mazekein1
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Thanks a lot for taking the time to reply and for the BethINI Pie baseline suggestion. I appreciate the help. Also, since today is New Year’s Day here: Happy 2026, and I hope you have a great year ahead. Regarding your suggestion: I already tried restoring my INIs with BethINI Pie (Reset to Default → High/Ultra preset → Apply Recommended Tweaks → Borderless Windowed). The MO2 profile INIs are confirmed in use. Unfortunately, the washed-out / overbright behavior still persists. At this point, the only mitigation I’ve found is disabling essentially every Obsidian Weathers visual effect (presets/filters, season FX, sun intensity tweaks, etc.). Even then, with the sun at max, NPCs are still affected — it’s most noticeable on NPCs using BnP female skin and (to a lesser extent) Bijin skin. I initially thought some of this could be “normal” under certain times of day / sun angles, but what really raised the red flag was how broken fire looks: both the fire itself and, especially, the projected firelight on NPC skin look wrong/washed out compared to what I’d expect (I’m using Embers XD). In interiors it’s much less noticeable, but outdoors it’s consistently bad and gets worse in bright/white environments (snow). One question: is this type of washed-out fire / projected light behavior something particular to my setup, or is it a known/expected limitation when using Community Shaders instead of ENB (especially with Embers XD + Obsidian)? Any more suggestions are apreciated.
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Hi everyone, I’m troubleshooting a persistent “washed out / overexposed” look that affects mainly fire (and some magic VFX) in exteriors. It happens in all exterior areas, but it becomes much worse in bright/white environments (snow/ice), for example around Winterhold. The most visible symptom is the projected light from fire blowing out and washing out NPC skin, plus excessive brightness/bloom around flames. In interiors, the exact same fire sources look normal. This is not limited to torches: The fire itself from campfires looks bugged outdoors (washed-out/overexposed). Fire spells in my hands show the same washed-out behavior outdoors. The braziers at the College of Winterhold (their light and overall appearance) are also affected, and the issue is especially obvious there due to the snowy surroundings. Game / Setup Skyrim AE runtime 1.6.1170 MO2 (Mod Organizer 2) GPU: RTX 2060 Mobile No ENB, no ReShade Weather: Obsidian Weathers Community Shaders is in the setup, but see testing notes below. Reproduction / What I see Go to any exterior location. Look at any fire source (campfire/torch/brazier) and/or fire spells in hand. Result: fire becomes “washed out,” with blown highlights and exaggerated projected lighting on characters. In snowy/bright environments, the effect becomes dramatically worse (Winterhold is a clear example). Go indoors: fire and lighting look normal, as if the problem does not exist. Most important finding (points to post-processing / ImageSpace) Console command teofis makes the problem disappear immediately (exterior fire and lighting return to normal). Console command sisme 0 does nothing (no visible change). So this looks tied to End-of-Frame ImageSpace / post-processing. What I already tried (no change unless noted) Weather / Obsidian Weathers Obsidian Weathers “was never a problem before,” so I suspected a recent change or a side-effect. I reset/reinstalled the Obsidian plugin to restore it to its original state. In SSEEdit, I do not see any other plugin overriding Obsidian’s WEATHER records. The ImageSpace references appear to come from Obsidian itself. Community Shaders / lighting-related mods Disabling Community Shaders (base) did not remove the issue. Disabling CS add-ons / toggling CS effects in-game did not affect the washed-out fire behavior. Disabling True Light, Ambient Templates, and TL Bulbs also did not change the issue. Outputs / patchers / LOD I tested with DynDOLOD output disabled, TexGen output disabled, and PG Patcher disabled. No change. INI / rendering toggle test I tried setting bFloatPointRenderTarget=0, and it did not change the problem. Water for ENB xEdit script (possible turning point, but reverted) I ran an xEdit script provided by a Water for ENB author that modifies Obsidian-related values. I ran the script only on the Obsidian plugin (selected Obsidian and ran the script against it). During that