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Everything posted by Brambleshire
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Clarification on Mods with INI Configurations
Brambleshire replied to Brambleshire's topic in Step Skyrim SE Guide
Ok, got it. Now just to make sure I understand it, let me put it in my own words: **launched skyrim 1. go back to MO and revisit the mods that have instructions for setting up one of these (CONFIG) XXXX mods. (ie. display tweaks, fuz ro d'oh, etc) 2. copy the entire SKSE path from the original mod folder, into the folder for the new empty mod I created "(CONFIG) XXXX". 3. Now that I launched the game, I can delete everything under "(CONFIG) XXXX > SKSE > Plugins" that is not a .ini file. Is that correct so far? Well, thats what I've done. For the (CONFIG)Display Tweaks folder, i see: SSEDisplayTweaks.dll SSEDisplayTweaks.ini Therefore I will delete SSEDisplayTweaks.dll. Correct? Now for the (CONFIG)Fuz ro d'oh folder, i only see: Fuz Ro D'oh.dll Why is there no .ini here? Is something wrong? -
Clarification on Mods with INI Configurations
Brambleshire replied to Brambleshire's topic in Step Skyrim SE Guide
So basically, the reason why I am confusing myself is because I was trying to follow those instructions now, instead of later after launching skyrim? -
Greetings kind folks, Could you please clarify what exactly I'm supposed to do for STEP mods that have INI configurations such as Fuz Ro D-oh and SSE Display Tweaks? The instructions here are just a little vague here. Click > Create empty mod, and name it (CONFIG) Fuz Ro D-oh - Silent Voice. Copy the entire SKSE/ path from the source mod into the new mod. Delete all content under SKSE/Plugins/ except the INI file. Prioritize this configuration mod just after the source mod in MO such that the INI will override that of the source mod. On step 2 where it says copy the SKSE/ path, what exactly is the path? I thought a path was the a / b/ c/ d of where a file is located? I took it to mean to copy everything inside the SKSE folder. On step 3 it says to delete everything except the .ini. But in which folder do I delete it? The original or the new mod? If I understand 2 correctly, there would be no .ini in the new mod because I only copied the SKSE/ path. Sorry I'm silly, but could someone please elaborate a little on what exactly I'm supposed to do? Thanks again.
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Interesting. So I loaded up 2 JK's Skyrim, one renamed and the other as is. The plugin I renamed to "JK's Skyrim2.esp" all the missing cells and worldspaces were there, while said cells and worldspaces were missing from the other. When I changed the name back to "JK's Skyrim.esp" they disappeared again. It seems that no matter which install or copy of JK's Skyrim I use, if it is named "JK's Skyrim.esp" then in xEdit it goes back to the state it was in after I removed all those cells. If I change the name to "Jk's Skyrim2.esp" all the cells I previously selected as romoved, are suddenly there. No matter which "copy" of JKs I am using. Does that make sense?
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Thank you for your help! User error is very likely here I'm afraid lol. I'm using MO2, and I'm launching xEdit through MO2. First I uninstalled JK's Skyrim from MO2. Then I re-downloaded and re-installed a fresh copy of JKs. Then I load up JKs in xEdit. However, all the cells and assets associated with Dawnstar and Morthal (that is what I had removed from JKs previously) are not visible anywhere in the left window of xEdit. For example when I expand Cell>block 4 is still missing. Also Cell>block 5>sub block 4 is also still missing. This is also the case for all the objects from Worldspace>0000003C>00000D74>persistent>00077D61,00087678,00087695etc are all still missing. Edit: I forgot to add that I visited JK's Dawnstar in-game and all the objects unique to JK's Dawnstar, such as the big ship, were all still missing.
