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Posts
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Everything posted by Kal
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I think you're missing the "just press OK" step. The only time you should see your deactivated mods is when you are initially selecting the mods for SMASH to load, which by default is your current active load order. The instructions say to just press OK here, so by the time you get to the two steps where you have to select everything except Skyrim.esm, your unloaded mods won't be showing.
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I keep running across the occasional dragon (maybe one out of 4) who seems to be completely impervious to all damage and able to one shot me with any of it's attacks (breath, unrelenting force, melee), despite being 30+ levels below me. I've tried arrows, blades, unarmed, and magic when this happens but they seem to be immune to everything. Am I missing something, or am I bugged in some way?
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I've got a couple of things that seem to be missing textures - I get the "orange sparkly" thing for quite a lot of the "heads in jars" collectables. I also noticed some weirdness with the face (particularly the nose) of the snow elf guy you meet towards the end of the Dawnguard questline. What's the best way to try and troubleshoot these?
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Anyone have any idea what might cause crazily flickering sky lighting? Just started for me recently and seems to be happening whenever I can see the sky, even inside caves if they have ceiling holes. I've tried disabling ENB, so I know it's not that. Ahh! I see what's happened. Somehow my timescale setting has gotten set to -15! No idea how that happened but it looks like it happened on travelling from Falskaar back to Skyrim. Quick set timescale and everything is fine.
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Obviously it breaks the alphabetisation, but I can't help but think it might make more sense to have the KYE merge listed before the Animals merge for this reason - or possibly move the creation of the KYE Patches "mod" out from the KYE Merge section and up to the top. Or maybe even move it to the main page as part of the KYE installation instructions.
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Well with the utmost respect to outdatedtv and AL12, while it's true that it is a possibility, unless you have mods within the virtualised file structure that contain files with identical filenames to the files generated by FNIS, this will never actually happen. As, apart from your FNIS Output, this should never be the case, it's a scenario which should not realistically occur. I have no idea what the issue with using a virtualised folder for FNIS output, the overwrite folder in particular was designed to be a catchall for files generated in this way, and "very bad" obviously doesn't explain anything. I'd love to know a bit more about this - I might pop by the discord and ask them myself. For what it's worth, I can say with confidence that apart from a brief period when there were issues with MO1 handling child processes (as FNIS spawns several) running FNIS from within MO and capturing the output via the overwrite folder has always worked fine.
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I still don't really understand the benefit of this. So long as you disable any FNIS_Output in MO2 before running FNIS, with the default option (i.e. redirect unticked) all the output is sent to the overwrite folder, not to any of your other mod folders. Functionally this is identical to using the redirect function to send the output elsewhere, just in one case "elsewhere" is the overwrite folder and in the other "elsewhere" is %specified_folder%. You have to manually overwrite the contents of your FNIS_Output MO2 mod folder afterwards either way, unless you are using the redirect to point to your FNIS_Output MO2 mod folder, which would be foolish as you would then have no ability to roll back if anything fails during the process. I suppose one advantage of using the redirect is that it catches the case where you forget to disable the FNIS_Output before you start, but I can't see any other advantage. Am I missing something?
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For what it's worth, what I tend to do is after I complete each merge, I mark all the .esps that were included in that merge as optional. Then any mods which MO marks as no longer including any used files (italics) I disable. Strictly speaking this is unnecessary overkill particularly as we use copy assets in the merge, but I find it helps me to keep a handle on what's going on :)
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I realised this shortly after I posted and feel like a bit of a dummy for asking :) Thanks for taking a look Sheshon, appreciate the quick response.
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No, that's still not right. All the files should stay where they are in KYE Patches; the only time you cut and paste them is when you are creating the KYE Patches folder in the first place, as per the instructions. You merge two of the files in Animals Merged and the rest in KYE Patches Merged, but you don't need to do any copy/cut and paste as part of that process. Once you've completed both those merges you can just disable the "KYE Patches" mod as the original esps aren't needed any more.
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re: Crashing with VIGILANT I've popped a post up on the xLODGEN thread so we can see what Sheshon says. In the mean time though you can fix the problem (without having to rebuild your entire xLODGEN data!) by deleting the two folder created in the xLODGEN output for VIGILANT - they are both called zAoMVigilantWorld, and there will be one in meshes/terrain and one in textures/terrain.

