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mooit

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Everything posted by mooit

  1. @ z929669 I'm not following what you mean? There's no way to only impact trees from a given mod using the global game INI settings. @DoubleYou Ok on those settings I just built a new gaming box 8 months ago with a EVGA FTW3 Ultra 3080 and really happy with it, don't plan on any new parts/upgrades anytime soon here. THANKS P.S. I just posted my Specs in my Signature...
  2. What are the BethINI Ultra Tree Detail Fade settings, so I can just adjust only those? I was assuming, because the Step Guide only mentions using BethINI High settings, so I never changed anything from the Guide from High for my setup. @z929669 I didn't run DynDOLOD over, I only changed those settings, but later put the uiMaxSkinnedTreesToRender back to 120. THANKS P.S. I'm all for proportionate and balanced, but at times, I do think there might be some need for individual tweaking to balance out various setups. Like High isn't enough, but going Ultra is to much, so you balance the middle ground between them.
  3. I have to change these settings, or else I get the bad pop in like the first video. That is why I mentioned linking the tree guide to the SSE Step Guide. [Display] fMeshLODLevel1FadeTreeDistance=12288 fMeshLODLevel2FadeTreeDistance=16384 fTreesMidLODSwitchDist=16384 But this time I left this back on 120, and when I went back and checked the trees, riding up to them like the second video I could barely see the trees fading in. So I don't know if going from 200 to 120 helped, but it seemed like it had an effect... [Trees] uiMaxSkinnedTreesToRender=120
  4. Either I need a new pair of glasses, or I'm forgetting, other settings to change... OK... After posting, I followed the tree guide I posted above. https://stepmodifications.org/wiki/Guide:Skyrim_Tree_Settings Now, the trees look a lot better, and I assume what I am now seeing is the normal look of some pop in. https://vimeo.com/831702802 P.S. Maybe the Tree guide should be linked to the SSE Step Guide, yes?
  5. Hi, I made at post originally over at Nexusmods, but z929669 said this is not this mod's issue that It's other factors in my setup. I followed the Step guide and I have the default BethINI and DynDOLOD settings. But, besides the Step BethINI guide, should I actually adjust the trees from this guide? https://stepmodifications.org/wiki/Guide:Skyrim_Tree_Settings Fast Forward and start at 40 seconds, Vimeo for some reason has the video looking pretty choppy, so just start it from there. Here's the video; https://vimeo.com/user99539529 THANKS
  6. No worries, I'll just use the enb key mapped to another key. Thanks though for taking the time @Mousetick for posting this.
  7. This I already understand with the enblocal.ini I was just thinking the in game could be disabled and I kept using Print Screen too for the ENB, but guess not.
  8. I meant to say, I just thought that a way had been designed to disable SSE's screen shots. I only wanted to use the ENB is all, and not get twice the screen shots when taking them. THANKS
  9. When I first set up SSE with Bethini, I just assumed that the screen shots just overwrote the ones SSE created, but instead, now you'll end up with two screen shots for every one you take, one that SSE creates and Bethini. Is there a way to disable the screen shots from Bethini? I thought for some reason, it had a disable box you could check to do this in the Bethini UI. Might be a good idea, if possible to add a 'Disable' option in the future. THANKS
  10. I meant, in case someone just browses through the STEP instructions, and doesn't do them at that moment, but then later loads LOOT and sees and follows that. I was only trying to explain that it might be good idea to put on the STEP page to disregard what is mentioned on the LOOT page.
  11. Because LOOT still links to the cleaning with section 7.6 still referring to a part of this. https://tes5edit.github.io/docs/7-mod-cleaning-and-error-checking.html#ThreeEasyStepstocleanMods And the other reason I asked, because in the past, when other topics were being discussed, updates/changes were listed on the forum, that were not listed on the Wiki, and I was told, that the Wiki might not always have the most updated info at the time. So I'll just clean Dawnguard.esp as normal and leave all this out then. THANKS P.S. Someone might want to make reference to the link in LOOT not to follow that.
