Bushranger
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Bushranger last won the day on December 20
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Bushranger
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So I've just read too much into it then, as I do at times, and as it's not essential for playing the game I think I should be good to go then and stop worrying that it's not listed as activated in MO2. I believe I have everything in order then so I'll go through the list top to bottom and make sure it's all set and be good to start playing. Thankyou for settling my nerves
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Bushranger started following Better Big Boat LOD , Is MarketplaceTextures.bsa a required archive? and MarketplaceTextures.bsa ignored
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This post is one small question and then mostly Skyrim discussion. Is MarketplaceTextures.bsa a required archive? I'm asking this because I often, and easily, get confused. Yesterday I notice that MO2 is actively keeping MarketplaceTextures.bsa disabled but I assume it's a default asset like _ResourcePack.bsa so it should be used. I've come across textures in the past that were missing such as bench legs or end table sides that I've had to search Nexus for mods that replace them and that has made me nervous this may be causing that, or at least it could do that with other things so I've tried to get it enabled. Search on the forums here has resulted in Unchecked BSAs and other results from google talk about accidentally updating Skyrim (but I'm not trying to remove it to play at a lower edition) or Automatic Archive Invalidation (but that's not applicable for Skyrim). So overnight I deleted everything, cleared %appdata% and started with a fresh clean Skyrim installation and a fresh clean MO2 installation... and MarketplaceTextures.bsa was disabled from the very start. It's been 2 months now that's I've worked on getting a mod installation working and I've had great support here, thankyou! I just think I get too easily confused to do this as I've worked on it every day and something like this always comes up that I might have taken the wrong idea with. I'm starting to think if I'll ever end up simply starting to actually play Skyrim.
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I've recently noticed that MarketplaceTextures.bsa is unchecked and so not being used when Skyrim is loaded. As Automatic Archive Invalidation is marked as not required for this game I haven't been able to find a way to enable it. I tried compressing it to add it to MO2 as it's own mod and while it was recognized it was still left unticked in Archives whether it was active or not in the left pane. How can I get so MO2 will have it active as it should be?
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TESTING Community Shaders (by doodlum & the Community Shaders Team)
Bushranger replied to z929669's topic in Skyrim SE Mods
Some screenshots to show Community Shaders with the Step Guide Post-Processing: It looks good and it's a lot brighter than the ENB. Outside the Frozen Hearth in the day and in the night: Inside the Frozen Hearth was much brighter than the ENB for me. A comparison between the ENB and Community Shaders renting a room: ENB also needed to be tinkered with to get shadows working. Community Shaders had shadows working without any tinkering: The shadow from the college was much less for Community Shaders, it was the same time of day but I forgot to check for the weather when I took the screenshot. Some interior screenshots, the fireplace in the Frozen Hearth looks good with the Community Shaders and the students rooms in the College are very nice. The lights from the staff and the chaurus eggs by the student do seem a little off though so CS Light and the Light Placer might be a better thing to investigate.- 4 replies
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TESTING Community Shaders (by doodlum & the Community Shaders Team)
Bushranger replied to z929669's topic in Skyrim SE Mods
I found ENB Light had meshes for Giant's Campfire so I think I had clicked the wrong settings when reinstalling that. It has been known to have missing textures. I'll also note one of the Additional Features for Community Shaders is Terrain Shadows so I've edited DoTerrainHeightMap=1 in ..DynDOLOD\Edit Scripts\DynDOLOD\DynDOLOD_SSE.ini. If I'm testing something I might as well test something- 4 replies
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TESTING Community Shaders (by doodlum & the Community Shaders Team)
Bushranger replied to z929669's topic in Skyrim SE Mods
I've had a quick look already and it seems nice... I haven't installed all the additional features listed on the Community Shader's page yet but I've already made a mistake! Oops. First though I haven't installed all of 21 Post-Processing. Along with ENB Series I've assumed that ENB Helper is not needed with Community Shaders. The Community Shaders page lists EVLaS as incompatible so I've disabled it. I've also not put in ENB Particle Lights - Dwemer Lanterns for as I've deviated from the Guide earlier and am using SRW0 Ancient Dwemer Metal, Ancient Dwemer Metal - My patches - Converted meshes to SE and AE and Ancient Amidianborn Dwarven Armory etc. The mistake I made was that when I went in to precache grass Community Shaders also ran for the first time and with it's welcome panel up listing End as the key to open it's settings menu and said that Enter or Escape would close that. I hit escape and instead of closing the panel it changed the bound key from End to Escape! I'll have to work out how to change that so I can open the settings menu. Edit: Updated it by deleting the settings in the SKSE override and going through the new/update installation process again. Tip of the day - Don't select Escape as the key to open Community Shaders. And a quick update because I don't have time to look into it now. DynDOLOD has ended with the Warning: File not found textures\effects\mxwoodburning.dds. This is reported for Embers XD.esp, Fires and Embers Flipping Fix.esp, Heart of the Reach.esp and Skyrim.esm so I'm not sure if it's one of the Community Shares shaders that has brought this in or if I've set something wrong with Embers EX.esp.- 4 replies
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Thanks, I'lll make sure to do that. ... The real reason I'm doing all this again, aside from looking closely at the ice and snow of course, is that looking around Winterhold so much made me find out that the ENB needed to be tinkered with because Frozen Hearth showed just how dark the interiors have become and even more so the big shadow cast by the College is wonky! SHIFT + F12 turning ENB off was the easiest way to correct that so instead of someone who would probably spend a long time tinkering with the ENB setting (and who is colour blind so trying to work out the R G B settings when people say things like "it works best when you make it more yellow" in the post is completely understood!) I'm removing 21 - Post Processing. It also means I've got some more FPS to spend so I've edited the GrassControl.ini to DynDOLOD-Grass-Mode = 2 Edit: Looking at it in MO2 there are no conflicts between FOLIP and IMR Glacier LOD so both after DynDOLOD Resources, out of curiosity since there are no conflicts is there importance FOLIP comes first?