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Yes it is extremely helpful! I'm grateful to the entire STEP team, but some folks will say everything you just said in like 2 sentences lol. Funny you bring up LOS 2, because I was considering switching to it for the reasons you stated. At the time, it was the STEP CR patch problem, but now (thanks to you) that I know how to separate LOS from STEP CR I actually want to hang on to it for the same reasons the STEP crew decided to keep LOS 1. LOS 2 is just ugly! The LOS 2 lanterns just don't look "skyrim-y" enough to me. I like my Skyrim rustic and weather-beaten (Solitude is the only place allowed to look clean and fancy). Since I'm so hellbent on using JK's Skyrim, COTN, TGCities in a town-by-town modular way, I ended up with a bunch of floating lanterns in my COTN/TGC towns. So i just went around xEdit right click removing. I may decide to remove LOS entirely though, since I'm pretty borderline on having it at all. I feel like it adds too many to the roads, making Skyrim feel too small and civilized. (like who is refilling and turning on and off all these lanterns everyday anyways?) I'm keeping it for now minus the floaters, but I feel like I'll have to actually start playing to get a feel for if I really like LOS or not. That's also why I wanted to remove oakwood. I was getting terrain clipping straight through the middle of the buildings. Instead of taking the time to solve it, I decided I'd rather just not bother and remove oakwood entirely. With Riverwood nearby it feels a bit too crowded.
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Well I found it by doing forum searches lol. Your posts just happen to come up a lot and you explain things with a bit more detail that is easier to understand than some of the others. Thank you! Thats actually much easier to understand than the explanations I have read elsewhere on this forum. Someone else was saying to scroll through "referenced by" every object in the entire mod. This is far easier, and worked great for oakwood. However, for now I decided I am keeping Lanterns of Skyrim. I've just been removing specific problematic lanterns. I view them in more informative console, and I use their IDs to find them and right click remove in xEdit. Is this a sin? Or should I be making some kind of patch? (I've been doing this because its simple. Even after all the youtube videos ive watched and posts I've read, I cant figure out how to make patches in xEdit. Seems like every guide or explanation is drastically different from my particular situations)
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Hello team! So I was trying to use JK's Skyrim AIO in a modular way, by removing parts of it I don't want. I followed gamerpoets video "JKs modular Skyrim", and removed the entirety of Dawnstar from the mod, by going to the references and cells, and right clicking "remove". However I failed to make a backup of the esp, and now I realize I actually need some of the objects I had removed. This entire time I thought I could just reinstall the entire mod, however, I see that even if I re-download and re-install JK's Skyrim, all the objects I removed are still removed. I didn't understand until now what the "create backup" checkbox actually meant, and I didn't have it ticked for whatever reason... So if I didn't create a backup, and I want to restore aspects of (or a full) JK's Skyrim, am I screwed? Is there a way to restore it in xEdit? I also need to ask because I have removed a lot of different things this way, and I think it's very likely this would come up in the future. Thank you for your help!
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Ah! got it. Yall just wanted to use other lighting mods instead of ELFX, and you didn't want the animations, I assume because they stray too far from vanilla. Thank you for the clarification! That question has been killing me forever! Yep. I'm running into this now with Lanterns of Skyrim and Oakwood. I'm trying to remove both just cuz I'm not a big fan. Again I'm going through some of your old posts lol (Edit: Lol. What I mean is, they aren't working properly because they are probably conflicting with other mods that are much much more important to me, and I thought it would be easier to just remove them)
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That's exactly why I came here. The guide is detailed enough and plain-English enough that even I can (barely) follow it. Additionally, the step guide got me through all the foundation stuff (i would never have been able to do all the tools stuff without having my hand held and even then it was difficult), I figured it would give me a more perfected and stable base to work off of, and finally I wanted to play a relatively vanilla skyrim anyways. I also quickly discovered that it is a great way to learn about how everything works and what it does, and that everyone is very professional. (I made a donation!) However, it was never my intention to play pure vanilla skyrim for a few reasons: I played the crap out of OG vanilla skyrim on my xbox a decade ago and I don't need to do that again, I just dropped big bucks on building my first PC and I want to put it to work, and there were some things in vanilla skyrim I definitely did not enjoy. (easily killing an identical looking dragon every 5 minutes, every bandit getting elven and glass equipment, not enough armor variety, etc) I want to play vanilla skyrim that looks amazing + a small number of gameplay "tweaks". So I'm asking you because it seems like something you are into as well. Am I committing a sin to STEP by trying to go about it this way? Or is this just a bad way to try it and I should be using a different approach without STEP?
