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Everything posted by D1Z4STR
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Looking to see if there is a better option to have waterfall movement and not become static so close within the level 4 LOD cell boundaries/grid (so it seems). Used 'High' preset from DynDOLOD and other rules apply from A Clear Map of Skyrim and Other Worlds and Far Object LOD Improvement Project SSE Water mod - RWT https://ufile.io/f/p7ryo - logs attached I have read the Waterfalls section as well
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I think I understand now. It is related to mods that add new or edit references/records. So, my question is with pure vanilla skyrim would the Parent > Child option need ticked on to see objects like trees in parent world 'Tamriel' from within a child world
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From the help section it states - To globally enable or disable copying of references from parent worldspaces to child worldspaces, use the Parent > child checkbox in the advanced mode settings. The above quote you mention Parent > Child option and using patches to accomplish what this does, and I am confused on when to use Parent > Child or when not to use it The question is - Can you see full trees outside of Whiterun while in the city with Parent > Child ticked off (default setting)? I have read Child/Parent Worldspace Copies and looking for clarification *edit* I think this setting pertains to using mods that add references I was the 10,000th reply
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Dragonborn Reskin - SkyUI Active Effects Icons (by borokoshow)
D1Z4STR replied to D1Z4STR's topic in Skyrim SE Mods
I will be using them, you have SkyUI effect icons set to small I believe in the MCM. The mod page says its best with large, but I think I will try medium.- 3 replies
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Discussion topic: Dragonborn Reskin - SkyUI Active Effects Icons by borokoshow Wiki Link These look nice. I can understand at first look what is going instead of SkyUI's default = || >> etc signs that make no sense This is not a recommendation for STEP since it diverts so much. But I wanted to share it with other who might want to use it including myself. Simple install.
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The cache folder does exist, and I use that version (it's in your xEdit main folder or if you made a xEdit output mod - where mine is located). I load around 920 plugins, and it takes around 35 seconds. It sounds like yours is not caching. When I delete my cache folder and load xEdit it took 92 seconds.
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Interesting Water LOD Interaction with Realistic Waters 2 on Alpha 180
D1Z4STR replied to LF111's question in DynDOLOD & xLODGen Support
Thanks for clarifying Sheson. No need for me to ever use this setting.- 45 replies
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- water
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Snowy Landscapes in Snowy Regions remains in STEP 2.3. The mod is dropped from STEP per its dropped tag and the mod page mentions it has been fully incorporated into Vanilla Landscape Corrections. Users will need to regenerate LOD with xLODGen and DynDOLOD.
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Interesting Water LOD Interaction with Realistic Waters 2 on Alpha 180
D1Z4STR replied to LF111's question in DynDOLOD & xLODGen Support
Does the Sky Reflection fix and water correction have anything to do with this setting in DynDOLOD_SSE.ini? ; set to 1 to add ShowLocalMap flag, opening/closing map causes water to reflect references with the flag set (requires [Water] bReflectSky=1 in Skyrim.ini) - can cause CTD when opening map GlowLODLocalMap=0 I am not quite sure what this setting does exactly- 45 replies
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Thane Me Slower - Becoming Thane requires more Favors (by Enodoc)
D1Z4STR replied to D1Z4STR's topic in Skyrim SE Mods
I did find this if anyone cares Tiny but Useful - Yet Another Patch Hub this patches CACO and CRF- 3 replies
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Thane Me Slower - Becoming Thane requires more Favors (by Enodoc)
D1Z4STR replied to D1Z4STR's topic in Skyrim SE Mods
I overlooked that AYOP had one of these as well. Unfortunately, it conflicts with some CACO scripts and this kind of mod should not have to use scripts imo. A plugin does the job just fine.- 3 replies
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ACCEPTED No Grass in Objects (by meh321, DwemerEngineer, and alandtse)
D1Z4STR replied to theblackman's topic in Skyrim SE Mods
perfect timing for the new Landscape Fixes for Grass Mods update- 18 replies
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ACCEPTED Landscape Fixes For Grass Mods (by code1k)
D1Z4STR replied to TechAngel85's topic in Skyrim SE Mods
Version 5.6 - main file -Fixed partial texture seams at cells -42, 1 & 4, -11 -Cell border changes at 2,-18 and 1,-18 to reduce or eliminate possibility of hard conflict(texture seam) with other mods.(Alternate Start patch also updated here) Version 1.0.9 - Arthmoor's Town add-ons Alternate Start Patch: Cell 1, -18 fixed small texture seam and copied cell border change from main file v5.6 Updated cell -40, 1 from main file v5.6 Should we re-run grass cache/xLODGen/TexGen/DynDOLOD?- 11 replies
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ACCEPTED Immersive Equipment Displays (by slavicpotato1)
D1Z4STR replied to Ninjamonkey1037's topic in Skyrim SE Mods
I am glad I can help, because IED is confusing. Now we know how to remove a item with the directions above. It should be a bit easier to tinker with nodes now. I also recommend saving your changes to a new profile name and not default. On a new character, loading the default is like a new file and a stored one, so you wouldn't have your changes.- 28 replies
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Glad you figured it out!
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TESTING Default Face NPCs Fixed (by AndrealphusVIII and UnknownG12)
D1Z4STR replied to Mousetick's topic in Skyrim SE Mods
So far there is one NPC who I would revert to vanilla since DFNF makes her look younger (might be unintentional) when she should not be. That NPC is Hilde in Riverwood.- 4 replies
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Keep World Space Transition Tweaks patch and do not install Depths of Skyrim. Depths of Skyrim is not used in STEP. The page is linking to root mod wiki and not the latest changelog. latest changelog --> SkyrimSE:Smooth Shores Patches/2.3
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Seems like something is not right in your ENB install somewhere then. Another team member will have to help on this.
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Used with Blade and Blunt for TRA
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That looks like a mesh or texture issue with arctic. Did you install additional mods or only whats in STEP 2.3? If only in STEP try reinstalling Arctic - Frost Effect Redux per the guide instructions
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Yes, this is correct you eat the ingredient to discover the basic effects
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The Road Ahead - an Unofficial STEP Addon (Restructuring)
D1Z4STR replied to D1Z4STR's topic in Unofficial Skyrim SE Guides
I have decided I want to restructure the guide and get a better plan together of its contents. I want to keep it under 150 mods, with cut content, lore friendly V+ additions and some gameplay depth, while removing all the small random texture and other miniscule mods and STEP tagged mods for 'testing' (I see no reason to add them to my addon). We all know everyone is going to add their own mods to a list, most users do this. More on this to come. I recommend not using the guide for the time being and thank you for understanding. -
Discussion topic: Thane Me Slower - Becoming Thane requires more Favors by Enodoc Wiki Link
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Andrealphus' Harder Quests (by AndrealphusVIII)
D1Z4STR replied to D1Z4STR's topic in Skyrim SE Mods
Dropping from TRA for a more lenient mod- 3 replies
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Messing with starter spells is a pain due to being built into the initial player record and I am not going to bother in the end. Depending on my race I might want those spells. Best left alone in the end.
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