TomForStep
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Everything posted by TomForStep
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Outfit colors washed out outdoors with ENB
TomForStep replied to TomForStep's topic in General Skyrim SE Discussion & Support
Thank you for your reponse. I have placed my question on the ENB Discord as suggested. Regarding the outfit shaders you mentioned: where are they defined and how could they be changed? In NifSkope? -
I use this outfit mod "Catsuits and Corsets". Of all the numerous outfit mods I'm using, only on these outfits are the colors different indoors and outdoors. Indoors, they look great. Outdoors, all the colors look really washed out on all items. When disabling ENB (Rudy's ENB for Cathedral Weathers), the colors are not washed out anymore outdoors, but the outfits loose almost all of their glossyness. Is this something that can be fixed somehow?
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Keyword Item Distributor question
TomForStep replied to TomForStep's topic in General Skyrim SE Discussion & Support
I have done some more testing and finally got it to work. It was a combination of several issues I guess. - Disabled Footprints mod in its MCM - Cleaned all scripts with Resaver from all installed Footprints mods - Enabled Footprints mod in its MCM - INI settings: ;Your heels Keyword = 0x000800~footprints-heelsAddon.esp|Armor|*Heels Keyword = 0x000800~footprints-heelsAddon.esp|Armor|Black Rose.esp|37 Keyword = 0x000800~footprints-heelsAddon.esp|Armor|[Ashtoreth] Black Hellebore.esp|37 Keyword = 0x000800~footprints-heelsAddon.esp|Armor|Ashtoreth_SassyGirl.esp|37 - And very important (would have solved the issue much earlier if I had tested on snow and not only on sand): a couple of ground records in "Footprints - Alternative Design" (FootprintsSand-patch.esp) were overwritten by grass mod Folkvangr, hence no footprints on sand. Therefore I created a custom patch with SSEEdit for the sand patch overwriting the relevant Folkvangr records. -
I have done some more testing and finally got it to work. It was a combination of several issues I guess. - Disabled Footprints mod in its MCM - Cleaned all scripts with Resaver from all installed Footprints mods - Enabled Footprints mod in its MCM - INI settings: ;Your heels Keyword = 0x000800~footprints-heelsAddon.esp|Armor|*Heels Keyword = 0x000800~footprints-heelsAddon.esp|Armor|Black Rose.esp|37 Keyword = 0x000800~footprints-heelsAddon.esp|Armor|[Ashtoreth] Black Hellebore.esp|37 Keyword = 0x000800~footprints-heelsAddon.esp|Armor|Ashtoreth_SassyGirl.esp|37 - And very important (would have solved the issue much earlier if I had tested on snow and not only on sand): a couple of ground records in "Footprints - Alternative Design" (FootprintsSand-patch.esp) were overwritten by grass mod Folkvangr, hence no footprints on sand. Therefore I created a custom patch with SSEEdit for the sand patch overwriting the relevant Folkvangr records.
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Keyword Item Distributor question
TomForStep replied to TomForStep's topic in General Skyrim SE Discussion & Support
Thanks, yes, I had installed this mod already, but still doesn't work. This is my installation order and load order: -
I have a hard time getting high heels footprints to work. Shoes, normal boots and barefoot footprints are working fine, meaning they generate their expected footprints. However with heels, I don't get any footprints at all. I use these mods: SPID for Footprints fix (and its dependencies) Footprints - heels addon Considering the RefIDs in this SSEEdit screenshot, are the KID .ini configurations ok regarding the RefIDs?
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Footprints - heels addon is supposed to place high heels shaped footsteps on the ground for armor boots designated as high heels. This is done through Keyword Item Distributor. For a test I have used this in the "footprints-heelsAddon_KID.ini" configuration file: ;Your heels keyword = 0x800~footprints-heelsAddon.esp|Armor|0x80E~Black Rose.esp Is this correct when considering the SSEEdit screenshot here (Black Rose - Boots Short): https://imgur.com/a/oe0Vq3A? Because I do not get high heels footprints... Attached is the KID log. po3_KeywordItemDistributor.log
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There are mods like Lanterns Of Skyrim II or Blowing in the Wind Lite, which place moveable lanterns throughout the world. However most of the time the lanterns are bouncing around like crazy in my game as if a hurricane was blowing, whilst capes, trees etc. are moving reasonably. Is there any way to edit lanterns to reduce their movement? Is this something that could be done in the lantern mesh? Or with SSEEdit? Or somehow else?
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DROPPED Lanterns Of Skyrim II (by MannyGT/wizkid34)
TomForStep replied to TechAngel85's topic in Skyrim SE Mods
Is there anything that can be done regarding the bouncing around? What would have to be changed to reduce the bouncing in the wind? -
ACCEPTED A Clear Map of Skyrim and Other Worlds (by DoubleYouC)
TomForStep replied to z929669's topic in Skyrim SE Mods
Thank you for pointing me in the right direction. It's indeed ENB related. According to Boris over at enbdev.com: It's a bug. I only disable mod for usual world map, never thought there is some other way to see it. But not sure if i will fix it, not important at all.- 85 replies
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- SKYRIMSE
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ACCEPTED A Clear Map of Skyrim and Other Worlds (by DoubleYouC)
TomForStep replied to z929669's topic in Skyrim SE Mods
I have this issue that when opening the map while being indoors, the world map colors are washed out/too bright: -> screenshots see here: https://imgur.com/a/mPJmSI9 1st screenshot: When opening the map being indoors with the local map automatically active, the world map in the background is too bright. 2nd screenshot: When closing the local map (world map still open), the world map colors are immediately fine. 3rd screenshot: When then reopening the local map (world map still open), world map colors are still fine. What could cause such a behaviour? This also happens with A Quality World Map and with or without Weather of World by the way.- 85 replies
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- SKYRIMSE
- 16-interface
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Yes, that's it! Thank you very much! :-)
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Thank you all for your patience and input! Much appreciated! Unfortunately I can't get the expert mod to show up. Here's my configuration. I have been using that for a long time, but without the expert parameter. Do I have to change the Arguments string somehow?