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Why don't you use ELFX plugins exactly? This question has been nagging me since I first came across it in the guide. (i found old threads on here where you guys were discussing whether or not to use it, but due to my shallow knowledge, I couldnt understand what was actually being said) Thank you! This whole time I had no idea what the Data tab was for! That lead me to the "Parallax Mesh Patch Collection for Embers XD", and voila, disabling that patch fixed my torch sconce issue. However, I see that you used it in your guide, so what is causing it to give me trouble when I assume its working fine for you? I'm happy just not using that patch, but it would be nice to know. I haven't added any other lighting mods other than what is in STEP and what you outlined in your parallax post I referenced. (I also relocated Embers XD from the textures section where STEP puts it, to the Parallax section like you suggested, but it made no difference)
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@ButchDiavolo Hey it actually was you! This is your post I used as my parallax guide; Thank you for this, it was very helpful! Well, I thought I knew how to do this, but I guess I don't. I thought it would be as simple as looking up the REF ID on xEdit, but apparently not? It greatly confuses me why sometimes I can pull up a ref ID straight away, and other times ill put in a Ref ID and nothing happens. Am I looking in the wrong place for the wrong info? Here is a cropped screenshot of the More Informative Console Top left: https://ibb.co/28B5FwP Bottom right: https://ibb.co/hyjCVn7 What should I be looking at when it comes to mesh? Thanks again,
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That is huge! Thank you! That really narrows it down. I actually am not sure. I just went to loadorder.txt in the MO profile folder and copy pasted. It is freshly sorted by loot. I think I've a only manually placed a mod maybe one time. Other than that I have exclusively used loot for sorting. I actually have been sorting the mods into separator categories and I created a paralax category just as you said. I got the idea from lurking old posts on this forum. In fact I was using a particular post as a paralax guide, I think it might have been by you... Thank you for the helpful advice! Too sleep for now 😴
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I just want to be clear I spent a solid 4-5 days following the guide to the TEE. Its my first foray into modding, so I had to go slow. I still made mistakes and was utterly dumbfounded at times, but I made it all the way through successfully. I did playtesting in addition to the testing in the guide and everything appeared to be working great. Again thank you to the step crew, because 1. I never would have been able to mod skyrim to any meaningful extent on my own, and 2. I learned so much about how everything works. There's just no way I would have been able to do any of this on my own. Anyways, I'm rambling, but I just want to be clear that I followed the guide to the best of my abilities. In fact, I've still been using it as a a continual reference.
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Pardon me, I forgot to say that I did disable them per the guide, but then enabled them later. I've been tinkering with those trying them enabled and unabled. They just happen to be enabled right now. As a side note, I was very confused why the guide told me to download those mods, then just disable the whole mod.
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Yes. My testing prior to adding to STEP was successful. My Loot is clean and very happy with me. I started the adding to pure STEP in a different MO profile. There is one possible conflict with the STEP patches: I may want to remove Lanterns of Skyrim, but that's a different issue for a different day. Actually, my only two remaining problems in this build are the one I am posting about here, and floating lanterns in the towns. Other than these everything looks really great and seems to be running well. It's a lot of plugins, but other than the enb, its almost pure STEP when it comes to lighting and shadows. It was texture and wilderness/city mods where I went all out. Something like a 3rd of all of them are just for city mods and northern roads. JKs in particular and all its associated patches is like 100+ plugins. The next largest deviation from STEP was improving the look of the environment. I went all out with parallax, textures, and mods that add vegetation to the wilderness. Outside of those areas, its still very close to pure STEP.