operation, the only plugin xEdit prompted to save was the same Obsidian plugin I targeted, so I believe nothing else was touched. After that, I reverted Obsidian back to its original state (reset/reinstall), but the issue persisted. Important background: Steam wiped the Skyrim folder (and restoring a full backup did not fix it) This may or may not be related, but it happened during the same troubleshooting period: I uninstalled Creation Kit, and Steam removed the entire Skyrim folder, including SKSE files. Steam still showed Skyrim as installed, but the game folder contents were gone. I had to manually remove/uninstall via Steam and then reinstall Skyrim, then restore SKSE files. As an additional test, I restored a full backup of the entire Skyrim folder from before Steam deleted it, and the issue still persisted. Questions Given that teofis fixes it instantly and the issue is exterior-only (but worse in bright/snowy environments), what could cause End-of-Frame ImageSpace / post-processing to become overly aggressive in exteriors? Are there known INI settings (HDR/bloom/eye adaptation/exposure) that could lead to this after a reinstall/reset? What is the best way to debug which ImageSpace is active in exteriors and identify what parameter is driving the blowout on fire and skin? I can provide screenshots (exterior vs interior), load order/plugin list, and SSEEdit screenshots of the relevant WEATHER and IMGS records if needed (May need guidance about where to look in xEdit). The bug exterior vs interior cell: https://ibb.co/tMNmvnz2 https://ibb.co/NgmNBCsW https://ibb.co/1t9JtBk8 https://ibb.co/VWxXVwHB Thanks in advance for any guidance.
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How to make DynDOLOD work with Azura statue replacer?
mazekein1 replied to Grajowiec's question in DynDOLOD & xLODGen Support
It worked on the first try following your guidance. I can’t thank you enough it looks beautiful on the map. You’re the man, sheson shoutout from Brazil to you -
How to make DynDOLOD work with Azura statue replacer?
mazekein1 replied to Grajowiec's question in DynDOLOD & xLODGen Support
Thanks for your reply, for the support, and for DynDOLOD itself, it is an amazing tool and piece of work. I had to regenerate both DynDOLOD and TexGen, and I will update the post with a new DynDOLOD debug log and the DynDOLOD_SSE_Object_Report.txt you requested. My apologies if anything was missing from the first set of logs. The mod that changes the Azura statue is this one: https://www.nexusmods.com/skyrimspecialedition/mods/78809?tab=files&file_id=332696&nmm=1 I also use Xtudo’s main file from that page, but as far as I can tell it should not affect the giant Azura statue model itself. Since we are on the subject, I am also using this mod: https://www.nexusmods.com/skyrimspecialedition/mods/4269?tab=files&file_id=52059&nmm=1 (Caranthir Tower Reborn SE) The tower model from this mod does not appear on A Clear Map of Skyrim either, just like the Azura statue. I used the script patch from DynDOLOD Patches for this mod (https://dyndolod.info/Mods/Caranthir-Tower-Reborn), but I believe that patch is only related to hiding and restoring the tower itself, not to how it is shown on the map. Logs: https://www.mediafire.com/file/hj7juawbwvb263a/LOGS.zip/file -
How to make DynDOLOD work with Azura statue replacer?
mazekein1 replied to Grajowiec's question in DynDOLOD & xLODGen Support
I would like to ask for some help with the 3x Vanilla Big Azura Statue Replacer, using Xtudo’s Azura statue models from Nexus. No matter what I do, the new statue does not show up on A Clear Map of Skyrim. In-game I can see the statue normally from a distance; the only issue is that it does not appear on the map (the vanilla statue used to appear as intended). I use Xtudo’s main file and the replacer, both active in my load order. I have generated DynDOLOD both with custom rules and with no special rules at all, since I saw that the newer version of DynDOLOD already includes specific rules for these statues, but the result is the same. In xEdit, it looks like only the DynDOLOD output is overriding the Azura statue replacer plugin. I also followed the instructions from this page step by step, but without success: https://dyndolod.info/Mods/Replaced-Full-Model-Example-Azura-Statue If anyone who has managed to use Xtudo’s Azura statue replacer and get it to show on the map, could explain how you set it up, I would really appreciate it. https://pastee.dev/p/XCs2fEHk

