yeti
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yeti last won the day on July 22
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Since I have an aging midrange system I'll give these settings a shot vs the ones in 2.3 of the guide and report back. My system is usually getting 45-59 fps outside depending on what's goin on, so if I got say 5-10 fps vs what Z reports that would be a nice boost (I'd basically be thrilled if I could scrape up enough spare FPS to go up from milk drinker ENB to the next one ) I think I understand correctly that I can just generate 2 sets of LOD as separate mods and switch between them, does one need to generate two occlusion plugins to change these settings? Or could I make a separate Occlusion mod and drop that esp in there? Actually--forgot something that should have been obvious. With Cathedral Weather on starting the game up to test different things is gonna give different weather patterns so it won't be a good comparison. I suppose I could disable CW and anything that relies on it as a master but would that be the best way to get consistent results? or could I make CW hold a static weather system somehow?
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I have some background in automation and integration, and was kind of rolling this idea over in my head as well. I don't know the FOMOD file format very well but it seems like there's a lot of ways you could write some code to make it more likely you get reproducible mod installations Seems like some of the big hurdles might be: I don't actually know what amount of stuff you could build into a MO (for example) plugin For each STEP release you'd need some metadata relating like mod, expected version , "post processing" (i.e., hide this file, disable this plugin), FOMOD options, and so on As I understand it the version number Nexus provides via API is different to the version on the download page (see also why MO complains so much about version problems) so I don't know if you could reliably pick the file you want, might get into (probably messy) parsing the HTML directly
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Cool thanks Z, I thought as much re: the brightness but wanted to ask in case there was an option I was missing. Edit- Happened to notice this just now, not a big deal but pointing it out for thoroughness' sake-- in the Community Contributions section at the bottom of the SkyrimSE guide the line "In order to suggest a mod for inclusion in this Guide, visit the Mods section of the forums and use the Create Mod Topic button on the editor toolbar" links to the No Man's Sky forum; presumably it should point to SkyrimSE -> SkyrimSE Mods
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1.15 vs 1.10 https://stepmodifications.org/wiki/SkyrimSE:2.3#/media/File:BethINI_Pie-SSE-Environment.jpg Just a note. the current release of Bethini Pie ) has a slightly different set of UI options compared to what's in the guide. Not sure what the difference implies but at least an upadted screenshot might be good. Edit- Updating this with some more observations as I'm going back through my STEP install to troubleshoot Section 21 Post-processing, the latest release of More Lights for ENB - Blood Splatter Fix says it has a new dependency on https://www.nexusmods.com/skyrimspecialedition/mods/66411 perhaps pin this to a specific version if it's not desired people install the latest one. The name on the mod list also doesn't match the installed mod name, which isn't a huge deal but I'm noting it here anyway to be thorough. Also a couple things in-game that I can't figure out the source of: Something about the view of the butterfly alchemy ingredients means that the 3D view to the right of the menu shows their wings black, but if you rotate them you see the texture on the other side or at an oblique angle Night and indoors are too dark for my taste, unsure if adjusting gamma or some mod or enb setting is the preferred way to play with that. (Should note my monitor is color calibrated for photo editing so it's not the full tilt bright + contrast that most come set at)
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Yeah, I'm using that one version 1.15 which is the latest as of this post but was released after the latest Guide release, not sure if that's relevant. Reviewing the mod page there I think I misunderstood one of the optional files, it's got the older 1.5 version on it but the instructions imply I'm supposed to choose SSE or VR so I added it to the mod to see if that makes any difference but it doesn't seem to have changed anything. Here's a selection of crash logs from a few hours playing this evening: NGIO disabled (Curious what would happen here since NGIO came up when I was first looking into the issues)--game CTD immediately but I did get way more log info. Crashing seems expected when turning that off mid play. https://pastebin.com/xTXjbZq3 Played some hours with no issue, got killed, CTD on loading save https://pastebin.com/079WTXzv Reloaded, accidentally did some weird combination like drink potion, leave inventory, immediately hit autosave and CTD https://pastebin.com/VjS7qYwh
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I went over the crash log mod's install to see if I missed anything and I think it's all there. If the crash logs are coming out truncated I think that would suggest either: the crash log mod is the problem or that Skyrim is quitting so abruptly the mod isn't getting enough data to finish the log Right?