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Well it says it wont let me edit anymore.... But here are the screenshots since I couldnt figure out how to embed them lol Torch and small campfire blocky halos: https://ibb.co/q0mJ2Qp Here is an example of lights turning on and off based off of slight camera movement in the Alternate Start Dungeon https://ibb.co/F03xNW3 https://ibb.co/mSxf8Jy There is also a minor issue, such as some lights casting bizarrely intense shadows, such as this candle: https://ibb.co/41PvTJP
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Greetings folks! Can anyone please point me in the right direction on where to troubleshoot lighting issues in my build? I am so close to my dream load order. I successfully completed STEP, then added some extra mods. However there are some moderate lighting issues that are giving me fits. This is confusing me even more, because I haven't departed far from STEP when it comes to lighting and shadows. The only deviations from STEP that I can think of that have to do with lighting are: -different ENB (I am on bjorn right now, but was going to try others) - wearable lanterns - torches cast shadows Problems I am experiencing: - torches and small campfires have blocky monochrome halos - lights turning on and off as I move and look around - occasional architecture flickering, especially in the vanilla player homes. Things I have tried so far: - disabling and enabling all the mods I can think of that touch lighting or torches (ELFX, Embers, Ambiance- V+LO, Relighting Skyrim, EVLS, etc) - checking that bethini is set correctly for my MO profile - regarding the architecture flickering, some of it is caused by ELFX. I used console to get ref for the flickering texture, it says its last modded by ELFX, so I found it in xEdit, copied the ELFX mod, then replaced the ELFX changes into a Null reference. That stopped the flickering on that specific house or wall. Load Order: https://paste.ee/d/252n1 Torch and small campfire blocky halos: <a href="https://imgbb.com/"><img src="https://i.ibb.co/XyFYGRt/torch-halo.jpg" alt="torch-halo" border="0"></a> Here is an example of lights turning on and off based off of slight camera movement in the Alternate Start Dungeon [url=https://imgbb.com/][img]https://i.ibb.co/LJRkbPR/light-on.jpg[/img][/url] [url=https://imgbb.com/][img]https://i.ibb.co/3kJgz1F/light-off.jpg[/img][/url] There is also a minor issue, such as some lights casting bizarrely intense shadows, such as this candle: [url=https://imgbb.com/][img]https://i.ibb.co/kmQb8MQ/candle-shadow.jpg[/img][/url] Thank you for helping this noob!
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Ah roger that, sorry. I deleted the HITME. I deleted the unresolved FORM ID but i'm not sure if it was the right thing to do. I was actually able to find that specific record. Now its a Null reference. Anywho I made another attempt at running Dyndolod. I started it before I went out to dinner. It looked like it was going to be stuck on the same part, but when I came back home 4 hours later, it apparently pushed through and kept running. When I went to bed it was stuck on Blackreach glow , but 8 hours later when I woke up it was still sitting on Blackreach glow. So I went ahead and halted it. Here are the logs from that run: Debug Log: https://ufile.io/k3f1kik3 SSE Log: https://ufile.io/jg6iro5m bugreport: https://ufile.io/w6kgywa2 Now I'm running through this. It says to do some tests, like add "LockTexConv"=1 to the SSE.ini. There is no "lockTexConv" anywhere in that ini. Does that mean i just add it in completely like at the bottom or something? Thank you again for your help! I don't know what happened, but I ran it again after doing this and it worked O_O But it was suspiciously fast, like 40 minutes for all wordspaces, including occlusion
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I'm sorry, do you mean that you need the log and debug log for the subsequent run of DynDOLOD?
