Jump to content

TechAngel85

Administrator
  • Posts

    14,559
  • Joined

  • Last visited

Everything posted by TechAngel85

  1. I've reported this to the USCCCP mod. There's 18 pages of bug reports over there, though, so it could be a while before it's addressed.
  2. You probably shouldn't be trying to use it right now. MBIN Compiler has yet to be updated for the new game version. This is used by AMUMSS to properly decompile and recompile the game files. It can take a few days to a week for them to get it updated. I, myself, have not attempted to touch anything and won't until this tool is updated.
  3. No problem. There are also already experimental builds in the pipeline so we could potentially see another update within the next week. They tend to roll out 1-2 smaller updates per week for a couple weeks after larger ones, like v3.85 was.
  4. I just reread that. You have Dig Out installed as a pak. You just need the LUA from the mod in your ModScripts folder.
  5. It will do that sometimes. You can just click N and get to where you are. That is where you need to be. Be aware the game updated to v3.85 and this was built on v3.84. I will need to look at the Resource Files again, especially as they've added new ships; though I suspect they're still classified under light/reg/heavy so I'm not expecting any changes to our files. Though some mods installed via MO certainly require updates. I've already marked some of them.
  6. For that matter toss MO1 and install MO2. MO1 is no longer supported by any developer nor us.
  7. Discussion topic: Step NoMansSky Guide Resources: Nexus Mods Please submit feedback or bug reports about the 2.0.0 Guide to this topic.
  8. Discussion topic: Keening Remastered SE by dpillari Wiki Link Lore-friendly beautification of Keening.
  9. Discussion topic: Mangroves by LazMonk Wiki Link Dropped in v2.3.0 with the addition of Better Planet Generation.
  10. Discussion topic: Remove Lag when Leaving Planets by dutch45612 Wiki Link
  11. Night Eye works, there's just no customizations for it yet. Right now, about the only thing you might be able to do (besides editing the ENB settings) is to adjust CW MCM. I believe there are some things there for nights.
  12. I apologize. From the location of your post and missing context that you provided here, I assumed you were just doing your own thing. I've moved your post to the appropriate forum. Now that we know you're running the Guide, Z is most likely right. You've installed the farmhouse meshes from Flickering Mesh Fixes. Be sure you expand the mod listing to view the instructions for its installation.
  13. That's is fairly close to accurate, actually. CW is actually pretty dark on its own: https://stepmodifications.org/wiki/Project:Skyrim_Weather_Reference/Weather_Compares
  14. Discussion topic: Rock Grass for ENB Complex Grass SE by johnskyrim Wiki Link
  15. Discussion topic: Mannequins Behave by Jakblue22 Wiki Link I recommend this to help mannequins from moving about. Combine it with:
  16. Discussion topic: Another Mannequin Script Fix (AE.SE) by berticus0001/KhrysINXS Wiki Link I recommend this to help stop mannequins from moving about. Combine it with:
  17. You clearly haven't read the mod page and stickies. Go back and do that, please.
  18. Here: https://www.nexusmods.com/skyrimspecialedition/mods/24791 User the "Plockton's Culling Data Glitch Fix for Square Holes in the Ocean".
  19. Just click on the NPC when the console is open.
  20. I've killed that bandit and I'm pretty sure it didn't look like that. I think these are just spawns in the game, though, so it could be difficult to find that exact NPC. I'm not 100% on that, though.
  21. I'll add that while it's completely acceptable to share your modded setup with your friends and family, please refrain from uploading completed setup online, anywhere.
  22. That's weird
  23. SPID is not going to fix this. It's a code-level issue. It would be better suited for something like Engine Fixes or Scrambled Bugs.
  24. Just pick a different option for this mod: https://www.nexusmods.com/skyrimspecialedition/mods/22825
  25. From RAID author: To which EVLaS author replied: So what this means is it's not really the mod itself, but rather the fact that the game simply ignores shadows casted from certain references. These reference have extra shadows caused by EVLaS. However, I would disagree with EVLaS author for the simple fact that if the shadow doesn't exist in vanilla, then it's the mod's fault because the mod is causing the extra shadows. Thus, vanilla wouldn't actually be broken for any of the things he listed off with the exception of transparency. I believe I have experienced this while trying to hide in the shadow of a mountain. It was rather hard for me to see, but enemies could see me just fine. I doubt this issue can be fixed as it would require hooking into the code game. It's along the same issue as GLL being tied to grass lighting. That has yet been fixed so I doubt this would ever get a fix. It's just something to be aware of that this mod does create some breaks in the games detection for certain, extra shadows added.
×
×
  • Create New...

Important Information

By using this site, you agree to our Guidelines, Privacy Policy, and Terms of Use.