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Bushranger

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Everything posted by Bushranger

  1. What I like about the location of where the author of this mod, Dr Mabuse, placed the Dynamic Treasure Map Journal is that it is in a tent with a few other books where the bandits that drop Treasure Map 1 are. I used this mod in my last Skyrim play and picking up the treasure map from the bandit's corpse and then the Treasure Map Journal from the tent next to them made it seem like it was their journal and lore friendly in my eyes.
  2. When I saw this file in the 'Testing Mods for Step SkyrimSE Guide' it reminded me to fill in the Favourite Mod(s) part of my profile. I used it to quickly look at Dynamic Treasure Map Journal by (by DrMabusetheRambler) and other maps while searching for treasure. It also works perfectly with Sweeping Organizes Stuff - Use Broom to Clean Mess (by wSkeever) so using the broom to clean an area is wonderful! Definitely a mod I'll add to the Step Skyrim v2.3+ that I'm putting together
  3. It is a good, clear article so I'll see how that goes instead of Nemesis... but after reading the thread I am also thinking I should name the Overwrite folder for it 'Pandora's Box' and cross my fingers the first time I open it.
  4. I think it's just because I've been flipping between the download, data and plugin tabs at the top as well as switching between loot and xedit tools at the top... with filter being down in the bottom on the right it's hidden out of the way where I rarely look on the moniter
  5. Yes. Yes it does... Mod Organizer 2 lets you search through your long list of mods with a box labeled "Filter:" at the bottom of the Downloads panel on the right. I have been going through this list for a few days and either didn't know this or had forgotten this from the last time I put together modded Skyrim a few years ago so I've been scrolling through that list time after time trying to find what I was looking for jumbled in amongst the others... Hopefully I'm not the only one who didn't realize this...
  6. Reading through a post about Footprints by vh724 was very eye-opening about it's operations and how very hungry at the Papyrus table. 15% of all papyrus calls for footprints does seem a lot so I will be following their recommendations of reducing how much Footprints follows in MCM. A good post to read for those interested in how mods are working.
  7. Discussion topic: Footprints - Alternative Design by ArtistoMods Wiki Link Setting up Footprints and SPID for Footprints I read through the Step forum threads about some possible issues with the decals or meshes and ENB. I'm not sure if these are still questions as I don't think I've ever played with ENB but my memory isn't great... anyway I saw this when I was looking at those two mods on Nexus and it seems to be a very good thing to add with them. I'll be putting it after SPID for Footprints to see how it goes on the list I'm making following (mostly) Step's Guide v2.3.
  8. I came to this thread to ask the same question as I ended up hiding everything when I filtered the winning conflicts for "Fixed Mesh Lighting" as well. Should we all have enable archives parsing turned on? edit: Just to add I believe it's turned off by default as I didn't know it was a setting till I saw this so perhaps a mention in the setup guide.
  9. Reading the thread for Just Ice (by SparrowPrince) when it has been removed from Nexus I saw that RIM - Real Ice reMastered (by RokHel) will be replacing it and thought that looks like a good mod to use so I've added it to my list. I also saw that RokHel makes Icy Mesh Remaster - Ice Glaciers - LOD - other fixes which looks interesting because I'll be using the Base Object Swapper and would like to see how that will deal with the icicles in Windhelm so I thought to replace Glacier LOD Meshes (by Phlunder). Then I read the thread about Glacier LOD Meshes and saw that Additional DynDOLOD Resources (by Phlunder) will be replacing it... so now I've got two mods to replace one, it's how these lists grow bigger! I think I've got things how they should be in order from what I've read in the threads: 04-Foundation . Additional DynDOLOD Resources DynDOLOD Resources SE DynDOLOD DLL NG Far Object LOD Improvement Project SSE . 06-Models and Textures . Icy Mesh Remaster - Ice Glaciers - LOD - other fixes RIM - Real Ice reMastered . For Additional DynDOLOD Resources it's above everything else to be overwritten when it comes up. I'm not sure what ADR.esp is for so I've hidden that to just use the meshes and textures. For Icy Mesh Remaster - Ice Glaciers - LOD - other fixes it I placed where Glacier LOD Meshes would be. It does have a lot more as well than Glacier so will be interesting to see. If anyone has any recommendations or advice let me know what I should do or what I should watch out for when I try to use this
  10. I'm looking at both v2.3 and v2.4 SkyrimSE guides as I put my mod list together in MO2 and I've noticed a difference for which optional file to use. v2.3 instructs to install the Majestic Mountains DynDoLod 3 Pack. v2.4 instructs to install the older Lod Pack for DynDoLod (All Versions) but from what I've noticed all other references are for DynDoLod 3 just like in v2.3 so this might need to be updated. Edit: Actually now I've read on more I think I've misjudged it something that hasn't been updated. Since v2.4 isn't using the meshes it's not necessary to use the updated Lod Pack... I should probably read everything before I say something
  11. When I put Engine Fixes in my list on MO2 yesterday and went over everything in the .toml to check with the recommendations in the v2.3 and v2.4 Game Guides. [Fixes] SlowTimeCameraMovement = true I could not find this and I also could not find anything in the Changelogs on Nexus. I did find this in the .toml though so v2.4 might need to be edited to match. bGlobalTime = true # fixes game systems that are affected by game time instead of real time, including old slow time camera movement fix
  12. Thanks DoubleYou, I'll look to SSE Display Tweaks to get that done. I also just saw that BethINI Pie had put [HAVOK] fMaxTime=0.01666667 into my Skyrim.ini and I had to go searching around to find https://www.reddit.com/r/skyrimmods/comments/5aao95/possible_fix_to_allow_skyrim_to_run_on_120fps/ and remember why that was tugging on something in my head. Will certainly lock the framerate for the ride into Helgen! There is quite a lot in BethINI Pie that is useful it's just modding Skyrim is almost as old as I am so things can be hard to remember
  13. When I set up the System Specs I tried to enter 14 cores for the i5-13600kf and was a little surprise that is was not an option! After I had my morning coffee and properly woke up I remembered it's 6 performance cores and 8 efficiency cores. Do the efficiency cores have an impact on running modded Skyrim? If not then when I can update the page I'll set it to 6 cores, if they do it will need to be updated so these options can be selected.
  14. A fresh Windows 11 installation during the week means a fresh Skyrim installation on the weekend I set up Mod Organizer 2 and started organizing the tools. SKSE64 was set up and checked. LOOT was set up and checked. As I plan to have a reasonably small curated collection this time with just the four free creations before Anniversary Edition and then Camping and Goblins most were removed from Data before I downloaded xEdit and cleaned the Masters. Since I am persnickety I loaded Skyrim and started a new game after every step just to see things were going well. Each time the carriage would trundle along the road, Ralof would start talking and that nice bunny would hop away to hide in the bushes. The next step I followed was BethINI Pie. I adjusted all of the settings as instructed [Basic] [General] [Interface] [Environment] [Shadows] [Visuals] [View Distance]. This time the carriage was tumbling miles in the air and Ralof had been flung away! Because it is a Bethesda game I exited Skyrim, started it again and was met with the same spinning catastrophe of neighing horses! I started BethINI Pie and used 'Reset to Default' then exited and clicked yes. When I started Skyrim again and tested it the game began with a nice carriage trundling along the road. I tried to use BethINI Pie a second time to try and find out what setting is being adjusted to cause this but 'Apply Recommended Tweaks' alone is sending the carriages into the sky on a vanilla Skyrim. Does anyone know of a setting that the recommended tweaks makes that the opening carriage ride does agree with?
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