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Everything posted by Ogham
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ACCEPTED Thundering Shouts (by greentea101)
Ogham replied to stoppingby4now's topic in Skyrim LE Mods
This would still seem a valid question comparing it with the rest of the STEP instructions. Currently there are no instructions. Is STEP advising main or loose file for this mod. And main file or normal pitch version? Thanks for the feedback/update on this one. -
ACCEPTED Realistic Water Two SE (by isoku/SparrowPrince/TechAngel85)
Ogham replied to TechAngel85's topic in Skyrim SE Mods
lolz, been out for a year or two, overlooked the details, I also understand that an AE version of STEP is worked on for next year, so maybe a moot point to raise... But perhaps for the new or returning folks then at least mention to download version 4.1 from the 'old files' section? As up until here it has been mostly a 'download the main version' vibe unless specified otherwise and I had not considered reading this full post about the details on version 5, sorry. Also missed the notice on the MOD page itself, still rusty I do apologize.- 75 replies
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- SKYRIMSE
- 06-models and textures
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ACCEPTED Realistic Water Two SE (by isoku/SparrowPrince/TechAngel85)
Ogham replied to TechAngel85's topic in Skyrim SE Mods
- 75 replies
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- SKYRIMSE
- 06-models and textures
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ACCEPTED SSE Engine Fixes (by aers/Nukem/Ryan)
Ogham replied to TechAngel85's topic in Skyrim SE Mods
Hello all, question regarding the instructions in SE 1.0.0 Instructions show to set MaxStdio: = true From the file it is not a true or false but a value that is required? MaxStdio = 2048 # Sets the maximum number of open file handles, preventing the game from running out with large plugin counts (fixes false save corruption) # You may set this higher than 2048 (max 8192) on an updated Windows 10 or Windows 11- 18 replies
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- SKYRIMSE
- 02-extenders
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Hi Tech, I have been away too long to know if these settings are already being captured by BethIni. But an old mod that was used in the past I seem to recall has been uploaded today for SE. Improved Camera INI Tweaks.
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STEP SE Core Beta - Official Bug Reports
Ogham replied to TechAngel85's topic in Step Skyrim SE Guide
Thank you Tech, I was actually working from the Data tab in the right hand pane of MO where it didn't allow me to hide on folder level. Thanks for pointing me in right direction. -
STEP SE Core Beta - Official Bug Reports
Ogham replied to TechAngel85's topic in Step Skyrim SE Guide
Hi Tech, From the Instructions for Ruins Clutter Improved: Hide the following files/folders: meshes\furniture\workbenchesmeshes\furniture\enchantingworkbench.nifmeshes\furniture\enchantingworkstation.nifmeshes\loadscreenart\loadscreenenchantingworkbench.niftextures\clutter\candles I'm not able to hide folders in MO2, only files within the folder. The meshes\furniture\workbenches folder also contains files from Embers HD. Should I hide all files including the ones from HD Embers in the Workbenches folder? Thank you. -
SKYRIMSE MO2 not starting. Or is it?
Ogham replied to Brotherofcats's question in Mod Organizer Support
Nevermind, temporarily created the old drive location again to enable MO2 to start up and allow me to assign the new locations in the settings menu. -
SKYRIMSE MO2 not starting. Or is it?
Ogham replied to Brotherofcats's question in Mod Organizer Support
Hi all, am returning to modding after a long break. And have a problem which I can't figure out. I must have installed MO2 several years ago when Skyrim SE was still on a different drive. I did a clean install today but there must be some remnant being picked up by MO2 as it auto assigning my old drive location and telling me it can't be reached. Where can I adjust the drive location manually for MO2 to see the correct path? Thanks. -
Skyrim Revisited: Legendary Edition News
Ogham replied to Neovalen's topic in Skyrim Revisited (retired)
Actually, for EatingSleepingDrinking, only the optional Animation Package is used which hasn't been updated since late 2014. -
SRLE Extended: Legacy of The Dragonborn
Ogham replied to Darth_mathias's topic in Skyrim Revisited (retired)
Hello Darth, Not sure if mod suggestions are still a thing - the pinned mod suggestions list hasn't been updated and was for the old version ? But anyways, 1 - Mysticism to replace Smart Souls 2 - Perhaps for yet another bit of variety ( although that seems to be seriously covered ^^ ( Grim Grass ) -
Skyrim Revisited: Legendary Edition News
Ogham replied to Neovalen's topic in Skyrim Revisited (retired)
Hello Neo, TES5Edit has been updated to version 3.1.3 - 285d440 today. -
Skyrim Revisited: Legendary Edition News
Ogham replied to Neovalen's topic in Skyrim Revisited (retired)
Hello Ro, Always hard to troubleshoot someone else's installation :) If you are certain all went well I can only suggest the following at the moment (happened to me accidentally one time) Have you enabled file extension on your system ? During part of the installation Neo has us create the SKSE.ini file. I forgot to enable file extension in the past. When I did turn it on (after also getting CTD's) I noticed my SKSE.ini was actually SKSE.ini.txt Can't hurt to check :) -
SRLE Extended: Legacy of The Dragonborn
Ogham replied to Darth_mathias's topic in Skyrim Revisited (retired)
Hello Darth, Just ran BethINI, (hadn't even noticed the name change from spINI) Just wanted to know if the following are left out intentionally from your guide compared to SR-LE Revisited; After doing the setup as per your guide the following wasn't there. Field of View (FOV) Tweak [Display] fDefault1stPersonFOV=85.0 Fade Distance Tweak [Grass] fGrassStartFadeDistance=18000 Mouse Acceleration Tweak [Controls] MouseAcceleration=0 -
Skyrim Revisited: Legendary Edition News
Ogham replied to Neovalen's topic in Skyrim Revisited (retired)
Hello Neo, Nothing important in the grand scheme of the guide, but anyways, For ELFX instructions: TES5Edit Cleaning: It says 'Solution: Delete the wild worldspace edit.' But the instructions provided by you have us perform some changes (edit object bounds) To avoid confusion would it perhaps be wise to change to: Solution - perform the following edits. Or something similar. -
STEP included 'Run for your lives' and 'When vampires attack' by Arthmoor in the past to cover the NPC safety. These were dropped in favour of Immersive Citizens-AI Overhaul. That would mean NPC Protected Redux is also a redundant option as a mod if I'm not mistaken.
