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TechAngel85

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Everything posted by TechAngel85

  1. You can probably skip it. Things like this are better reported on the ENB Dev forums so that Boris can look into it. Though he may write it off as a Windows 10 issue. He doesn't officially support anything past Windows 7.
  2. I see your name as auto-confirmed on the wiki. Are you sure you using the right case for the name and password?
  3. Thanks for the details. It sounds like a bit of a process, but the LODs have been put on hold for a bit. I'm porting an old player home from classic to SSE. In doing so I've been finding a lot of things the author never addressed. I was hoping it would be a quick port and done...but I've spent the better part of the day correcting small issues in the CK, which eventually turns into several hours of editing and refining each time I open the mod up.
  4. Thank you! That was more informative than anything I've read so far. This end result I'm wanting is two fold: The mod adds a house onto the side of a mountain. In doing this it reshapes the landscape and adds objects into the Tamriel worldspace. All assets are vanilla. No custom meshes. I want the house to be visible in-game from a distance...by default. I'm fairly sure this means having LODs included with the mod or possibly BTO files for the regenerated landscape (I'm assuming that can only be done in the CK). Unless simply setting the "Has Distant LOD" flags up will accomplish this goal? I'm also wanting this to be compatible with the entire DynDOLOD process which includes running xLODGen so the user's installed textures will be used.
  5. I'm really not understanding how to build custom LODs for mods reading the documentation. Lets set up a specific scenario I am needing this for: I have a mod that adds structures (houses, bridges, objects, landscape edits, etc) to the Tamriel worldspace. What is the best method for ensuring all these exterior additions and edits are picked up by DynDOLOD? Should LOD be generated in the CK? using DynDOLOD? TES5LODGen? From the information I found, it would seem the CK is best suited for this, but the information isn't coming across with a solid method.
  6. All you need to do is right-click on the folder containing the "textures" folder (in this case the "data" folder) and choose to set it as the Data directory. Including extra folders like the data folder in the directory structure is a common mistake among mod authors so you should expect to run into it fairly often.
  7. You clearly need to read the MO Guide: https://wiki.step-project.com/Guide:Mod_Organizer#Installing.2C_Updating.2C_.26_Uninstalling_Mods One of the biggest reasons to use MO is to avoid putting files in the Data directory, so don't do that...ever.
  8. As far as I'm aware, there are not any "break-down" recipes for making your own linen. Perhaps you should suggest that as a new feature to the mod author.
  9. Lucidity is used as a base for now. All other mods after it are to be considered desired changes until we are able to more carefully evaluate the entire section.
  10. There is a donation link at the top of the forum if you wish to help out. We are currently working on a new server. No ETA. I have a message out to S4N about the wiki issues.
  11. I have a message out to S4N to look into the server.
  12. It's up and running.
  13. Wow...TeamSpeak. That's still a thing? Most use Discord these days.
  14. It was probably just experiencing a heavy load. Seems to be working now, albeit a bit slower than usual.
  15. I completely understand what you're saying. I work for a company that love acronyms. I've been in that very spot many times asking or wondering what the heck the company is referring to. Other times I have no idea what the acronym stands for, but I know what process it's referring to. For example... APOT. I have no idea what the acronym stands for, but in my company it's referring to the percentage of transactions completed using a company credit card vs another form of payment.
  16. Before doing that, I would go into your Skyrim directory and remove all the files and folders; only leaving the Data, MO, Mopy, and tools folders (if applicable). Then verify your cache using Steam. Finally, reinstall ENBoost and SKSE one last time. Leave SSME out. Then try to load the game using MO. This process will completely clean the root directory and allow you to start fresh. It's worked for me when ENB's files were causing some issues.
  17. For "Skyrim Special Edition", I just simply use "Skyrim SE" or "SSE" for short because that's its name. A lot of mod authors seem to be attaching "SE" to the end of their ported mods, as well, to signify the different versions.
  18. Okay first get rid of SSME. You don't need it. SKSE does the same thing which you should already have installed and set up. After getting rid of it, test to see if the game is working. If not, install the Runtime that Greg linked above. Your enblocal.ini file look fine.
  19. "Oldrim", as far as I can tell, came from the lot over on Reddit. People are lazy and will use the shortest term they can come up with. I personally hate the term and never use it. I always use "classic Skyrim" in conversation. As far as I know, I was among the first group to start using "classic Skyrim" over "oldrim". I'd love to kill the term off, but it's the Internet.
  20. I've updated the mod today to version 3.0.0: General Version reset for new Version Scheme and to match SE version. Even if you don't use the new location mods, I would still recommend an update since the overall mod has been updated. Addons Made new addons to cover the following mods: Helarchen Creek, by ArthmoorDragon Bridge, by ArthmoorPlugin Updates The following merged plugins were updated using the latest version of each mod: FarmhouseChimneysMergedPatches.esp (see below)FarmhouseChimneysNewVillagesMerged (added Helarchen Creek)FarmhouseChimneys CRF-LAL Merged.esp (updated)FarmhouseChimneysArthmoorVillagesMerged.esp (added Dragon Bridge and updated)Wyrmstooth was removed from the overall merged plugin (FarmhouseChimneysMergedPatches.esp) due to it no longer being easily accessible. The merged patches can not be used unless all the required mods are already installed. Sorry, this was to prevent false bug reports of CTDs due to users not having all the required mods while having the merged plugin active. All plugins were updated with the latest version of the Unofficial Patch. Installers I have updated the FOMOD installer for some changes made with removing Wyrmstooth from the overall merged plugin. The installer will also auto-select the addon options best suited for the current active load order. I have included a new Wizard installer for Wrye Bash users. Credit to Mertz for the initial installer. I have edited and customized it further. The wizard will also auto-select the addon options best suited for the current active load order.
  21. Could you post your enblocal.ini file?
  22. What Windows version are you on?
  23. I have several posted throughout my guide: https://wiki.step-project.com/User:TechAngel85/SSE_Guide All shots where taken directly from the results of installing the guide. No Photoshop touch-ups. Shots where with The Truth ENB.
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