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TechAngel85

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Everything posted by TechAngel85

  1. Not all SKSE mods have been updated for game version 1.6+ (SE with AE DLC). Those mods that haven't updated by now are more-or-less abandoned by their authors or the author is simply refusing to update. That's on them. Our Guide requires the AE DLC, but like I said, that's the additional DLC that must be purchased and downloaded. If you continue with the guide you mentioned, it can likely be adopted to the new game version. Just be sure you download the "AE" versions of mods. I know the SE and AE terms are confusing and authors are using the "AE" abbreviation to incorrectly refer to SE game version 1.6+. This was in part Bethesda's confusing marketing that has since been corrected; however, many in the community haven't corrected their use of the term. SE = game version 1.5+ and v1.6+. V1.6 was simply a free update to the SE game AE = additional DLC that must be purchased (just look it up on Steam), which makes it no different than Dawnguard, Hearthfire, and Dragonborn that came before it Click the "Quote" text next to the + sign at the bottom of a post.
  2. USSEP requires game version 1.6+. That's the free update to SE. AE is actually an additional DLC that must be purchased and downloaded. So you are artificially preventing your game from updating, that's why. Your problem is one that you've created yourself. SKSE is fully compatible with 1.6+ version of the game, btw.
  3. That means you are missing required masters for those plugins. Expand them and it'll show you what is missing.
  4. Going to have to be sure to update all the LOD instructions
  5. So this is an effect texture attached to all candle flames. Not the objects, themselves, but the actual fire on the candle (mpscandleflame01.nif and 02). So all candles will have it. In the Step Guide, this texture is provided by vanilla, but the candle flame mesh is provided by Embers XD. The Embers XD mesh still uses the texture, however, does not provide a new one so vanilla is used. However, that doesn't mean Embers XD didn't make other changes that may have changed the way the glow is presented (like making it more transparent). Long story short, try Embers XD, if you haven't to see if the issue is fixed and make sure it's providing the candle flame meshes (there's two of them). As such, I don't think I would make an edited mesh to include in Radiant, but a texture to tone it down isn't out of the question.
  6. I can't check right now due to work, but my guess is that's just a transparent texture to apply the colored glow around the light. Making it more transparent will make it lighter and less apparent. I can look more fully later.
  7. This mod actually needs to be moved below MM. We're installing the compatibility option for MM, but then allowing MM to overwrite it. So this mod needs to be moved between MM and Majestic Mountains - Patch for Dynamic Volumetric Lighting and Sun Shadows or that one file needs to be hidden in MM. It's easier to just move it down one row.
  8. If you didn't use the Landscape textures for xLODGen from Cathedral Landscapes, then that is why your distance landscape looks off. You need to install it, regen with xLODGen, and the deactivate it when done. If you did use this file, then you may need to adjust the gamma to a setting that matches for your setup. I believe we use +1.25 with this combination to get the colors to match.
  9. I think Fix would be the first to grab it up on our flowchart.
  10. Interesting. I, indeed, have had this issue happen to me on more than one occasion.
  11. See the View Distance tab in BethINI. It's the Level 4, 8, and 16 settings. Everything else is there too. Tree far-off distance is on the Visuals tab. Instructions are at the top of the SE Guide, but you can just hit that Ultra button and check the Recommended settings box before making further tweaks. If you've never ran BethINI, then hit the Default button before choosing Ultra preset. That will reset your INIs to make sure you don't have any known bad settings.
  12. Instructions have already been updated for next release: https://stepmodifications.org/wiki/SkyrimSE:Armor_and_Clothing_Extension/2.1.0
  13. Nice! I was just looking at this mod, again, last night. I know the author planned to cover it, but makes no mention of the last few areas it doesn't seem to touch yet (snow and volcanic tundra). These are more sparse areas, though, so the author could simply not bother with them and it would me okay. Then lastly are the files needed to make hybrid 3D trees with DynDOLOD. I'm tracking it to see if these things are ever produced because I think this is the best forest overhaul I've come across in terms of aesthetics.
  14. @z929669 Boris said that these parameters should already be in the latest binary. There's no need to separate them out into an INI.
  15. It all depends how things are handled. If the DLL is overwriting everything, including ENB Light, then there is no worry. The DLL is always going to win. I haven't looked at this mod closely enough to know what it's doing. I simply know that ENB Light has some of these effects covered just by looking at the files, which is all I looked at to verify it was or wasn't covering these shaders. Any speculation can be resolved by simply asking about it on this mod's page. Po3 typically responds.
  16. I can second that vote.
  17. Mod was updated on June 20th: Added bash tags. (Bug #32173) Vignar should not be commenting about the brawl inside Jorrvaskr when he's still outside after performing his restored scene by the Gildergreen. (Bug #31436) The male first person sleeved Stormcloak cuirass is incorrectly weighted. This was originally done via USSEP 4.1.3 when it was thought that it needed the same adjustments as the non-sleeved ones. It turns out the sleeved variant doesn't need them. I will temporarily override the USSEP archive with the vanilla sleeved meshes since I've confiemed those don't have weighting issues in the game. When USSEP updates next and these files get removed, CRF will have them removed from the archive as well. (Bug #24405) Gargoyle Sentinels and green Gargoyle variants now have their unique abilities assigned. (Bug #31328) Chitin, Nordic, and Stalhrim (both heavy and light) Helmets of Waterbreathing have been added to the leveled lists with other similar enchanted helms. (Bug #31314)
  18. Mod was updated on the on June 22nd for those that haven't grabbed it.
  19. True, but that is also going to depend on distance to said mountain range and your own altitude. It'll never resemble RL so the question is to either place it or not. I'm fine with either, to be honest. I just wanted to make a case for opposite side so that we have all our basis covered.
  20. No because I wasn't seeing any changes between switching presets. I'll ask over on their Discord.
  21. There's no confusion. You're just tripping up on the word play. By "mod" I mean the INI via the Nexus Page. These are "mod pages", hence why I called it a "mod". Those settings are closer to preset #2. I simply stated the moves but doesn't flatted like that on my end (at least for the tundra). I prefer it how it is now, though. That flattening looks unnatural in the video...like a giant, heavy ball is rolling with the character.
  22. Distance is one thing. If the distance is not accurate I could see your point, but lets take the game world out of it and just look at the maps. They all have the distance between Windhelm and Red Mountain about the same as between Dawnstar and Solitude (just a but further), and you can see LOD quite easily at those distances. Now taking the real world examples that we can pull from and some quick research, it would be fair to say most volcano plumes can be see at least from 100mi away. This largely depends on the volcano height and plume height; however, with those numbers and distances I would say you should be able to see the plume; mountain range or not.
  23. I haven't tried this, but I'm fine with it from the shots.
  24. If you was really standing there in real life, the plume would be seen anyway so it's technically correct. DY's, no offense, is a bias view.
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