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Skyrim Revisited: Legendary Edition News
Ogham replied to Neovalen's topic in Skyrim Revisited (retired)
Ola Neo, Would this be worth adding to the guide ? Deadly Dragons Script Patch Fixes included: - An animation event was broken due to a misspelled variable. This has been fixed in multiple scripts. The event will also now unregister when the affected dragon is unloaded or dies, as a precaution against save bloat. - Several scripts will now unregister for updates when the affected dragon is unloaded or dies. - The primitive brawling check in Deadly Dragons was removed. It only checked for two brawling events, so you would have needed the Modern Brawl Bug Fix even without this patch. - Abilities that trigger invulnerability were affecting all dragons of that class, instead of just one dragon. - Frost Blast could trigger forever if a function call failed. A safety net has been added to prevent this. - Bonuses to dragon Health/Magicka/Damage/etc. were sometimes stacking. - Tempest could, in theory, attempt to move an object to a null location. This has been fixed. - All update calls were moved to a RegisterForSingleUpdate system. RegisterForUpdate calls just ask for trouble. - The Assault System should now check for an open sky every time. - Multiple scripts no longer import the utility script. In some cases, the utility script was never even used in the original scripts. - Several small scripting optimizations. -
SRLE Extended: Legacy of The Dragonborn
Ogham replied to Darth_mathias's topic in Skyrim Revisited (retired)
I believe Darth dropped a few mods along the way because of them being script heavy ? In the feedback and posts for Enai's new mod he mentions > Quote: Enhanced Blood Textures is unreasonably script heavy for what it does. I tend to trust him on that ^^ seeing he is also quite strict to improve on his own scripts ( as can be read in his detailed change lists ) Does anyone know of a decent alternative ? Or should we wait on Rustic Blood Textures :):) -
Skyrim Revisited: Legendary Edition News
Ogham replied to Neovalen's topic in Skyrim Revisited (retired)
Hello Neo, Please see the most recent posts at Vivid landscapes. Seems people found errors in the Vivid Landscapes - All in One > meshes\loadscreenart which causes crashes. Maybe best to delete the folder until Hein has fixed them ? -
Heyja Darth, I'm sorry to say I haven't been able to do a comparison between Noble Skyrim and the following mod. But since you added Long lost Smelters the following mod might be a nice addition for the smelters ? Skysight - Smelters HD
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ACCEPTED Static Mesh Improvement Mod - SMIM (by Brumbek)
Ogham replied to z929669's topic in Skyrim LE Mods
Posted July 20th by Brumbek on SMIM page. "Coincidentally, I've actually starting improving all the Riften ropes. It only took me four years of playing to reach Riften, but soon enough players will once again see the majesty of SMIM Ropes! Yes, that's right. SMIM will return." -
Hello Darth, I suggested Soulfire a while ago as a possible addition and replacement for Smart Souls. The author has merged this into his newly released mod that is compatible with any Perk Overhaul mod and features some new spells and powers. Mysticism - the Lost Art
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Skyrim Revisited: Legendary Edition News
Ogham replied to Neovalen's topic in Skyrim Revisited (retired)
Hello Neo, I always thought Vivid Landscapes included all of Heins Landscape mods but today came across Vivid Landscapes - Woods ( now only covered by Noble Skyrim ) It looks very nice, is there a particular reason this was the only Vivid Landscapes mod you passed over ? otherwise I think I will include it my mod-list. -
hehe, I was thinking the meditating would work well with certain immersion moments. ^
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Skyrim Revisited: Legendary Edition News
Ogham replied to Neovalen's topic in Skyrim Revisited (retired)
Guess I joined the club then, and must have missed it when many did :)