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After some more looking over this and trying to find snow to match the ice and mountains I've given more thought to your statement of overwriting Fixed Mesh Lighting. 04 - Foundation Additional DynDOLOD Resources DynDOLOD Resources SE Icy Mesh Remaster - Ice Glaciers - LOD - other fixes - Just using the IcyFixes main files that is all LODs, no meshes and no conflicts with FML, so moved back here. 06 - Models and Textures Icy Cave Remaster - Only overwrites SMIM, Skyrim Realistic Overhaul and USSEP Icy Mesh Remaster - Vale cracks - Only overwrites Skyrim Realistic Overhaul RIS - Ice Only - From the Miscellaneous Files in RIS - Real Ice and Snow. Fixed Mesh Lighting (Ticked the Real Ice and Snow box) More look at at what grvulture, RokHel and others have said RIS and IMR are closely related and it's just pick whichever. Bringing up suspicion of overwriting FML just had to stick in my head so I've got this to work for Just Ice and Glacier LOD. Edit: I should also mention there is one thing I'm unsure about. RIS - Ice Only has /textures/terrain/noise.dds That's well beyond my scope at the moment to know how it will change Cathedral Landscapes or Majestic Mountains.
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I thought it had come out with success. The Mountains had white snow peaks but the rocks matched the roads and wooden floor boards... or so I thought. I went to Winterhold and I saw that it was not the same because in the night time most of the area was dark but some rocks still had bright white snow on top, as did some of the floor boards or the top of the ruined farmhouse in Winterhold. The next morning was the same in the cloudy weather, most of the snowy area was much duller but some areas that I suspect are what Better Dynamic Snow SE is putting snow on is still bright white like clear sunny weather. I used ForceWeather to take a few screenshots with More Informative Console open to show how the snow changes in some locations but remains that same bright white in others only now I've opened the folder to put them up I find they didn't save. I suspect I have been thinking that I made RIS - Real Ice and Snow work but that was a mistaken understanding and it was just thanks to nice sunny weather so I've removed it from my load order. BDS is a master for the Step CR patch and it does take me a long time to clean it As for Icy Mesh Remaster - Meshes their installation instructions are "This mod must overwrite most conflicting mods unless stated otherwise this includes... Fixed Mesh Lighting, Assorted Mesh Fixes...". It has 113 conflicts with Fixed Mesh Lighting, 3 with Assorted Mesh Fixes and also 1 with Artic - Frost Effect Redux /textures/cubemaps/glacierice_e.dds. It only has 22 files that have no conflicts with anything in my mod list so I've been happy to use it and see if there would be any trouble. The ice has been looking very good
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Yes after a nights sleep and looking over it some more I think I've gone with notes I shouldn't have kept. There is a lot of bad advice on Nexus. TechAngel85 gives instructions with Better Dynamic Snow SE to use it's /textures/effects/projectednoise.dds and to use the snow mod of choice /textures/effects/projecteddiffuse.dds. There is a lot of "debate" about snow that is too bright and different ways to fix it and when I found that using Cathedral Landscapes projecteddiffuse.dds worked on quick inspection I made a note. After good nights sleep I think what's really what I ended up doing was not that in the end. I also think one of the problems I've done in the last few days is I have not made sure that Better Dynamic Snow SE keeps projectednoise.dds as the winning file. I'm running DynDOLOD now with the following load order: Better Dynamic Snow SE RIS - Real Ice and Snow :: Hide: /textures/effects/projectednoise.dds RIS - Real Ice and Snow - BDS Diffuse Patch :: I think I may have forgotten to include this patch when I rebuilt my whole mod list as it's a separate Nexus ID RIS - Blended Roads Patch Fixed Mesh Lighting (Ticked the Real Ice and Snow box) Icy Mesh Remaster - Ice Glaciers - LOD - other fixes Icy Mesh Remaster - Meshes Icy Mesh Remaster - Vale cracks RIM - Real Ice reMastered Icy Cave Remaster Hopefully making sure BDS keeping projectednoise and including the patch file is what's needed.