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Re the crash log, that's actually all there was in the file, I thought it looked weird too but I didn't write code so I wasn't sure if it was supposed to have more info or what. Mod list/LO/config changes--not that I know of. I was playing with brightness and the interior/exterior brightness adjustment that Cathedral weathers exposes in the MCM but that was it. Quests-- The session I first noticed it I had been doing some CC quests-- Saints & Seducers, Dawnfang/Duskfang, as well as the Moon & Star mod's material. It doesn't seem confined to interacting with DLC or mod content though. Step build-- Step SkyrimSE 2.3 with post processing, the only parts where I diverged was leaving out FIZZLE, and I verified that I removed the one related esp in section 20 and omitting grass LOD for the sake of framerate
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Not sure what to make of this, I installed the guide and got about 40 hours of play before getting these symptoms: CTD on load after death CTD on fast travel CTD on wait (less often than the other two) Crash log: https://pastebin.com/BgmSqjrj Load order: https://pastebin.com/KEeySVi6 Possible other relevant stuff: Running without Grass LoD First ~35 levels were fine, kind of wonder if the instability started as something relating to some of the CC content added in AE, which I'd never played any of before Seems to happen regardless of whether it's a regular save or autosave Not real sure where to start with troubleshooting, I have been looking at the log files that the various plugins generate but nothing's jumping out at me far. The only other thing I know to do is go back over my mod list with a fine toothed comb and see if I missed some kind of config option or installed the wrong version of something.
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Having played quite a bit more I started running into frequent CTDs on load and on fast travel in the last day or two. Since play was largely crash free until then I assume I put my save into a bad state by way of interacting with a particular part of a mod or perhaps one of the creation club additions. Would this thread be the place to go more into that since I'm running the step guide or should I post a new thread in the support forum?
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I'm not sure--it looked like single vertices or small polygons were way up in the sky, but it was hard to look closely because they disappear depending on the exact direction I was looking. Occurred roughly around here looking in the direction the map indicates: And re: the overwrite, yeah all I wanted to point out was the inconsistency; I think most people who run through the step guide understand what's actually going on but as a guy who reads and writes a lot of documentation at his day job it jumped out at me that's all.
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Sorry for the double post, guess new users can't edit--this certainly is funky but ti seems to just be cosmetic https://imgur.com/a/iAwBfxS
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I'm running at 2560x1440 Went back and re-generated LOD with no grass and the performance tree settings and that seems to have fixed the outdoor framerate, I'll continue to fiddle with it but I'm happy with that for now--the grass snapping in is a little unsightly but I suspect there's only a few places it'll really be noticeable. The only other thing I noticed is that the MCM setup section the guide notes that some mod INI files might appear in Overwrite after mods are set up, where I'm seeing them pop up in the SKSE Output mod we set up earlier in Step 2. I'm not sure if this is because several of them are SKSE plugins (e.g., OxygenMeter2) or something up with how MO handles files now (e.g., SimplestHorses ini goes in MCM/SimplestHorses under SKSE Output) -- that's easy enough to move the INIs around but it diverged from the guide so I thought I'd mention it.
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Coming back to Skyrim modding for the first time since...2022 according to the last time I got some things off Nexus, and my first time following a Step guide--and it fired up first time with no problems, possibly the first time modding a TES game that's ever happened. I do have a couple of thoughts: I wasn't expecting to have trouble hitting 60fps at 1440p and High game settings with an RTX 3060 with the post processing stuff added. Was seeing 125+fps in Whiterun and 95ish in the Rift looking at the spots the guide points out; with the Light ENB presets I'm dipping into the high 30s and 40s heading out of the vanilla start area and got lots of stuttering in the intro setpiece and mid 50s with milk-drinker. I'm in the process of going back to the Medium bethINI settings and testing again from there of course, but like I said, surprised. Is it possible to handle the game INI file in such a way that I can make settings the guide calls for, like reflect sky = 0 and have them not be reverted if I load a different bethINI preset? Other than fighting with MO, and the time involved downloading all the mods, I think you guys did a great job making a guide that gives reproducible results.