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To be precise there are 140 in total. 5 "Found a DIAL reference, expected: GLOB" in the STEP Conflict resolution - WACCF patch 2 "Tint index not found" in Summerset Isle about 10 "navmesh triangle not found" in a few location mods, all involving some kind of doorway. about 15 "quest alias not found" in a few mods that have quests 1 "HAZD \ Record Header \ Record Flags -> <Unknown: 25 $19>" in Odin 4 "PTDA - Target \ Target Data \ Target -> Target is not persistent" in AI Overhaul 4 "placed mapmarker" in Bruma The rest are all either something about "Using encoding (from language): 1252 (ANSI - Latin I)" or "NULL reference, expected fact". However these two I am very unsure about: [03:08] Tamriel [WRLD:0000003C] [03:08] WRLD -> Warning: internal file FormID is a HITME: 0100003C (should be 0000003C ) and [02:37] [NAVI:00012FB4] [02:37] NAVI \ Navigation Map Infos \ NVMI - Navigation Map Info \ Navigation Mesh -> [141D5064] <Error: Could not be resolved> When I try going to their FormID I dont see anything that says error or warning. I have no idea what to do. Yes. I tried this and some wierd stuff happened. I didn't get the usual "Assertion Error", DynDOLOD ran for while, but then several pop up windows with more flowing text popped up, and now its still running, but stuck. My fans are still spinning loud, when i click X it says "Generation will not be complete", but its been almost 5 hours now. Its been stuck here: [16:31] [XJKislandWorld] Generating object LOD [16:31] Creating C:\Modding\ModdingTools\DynDOLOD\DynDOLOD_Output\textures\lod\snowstone01lod.dds [16:32] Creating C:\Modding\ModdingTools\DynDOLOD\DynDOLOD_Output\textures\lod\xjkstockadeplanks01lod.dds [16:34] [XJKislandWorld] Executing "C:\Modding\ModdingTools\DynDOLOD\Edit Scripts\LODGenx64Win.exe" --inputfile "C:\Modding\ModdingTools\DynDOLOD\Edit Scripts\Export\LODGen_SSE_Export_XJKislandWorld.txt" --logfile "C:\Modding\ModdingTools\DynDOLOD\Logs\LODGen_SSE_XJKislandWorld_log.txt" [16:34] [XJKislandWorld] Creating texture atlas C:\Modding\ModdingTools\DynDOLOD\DynDOLOD_Output\Textures\DynDOLOD\LOD\DynDOLOD_XJKislandWorld.dds 8192 x 4096 [16:34] [XJKislandWorld] Creating texture atlas C:\Modding\ModdingTools\DynDOLOD\DynDOLOD_Output\Textures\DynDOLOD\LOD\DynDOLOD_XJKislandWorld_Glow.dds 512 x 512 Its been stuck right here over 4 hours. Why did you link to the update page? The version has not been changed today or yesterday has it? Thank you again for your help.
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What exactly needs to be re-done when copying a profile?
Brambleshire replied to Brambleshire's topic in Mod Organizer
Ah yes that definitely makes sense to me. Funny note, just the other day I was reading old posts between Greg and Z and Z was more in favor of profiles, but now I see you've come around to the Instance life -
Greetings! Ultra noob here. This is my first time modding anything. I successfully completed the STEP build, then used that to add on more mods. I've gone all out with lots of terrain and graphics mods, city overhauls, and a few worldspaces. I meticulously as possible put it all together, got my Loot dam near perfectly clean (there are like 3 cases of LOOT telling me there is a patch or update were I swear to god no such patch/update exists that I can find), I searched for errors in xEdit and removed all the "could not be resolved" errors. There are some other errors, but I found some threads on reddit that explained those types are safe to be ignored. Now I'm re-running xLod, ACMOS, and DynDOLOD. Click yes on "Update existing Plugin(s)?". About 10 minutes in I get this 100% repeatable error. Error: Assertion failure (G:\Delphi\Projects\DynDOLOD3\Core\wbImplementation.pas, line 7687) Looking through the thread I see Sheson telling people to clean, fix, or remove faulty plugins. DynDOLOD also says to use xEdit to fix errors. I would do that, but I have no idea where to look. In other people examples, the Assertion error indicated a specific reference or plugin. Mine just says "wblmplementation.pas, line 7687" and I have no idea what that means. I also saw sheson tell someone to put -speed in the DynDOLOD arguments. I tried that but no dice. My versions are up to date. I've read through every reference to assertion failures I can find in this forum and on reddit, but I could have missed something. Debug log: https://ufile.io/lgikmxit SSE log: https://ufile.io/emoxui9i Bugreport, Mod list, Plugin list: https://paste.ee/p/ePow1 Many thanks to Sheson and the other admins here. I started this from ZERO knowledge of modding or how games work and I've learned so much in such a short time.
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What exactly needs to be re-done when copying a profile?
Brambleshire replied to Brambleshire's topic in Mod Organizer
Well, what I was going to say is that when I copied the profile, all the mods and dividers were all over the place. But what I now realize, is that I probably had it sorted by something other than priority. I didn't even know you could change the sort until just now. Incredible, I know . Every time I actually ask for help, it's always the most dumbest things...