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I can't find this option. Where is it hidden? :-) And not sure if this is relevant, but it seems that every time I start v4.1.5, one of the first info messages is "Background loader: start building resources cache".
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No luck with v4.1.5f: manually deleted the cache in the output folder. First time loading takes about 2 minutes, about the same as v4.0.4. All subsequent starts take about one minute, double from v4.0.4. Selecting and loading only one plugin takes about 15 seconds with v4.0.4. With v4.1.5f, still about one minute...
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Thank you both for you replies. I did some more testing: Went back to v4.0.4: first time loading takes about 2 minutes. Afterwards with the cache obviously being used, it takes about 30 seconds. I will test again with v4.1.5f and report back.
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It seems to me that the latest version 4.1.5f is considerably slower loading the plugins compared to the 4.0.x versions. At least that's my impression. It looks to me as if it doesn't use the cache. I have about 850 plugins and it takes SSEEdit about 75 seconds to load them all. Anyone else having this impression?
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Thanks to your valuable input, I have solved the issue with the too dark mountain snow LOD. I have used v1.03a of Majestic Mountains-BDS With LOD Fix, which was too dark in my game. With its older version v1.03, snow LOD is looking fine :-)
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According to the mod author (Static Mesh Improvement Mod - SMIM - Complex Parallax Addon), the obelisk issue seems to be a game enging bug: "It's an engine bug, I am hoping somebody will fix it. When you get close to it and it "fixes itself", it won't occur again until you save and reload your game."
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Thank you for your reponse and help! The obelisks seem to be indeed a problem with Static Mesh Improvement Mod - SMIM - Complex Parallax Addon. When I disable the corresponding mesh file in that mod, everything is fine. Regarding the snow mountain LOD: with tll, the mountains vanish. So I guess they are indeed LOD, right? https://imgur.com/a/bnk4v0i According to SSEEdit, the last plugin for the mentioned shaders is Majestic Mountains: https://imgur.com/a/UCBwNVw The interesting thing is, I didn't have this color/brightness mismatch until fairly recently (first noticed it when switching from DynDOLOD Papyrus to DynDOLOD NG, but that could be a coincidence). I always had Majestic Mountains and DynDOLOD. But I added quite a lot of mods like Icy Mesh Remaster, Projected Diffuse Snow files for Nordic Snow etc. in the meantime. Could that have any influence on the color/brightness? The DynDOLOD guide mentions "The HD shaders make use of the vertex color alpha value. It controls the intensity". Where can I change these values?
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I have two issues with LOD. At least I guess they might have something to do with LOD... From afar, these obelisks are missing textures. When getting near, the textures pop in: https://imgur.com/a/8US8TNU From afar, a lot of snow mountain slopes (not all) are too dark and lack structure. When getting near, the proper textures and/or meshes fade in (blue rectangles show problematic zones, red rectangles show the difference for specific examples): https://imgur.com/a/X6Qhxot The fade-in effect is much more pronounced than the pictures show. How can I best troubleshoot these two issues? Otherwise, LOD (grass, trees, terrain) seems to be working fine. Versions: 1.5.97 DynDOLOD Resources SE 3.00-52897-Alpha-50 DynDOLOD 3.00-68518-Alpha-173 DynDOLOD DLL NG and Scripts 3.00-97720-Alpha-30
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I would like to add additional audio sliders for the mod Heels Sound. I would like to be able to control the high heels sound volume independently from all other footstep sounds. I have added two new sound categories to the mod (similar to the vanilla sound categories for Footsteps and NPC Footsteps) and linked all the sound descriptors to these two new categories. The two new audio sliders indeed show up under the Skyrim audio settings, however the sliders don't have any influence on the High Heels sounds. It's still the vanilla audio sliders which change the volume for high heels and all other footstep sounds. Have I overlooked something? Please see SSEEdit screenshots below: -> UPDATE: it's working. I somehow did not add all sound descriptors to the two new categories.
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Yes, that did it. Thank you so much for your help and all your cool tools! Much appreciated!
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Interestingly, I get exactly the same crash on map opening when I disable DynDOLOD output... These two entries always show up in the crash log whether DynDOLOD is enabled or disabled: [ 0] TESObjectSTAT(FormId: 00090983, File: `Better Dynamic Snow.esp <- Skyrim.esm`) [ 0] TESObjectREFR(FormId: 31089768, File: `Ambient Slaves SE.esp`, BaseForm: TESObjectSTAT(FormId: 00090983, File: `Better Dynamic Snow.esp <- Skyrim.esm`)) They both point to the same whdockdoortrim.nif (Persistent, Is Full Lod). That's how it looks in SSEEdit: For testing purposes, I disabled "Is Full LOD" on the xx089768 entry from Ambient Slaves. And lo and behold, no more crashes on opening the map! Does that make any sense??