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I've had quite a look at RIS - Real Ice and Snow Icy Mesh Remaster - Ice Glaciers - LOD - other fixes and RIM - Real Ice reMastered now (and it's given me a lot of migraine). The load order I had in 06-Models and Textures Fixed Mesh Lighting ... Mods RIS - Real Ice and Snow RIS - Blended Roads Patch Icy Mesh Remaster - Ice Glaciers - LOD - other fixes (Where Glacier LOD Meshes would be) Icy Mesh Remaster - Meshes Icy Mesh Remaster - Vale cracks RIM - Real Ice reMastered Icy Cave Remaster I don't recall ticking the Real Ice and Snow selection in Fixed Mesh Lighting when it was first installed but that was in November and my memory is terrible. I do know that even if I had the load order would still make that useless. This is being mentioned for what has happened the last couple of days. I will also mention that in November I was not planning to use ENB and I did not know that RIM - Real Ice reMastered is an alternative to the optional Icy Mesh Remaster - Complex Parallax Addon I do remember when Step 6 Perfermance Tuning came about (the first time in November) I tested a little to see which worked best and /textures/effects/projecteddiffuse.dds was hidden for Cathedral Landscapes. I took notes about unfortunately I did not record what I did with /textures/effects/projectednoise.dds so I'm not sure if it should be Better Dynamic Snow SE that wins, Cathedral Landscapes or RIS - Real Ice and Snow? I do not have screenshots of this. Not much attention was paid just some look at the snow on the rocks and the mountains nearby and in the distance. What has caused this to come up is when I took everything down and started from scratch because of my repeated CTDs I read through everything again and I tried to fix the load order and get the patch correct: RIS - Real Ice and Snow RIS - Blended Roads Patch Fixed Mesh Lighting (Ticked the Real Ice and Snow box) Icy Mesh Remaster - Ice Glaciers - LOD - other fixes Icy Mesh Remaster - Meshes Icy Mesh Remaster - Vale cracks RIM - Real Ice reMastered Icy Cave Remaster I think this is what I had but I might have had it different, it is what I have now. Unfortunately I have yet to find something that I'm happy with but it's because I'm easily confused... The RIM - Real Ice reMastered is very good looking ice, better than the Icy Mesh Remaster - Complex Parallax Addon Now I can't remember which was first but I've tried both ways with /textures/effects/projecteddiffuse.dds Cathedral Landscapes vs RIS - Real Ice and Snow Then there is the ACMoS that I somehow ended up almost nothing when I was trying to get the correct /texture/effects/ with the correct mods instead of the bright RIS - Real Ice and Snow. I won't mention Majestic Mountains because that comes up too often. Really it's just that I've done this so many times now and I really like how RIM - Real Ice reMastered looks I'm trying to get it sorted so it's not to bland and not to bright, need to find the Goldilocks snow... somehow. Maybe hide both Cathedral Landscapes and RIS - Real Ice and Snow? Hopefully I'll get it, and anything else that might crop up before I can start playing, sorted out before Elder Scrolls VI is released.
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I double checked TexGen_SSE.ini and DynDOLOD_SSE.ini so they fit with Version Recommendations for 2.4 I used the TexGen and DynDolod settings. I also checked my NVIDIA Control Panel and noticed that the Anisotropic Filtering was on 4x instead of 16x so I also changed that. The LOD Grass looks quite good now so that's been worked out! But I still have something else now as I seem to have gone forward in one direction and back in another... I thought snow had been sorted but now I'm confused. It's outside the Step Guide though.
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I am using ACMoS, the only adjustment I've made from the SkyrimSE v2.3 Guide is instead of ticking the Optional Component of "Remove Clouds" I've installed the Optional Mod A Quality World Map - Clear Map Skies that's suggested by ACMoS as I've done that before (I think those Vampires would like clouds over their castle instead of sunlight!). It was just that there was nothing loaded in the LOD 32 column after selecting High unlike what was shown on the picture in the guide that had me ask the question. Thanks for the answer I'll edit them to match what is shown as well as those 'better' settings that are being worked on for TexGen and DynDOLOD as I work to repair the grass
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Discussion topic: Better Big Boat LOD by markuskarttunen1 Wiki Link Found this Mod as I have been looking over things to help with redoing the DynDOLOD again and I think it looks interesting. The examples in the pictures shown are great so I am going to use it and see how it looks as well as the Better Big Boat LOD - Longboat Addon. I think it'll be a nice addition to my ever growing list