  12. Hi, Don't mean to bump an old post, but I wanted to know for SSE 1.6.640.0 if these manual cleaning steps still applied? Open SSEEdit and load only Dawnguard.esm Once loaded Left click and open CELL > Block 5 > Sub-Block 3 > select 00016BCF. Scroll down the view window on the right to find XEZN subrecord referring to RiftenRatwayZone [ECZN:0009FBB9]. Right click and select Remove. Next Left click and open CELL > Block 2 > Sub-Block 1 > select 0001FA4C. Right click and select Remove. Last Left click and open CELL > Block 8 > Sub-Block 1. Right click and select Remove. Click the [X] in the upper right hand corner, uncheck "Backup plugins", and click [OK]. THANKS
  13. I would of hoped, with mods like USSEP, and other bugs/patch mods, something would of been able to correct this. I've seen animals shooting up in the air before, but never saw the NPC falling out of the sky, or shooting upwards. My posts on this forum, have nothing to do with any tolerance, quirks or jankyness, I'm simply finding issues I'd like to correct is all, if possible. Call it what you will, computer geek, computer junkie, computer nerd, that's me, especially in Linux. I've always loved to tinker, so of course it's natural I want to tinker in Skyrim and make it as nice as possible. So far I'm not doing to bad. Capping the FPS to 60, not sure if it's coincidental, but not seeing anything for now. THANKS
  14. Hi, I read there's a bug where NPC can spawn and fall from the sky. I actually saw this today for the first time. I was riding the horse in the tundra near Whiterun and I noticed an NPC fall from the sky. Ok, this is really goofy and I don't want to see npc and animals falling from the sky. I saw this mods; Increase Actors in a cell Actor Limit Fix Not sure if these mod helps any, but does know anything about this and a fix for it? I also play the game uncapped, my monitor does 165hz, maybe capping at 60 is better and helps? I do use SSEDisplay Tweaks, also read about using Vsync too... hmm THANKS
  15. I certainly understand what's been mentioned, I've just not found anyway to fix it. I used my own game saves, besides the one I downloaded, but I also just checked this out all vanilla and vanilla save, and also noticed this at Helgen too. I'm not sure what mods if any can fix this at the moment. If anyone figures out a fix for this, please let me know. THANKS
  16. I mentioned before that I used a vanilla gave save I found on nexusmods and started the game vanilla and this is there. It's a vanilla bug, so I'm not sure what mesh conflicts you are referring to, with a vanilla game bug. Hopefully this is in the scope of Skyrim Landscape and Water Fixes and get's patched with it, or if ever Blended Roads picks up development again. THANKS
  17. I guess I just found it odd, turning it around on the map this way is all. It sort of threw me off a little, as to what was going on. Since Atlas Map Markers is on the Step Wiki, has anyone else run into the text being cut off for Dayspring and if ACMOS resolved this? THANKS
  18. Fort Dawnguard and Dayspring Canyon Valley are not the same locations/places on the map. This to me, makes no sense to remove one location, and then supposedly rename it to another location on the map. For whatever this Fandom is worth. https://elderscrolls.fandom.com/wiki/Fort_Dawnguard https://elderscrolls.fandom.com/wiki/Dayspring_Canyon Dayspring Canyon is a Spring on the side of a mountain, and Fort Dawnguard is a fort. How does a water Spring and a Fort get confused for being the same thing? Hmm ;/
  19. Yep, Atlas Map Markers was adding this location, and creating this issue. It's adding and removing map locations. If you look back up at the screen shot Fort Dawnguard has been removed. THANKS
  20. I mentioned before that I've tried both Blended and Really Blended with the smim patches, and I just tried both without the smim patches, still no change. This is also not my setup, I just found a clean game save and I ran SSE through Steam vanilla and loaded this save and it's still there. https://www.nexusmods.com/skyrimspecialedition/mods/2311 Unless someone knows of a fix, Blended Roads doesn't correct it for me, and it hasn't seen development in 3 years. So I made a post over at Skyrim Landscape and Water Fixes, hopefully this is something wizkid34 will patch. THANKS
  21. I see this in Vanilla SSE, so I don't see how I'm fixing a vanilla issue. For my setup, I've run it with only one mod enabled, Skyrim 202X, and still noticed the issue with only this one mod enabled. Then, the only way I could resolve it with just this one mod running was to hide; textures > landscapes > dirt02.dds But then that didn't turn out good either, hiding dirt02.dds, because I wanted the look it was giving. In several landscape mods, the conflict is with dirt02.dds. So I'm not understanding, when I see this in vanilla, or with only one mod enabled, how this then is something on my setup causing this, that doesn't make sense. I don't see how I can fix this, and DoubleYou said he recognized this as a vanilla bug... hmm THANKS
  22. In both videos, the first section, is only like 2 meters outside the gate at Whiterun. Then, when I walk forward to the second flicker in the first video, that's rignt next to the lookout on the left. Then another section I didn't show, if you head towards the underpass, just before it on the left, I saw another section similar. If I search for Blended Roads in Step, there's only the install settings used. I'm not sure what fix you are referring to? I've tried before both Blended and Really Blended with the smim patches, no good... THANKS
  23. After making the original post, I never thought to just run the game vanilla and test this, I assumed it was a mod conflict somewhere. From a clean install of Skyrim I used that and started Skyrim from steam, 100% vanilla and loaded a save, and I see pretty much the same thing in vanilla skyrim. So a vanilla bug? Here's a video in vanilla skyrim. (not sure why the video didn't embed here) https://vimeo.com/828237730?share=copy
  24. Hi, I thought I was running into a mods conflct, and in several landscape mods, if I hide dirt02.dds the problem went away. Here's a video of some flicker shimmering, and just to the left of it, pay close attention and you'll also see the ground and rocks shake around. After posting this, see my reply below...
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