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D1Z4STR last won the day on July 10
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D1Z4STR
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Nexus Mods
D1Z4STR
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ACCEPTED SSE Engine Fixes (by aers/Nukem/Ryan)
D1Z4STR replied to TechAngel85's topic in Skyrim SE Mods
Not possible with MO2 unfortunately you still have to manually place those files. MO2 cant place files in the root directory, it has never happened in the past. Sticky note from Pickysaurus Mod Organizer 2 (Advanced Users only) - MO2 doesn't support applying files outside of the data folder by default. You will need to install RootBuilder if you want to install this with MO2. For simplicity you may want to do the manual installation instead.- 28 replies
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I am tracking this game on Steam, and it looks interesting. I might have to give it a try sometime.
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I have bought it and intend to give it go after a first patch or 2. I think I will only add a few things like longer days/nights, slower leveling, etc, but only if I can keep achievements on of course. Let's see.
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Finally got around to regenerating with the 2 meshes as requested and it made no difference when checking in game. I am just going to make this easy and regenerate LOD again sometime and remove the dynamic flag from waterfalls and change LOD levels to 'None' minus LOD 32. That will look and work better for what I am looking for since dynamic LOD is not working.
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Anyone who is installing STEP 2.3 with USSEP 4.3.3 is locked/stoppage with DynDOLOD due to 1 worldspace cell record needing correcting in the step patch - conflict resolution. Or we provide them the 4.3.2 archive link. The error is regards to XLCN - location data. Phase 2 of the removal of Bitterblade Hollow has been implemented. The dungeon no longer exists. (Bug #34030)
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TESTING Vanilla Script (micro)Optimizations (by Subhuman0100)
D1Z4STR replied to Kattmandu's topic in Skyrim SE Mods
You are right they are not loose files; I must have been thinking of UOSC which comes in loose format. However, Satyre has provided a version with the .bsa in the comments. What I meant by these script mods being a 'all in one' is that they tend to cover many scripts throughout the game and not just a specific focus. If I was going to use one of these script bundles, I would use UOSC and follow its instructions on what is included/compatible, etc. -
TESTING ERM - Enhanced Rocks and Mountains (by SparrowPrince)
D1Z4STR replied to DoubleYou's topic in Skyrim SE Mods
I am sure DY meant to post this on the USSEP page and not here- 43 replies
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Sorry we are branching into to multiple steps here. Should I replace the last 2 meshes in DynDOLOD Resources and re-run it? Is fxwaterfallbody the mesh reference am I looking for? Could I also just set level 4 and level 8 to 'Full'? Or even change the flag to 'None' for /fxwaterfallbody and fxwaterfallbody? Lastly, you said it is easiest to just change uLargeRefLODGridSize to a larger number, I am going to try that to see if there is any change, but the waterfall might not be a large reference. even closer with this shot, the new mesh it is static (when moving to almost half the distance closer then, it animates again) Update - I tested booting the vanilla game through Steam and that waterfall never became static as far as I could see, and I like it. How do I get these waterfalls to be more like the vanilla game? Never thought I would say that. I think the answer is to set the rules to 'None'. Is this correct?
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I have placed the first mesh you provided overwriting the one from DynDOLOD Resources SE 3. I will check in game like you mentioned and all my generations are always done with Expert mode on. Ok, the mesh worked showing the animated waterfall from my original screenshot location but only when I backed up further a bit further. At the exact location it was static and now is static for longer while approaching the waterfall versus the last mesh.
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Water Effects Brightness and Reflection Fix (by wSkeever)
D1Z4STR replied to D1Z4STR's topic in Skyrim SE Mods
Thanks, Tech, for pointing it out. In the end there are options like you said. I personally like a mix the art and the gameplay and I only wanted to point out what I thought was a issue with the water meshes lighting amount/flag. I can press on and just want to mention what I saw.- 11 replies
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TESTING ERM - Enhanced Rocks and Mountains (by SparrowPrince)
D1Z4STR replied to DoubleYou's topic in Skyrim SE Mods
Dropping the following mods for ERM testing/use MM - Lightside MM - DynDOLOD Pack MM Double Sided Patch MM - More Accurate Collision MM - More Accurate Collision - AME Patch Skyrim - A Mountainous Experience Majestic Mountains Creation Club Landscape Patch- 43 replies
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Hi Sheson, I believe so, does this last modification date sound right for Alpha 53.1? Yes, I can change uLargeRefLODGridSize, is this only changed in Skyrimprefs.ini or do I need to do anything anywhere else with this setting? Thanks for the support on this!
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ACCEPTED Vanilla Landscape Corrections - VLC (by Step Modifications)
D1Z4STR replied to DoubleYou's topic in Skyrim SE Mods
Okay thanks. So, ERM is a contender to eventually replace MM? Does Tech know that? Removing MM with its 6 corresponding mods is a good jump.- 21 replies
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ACCEPTED Vanilla Landscape Corrections - VLC (by Step Modifications)
D1Z4STR replied to DoubleYou's topic in Skyrim SE Mods
Should testers be using VLC with ERM? I thought VLC was made with MM in mind.- 21 replies
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TESTING Vanilla Script (micro)Optimizations (by Subhuman0100)
D1Z4STR replied to Kattmandu's topic in Skyrim SE Mods
I don't think this script AIO should be used versus the other option above or at all. These are loose files and will overwrite CACO, Odin, Vokrii, Improved Traps, TIE, etc, that is a big no no. If someone wants to review them through Champollion or similar app but I doubt anyone here wants to do that. And, unless the guide states, we are going to be hiding all conflicting scripts outside of USSEP. Thoughts?

