI Process Position Fix - NG (by Maxsu)
mooit replied to z929669's topic in Skyrim SE Mods
This has been an issue I've noticed for some time with NPC's, but I didn't get around to trying out this mod, until today. I made a post over on Nexus, I'm still seeing the NPC positions not being updated when waiting. https://www.nexusmods.com/skyrimspecialedition/mods/69326?tab=posts Anyone have any ideas on being able to fix this, or any other mods for this? THANKS -
Empty Area Of Tundra - Grass Not Rendering
mooit replied to mooit's topic in General Skyrim SE Discussion & Support
I used the ENB version, I was just hoping someone knew about this... hmm Thanks -
Empty Area Of Tundra - Grass Not Rendering
mooit replied to mooit's topic in General Skyrim SE Discussion & Support
I have two SSE 1.5.97 versions, one for ENB, and the other for Community Shaders, the MO2 setups are the same, minus all the ENB mods, which of course are not in the CS version. I have successfully created several times the grass cache in the ENB version. Grass Cache Fixes.esp is at the bottom of the load order on the right side pane in both versions. But for some reason WhiterunWorld is not being created in the Community Shaders version. Does anyone know if there's something going on with CS, or any of the Shader mods that are needed for it, affecting this? hmm I've attached my 1.5.97 CS MO2 modlist. THANKS modlist.txt -
I just read someone mentioned this on Nexus; If actors are appearing in the sky and then quickly dropping to the ground then you are likely encountering a problem with Havok collision, which is addressed by SSE Display Tweaks. hmm Havok collision?
-
Hi, I'm running SSE 1.6.640.0 and I've recently switched over from ENB to Community Shaders. I have all the Community Shaders Addons installed. I assumed the Grass Lighting shader simulated a look, somewhat close to how ENB Complex Grass looks? I'm using Tamrielic Grass and when I tried to adjust all the grass settings, they don't change the grass. For me the Tamrielic Grass look/colors are flat, no shine, sheen, depth or shadow. I assumed the lighting of the grass with Community Shaders might be close to the look of ENB Complex Grass. This is how the grass looks in the afternoon sun. Shouldn't the grass look somewhat similar to ENB Complex Grass, with shine/sheen/depth/shadows, etc.? No matter the time of day, or height/angle I'm looking at the grass, it's just flat/dull looking. THANKS P.S. Not being able to use HD Grass now in TexGen/DynDOLOD, is there any loss of benefits to this, or will eventually Community Shaders will fill in this HD Grass option?
-
Open Cities Alternatives - No Gates?
mooit replied to mooit's topic in General Skyrim SE Discussion & Support
LOL grow... Not sure what the heck I meant there now. I was just asking if there was an alternative to Open Cities that did the same thing? I figured out the issue, it doesn't like my game saves, but I need to use them. So I can't use it... THANKS -
Hi, I'm running SSE 1.6.640.0 and I use Glorious Doors of Skyrim. Get On With It - No more waiting for doors, does not work with Glorious Doors, and I really hate sitting and waiting for Gates to open, or any door for that matter. But, I was hoping Open Cities from Arthmoor work, it doesn't. It breaks a lot of things in the game. https://www.nexusmods.com/skyrimspecialedition/mods/87707 Does anyone know a good alternative to that keeps all the gates open, so you don't have to wait and grow them as normal? THANKS
-
I am using compatible ENB designed for the specfic weather mods I'm using. I'll look at the [ENVIRONMENT] fog settings. How do you check which weather is active? All I know is the ENB Statistics section... These are PI-CHO [ENVIRONMENT] fog settings. I'm not sure which ones really affect this... :/ FogColorMultiplierDawn=1.0 FogColorMultiplierSunrise=1.0 FogColorMultiplierDay=1.0 FogColorMultiplierSunset=1.0 FogColorMultiplierDusk=1.0 FogColorMultiplierNight=1.0 FogColorMultiplierInteriorDay=1.0 FogColorMultiplierInteriorNight=1.0 FogColorCurveDawn=1.0 FogColorCurveSunrise=1.0 FogColorCurveDay=1.0 FogColorCurveSunset=1.0 FogColorCurveDusk=1.0 FogColorCurveNight=1.0 FogColorCurveInteriorDay=1.0 FogColorCurveInteriorNight=1.0 FogAmountMultiplierDawn=1.0 FogAmountMultiplierSunrise=1.0 FogAmountMultiplierDay=1.0 FogAmountMultiplierSunset=1.0 FogAmountMultiplierDusk=1.0 FogAmountMultiplierNight=1.0 FogAmountMultiplierInteriorDay=0.2 FogAmountMultiplierInteriorNight=0.2 FogCurveMultiplierDawn=1.0 FogCurveMultiplierSunrise=1.0 FogCurveMultiplierDay=1.0 FogCurveMultiplierSunset=1.0 FogCurveMultiplierDusk=1.0 FogCurveMultiplierNight=1.0 FogCurveMultiplierInteriorDay=1.0 FogCurveMultiplierInteriorNight=1.0 FogColorFilterAmountDawn=0.0 FogColorFilterAmountSunrise=0.0 FogColorFilterAmountDay=0.0 FogColorFilterAmountSunset=0.0 FogColorFilterAmountDusk=0.0 FogColorFilterAmountNight=0.0 FogColorFilterAmountInteriorDay=0.0 FogColorFilterAmountInteriorNight=0.0 FogColorFilterDawn=1, 1, 1 FogColorFilterSunrise=1, 1, 1 FogColorFilterDay=1, 1, 1 FogColorFilterSunset=1, 1, 1 FogColorFilterDusk=1, 1, 1 FogColorFilterNight=1, 1, 1 FogColorFilterInteriorDay=1, 1, 1 FogColorFilterInteriorNight=1, 1, 1

