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Everything posted by Shadriss
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Questions are always welcome. I'd caution you though about using this guide if you feel out of your depth... this guide (as it warns you at the beginning a few times) is pretty technical and requires a lot more than just downloading and installing mods in a certain order. I think that Tech's Guide may be more your speed for an initial SSE build if you aren't real confident with the tools just yet. That said, if you do make the attempt, we'll help out as much as we can.
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Given that the authors basically said "That's it, we're done!", I agree.
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SKSE64 - How to list plugins loaded correctly?
Shadriss replied to MongeHDS's question in Other Utilities Support
I'll pass on attempting to help then - general troubleshooting I can do, but general questions about things like this are out of my league. I imagine that if there is, it's likely documented on Silverlock.org (?) where SKSE is developed and hosted. -
SKSE64 - How to list plugins loaded correctly?
Shadriss replied to MongeHDS's question in Other Utilities Support
Is this a general question, or are you trying to figure out if something you installed is actually working or not? -
A) If WB unchecks it, it gets merged unless specifically noted otherwise - so yes, Equalizer gets merged. B) They should be unchecked, so they aren't loaded by Smash. C) No. While it doesn't matter with the mods that aren't turned on, it will move other mods around that were created after the LOOT run, and we don't want that. As the guide says, leave LOOT alone after the directed run - everything that gets moved is done manually after that point. EDIT: Rebuilding DynDOLOD (like, from xLOD on through the whole process) fixed the CTD at Whiterun I talked about. Not sure what the problem was, but hey - it's fixed!
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Same thing I was seeing recently. Here's what's happening - It's looking in the MO folder you provided for the profiles folder... which isn't there in one version of the MO2 install. Instead, point that one at the folder where the profiles are kept (in my case, C:\Users\(user name)\appdata\local\modorganizer), and it should work fine.
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Ah well. Was too much to hope for. I was just over on the Nexus and have three to bring to attention real quick: A) Another Nightengale Armor retex... I'm not aure about the armor textures themselves as compared to the Prime we use now, but the weapon retextures look worth it to me. Should be easy enough to delete the armor portions and keep the weapons. B) In the continuing trend of MCM menus coming back for SSE, CLARALUX gets thiers back. Two versions, one of which removes the door to the Testing Facility outside Riverwood. C) Finally, an improvement to horse looks and animations. Says it works with Convenient Horses, and if it's an upgrade, it may be worth a look. See what happens when I have to wait for LOD to gen up?
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One of the greatest things about the net is that you can share ideas. One of the worst is that tone of voice and intention don't translate well into straight text unless you are a book author - and even then it's even odds. No worries, everyone - the goal here is to make this as good as possible for as many as possible. Arguements are fine - reasoned ones anyway, and I think that's what essentially happened here. Now that we have the correct information on the cause, the next step (for those of us who want it) is a solution that addresses it. Escalus has one... that I don't think I could do easily enough to justify mucking about in xEdit. Another is the ENB lighting alterations (which I may mark down what I did and provide to the forums for evaluation by others, just to see how off my display really is comparitively). Last is the possible ELE interior lighting file that was mentioned earlier... and that I will leave to others to test, since it will likely involve merges. I can do those... I just don't like to screw with things I don't really understand. Easy to mess stuff up if you don't really understand what it is you are doing with them, and I don't, so just just safer. Anyhow, no worries. We all want the same thing, in the end, really - a Skyrim that only messes with us because it can, not because we did something to it.
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Here to support.
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When you said one bulb, I get the impression that it's only for one location... but it affects everywhere, doesn't it? Interesting approach to the problem, and not for a lot of people (not without step by step, anyhow), but if it works, great. I am curios how that will affect dungeons and such, which is where I really have problems.
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I'll take a look at both of those - the Dyn portion especially. I ended up doing my run of xLOD generating tree LOD as well (because all the Falskaar tree LOD is missing somehow... or I just never noticed it wasn't there at all in previous runs), so that's a definite possibility. Barring that, NPC will be my next test. First - I've been wrong before. I made a guess based on previous builds that, as it turns out and has been proven, is wrong. I'm ok with being wrong. In fact, I'm glad I am, because it means I still have things to learn. Second - I'm not sure anyone was ever trying to convince Lexy to do that. Read over the course of posts - I made it clear that I wasn't recommending that, only that there were only (in my incorrect assumption at the time) two ways to deal with the lighting. One of those ways is still valid - adjusting ENB values. The other was off base, and should be ignored in light (HAHA) of the evidence. What I said above - I don't think anyone was trying to get her to remove it. I specifically said, after she brought up the possibility, that I was surprised it was even being considered. Obviously, it's a moot point now since she's clearly said it's not going, but please don't read into people's (my) words things that weren't there. As I said - I didn't want to start a war, and ELFX is one of those things that tends to start one. So, all that said, has anyone messed around with the ELE file mentioned above to adjust interior brightness? I'm real curious if this will address my concerns there or not. EDIT: Also, apologies for the double post - the two didn't merge for some reason.
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Fresh start. I'm not silly enough to change out THAT big of a thing on a playthrough. Thanks for the extra settings - my only question is which ENB you were using, since a lot of setting names change from ENB to ENB... or at least, judging from the differences between Re-Engaged and Phoenix, they do.
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I'm pretty sure at this point it's not XP32 - it's version has not changed from when I did my original build. Something happened in the last guide update that has scrambled something and is causing the ctd based on the actors for that scene loading in - it's very consistent on when it does it. Really, though, aside from mods updated, the only major changes were the shift to Obsidian weathers (and I don't see how that would affect the scripting) and the Relinker for use with the merged mods, which doesn't make sense either. I do carry a few extra mods beyond what is in the guide, but they were all in and working prior to the guide update, so I'm certain it's not them either. Short of rebuilding from scratch (which is honestly not an option with the download limits I have with ComCast), I'm not really sure where to go from here.
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So moving on from lighting... I'm noticing an odd problem when approaching Whiterun. I've repeatedly been getting CTD on the road in front of the city, just past the meadery and heading towards the gate area. I approached it from a new angle this time, and noticed that the giant (the one that Aela and the companions are supposed to demolish) didn't spawn, though the rest of the group did. I actually saw them spawning in, but the giant didn't... and then CTD, prob because the script couldn't run without the giant. I can't think of anything in this lineup that would prevent this, but it's been consistent since I rebuilt off of the JUL07 edits to the guide. Any thoughts on this one?
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It has been LE historically, but there's a general shift that going on to SE. Really, it's question of taste and what you are willing to put up with... not as many mods to choose from (SE) or CTD management (LE).
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In the more detailed explanation I gave on the last page, that's what I recommended. We've just been shorthanding it in the last few replies. As to the rest, all I can do is repeat what I've already said, Baron - we get different apparent results. I've used the RS/ELE combo from Step in LE as well, and it was significantly brighter than the ELFX version of the same setup. All I can do is say what I see... or, in this case, don't see. If ELE were the darkening culprit, would I not have near equal darkness regardless of the lighting it's based on? Keep in mind also that, even without the Enhancer (which I have verified I don't have installed, BTW), the mod removes lights that had no source. There are a great many dungeons and crypts (the areas most complained about since we aren't worried about being attacked by anything in a tavern...) which have few, if any, in game light sources, which has the net effect of making them far far darker... which is the core of the problem. In a dungeon, I have to be able to see... and because there is now little if any ambient light in those locations, I can't without giving up part of the gameplay style I use - stealth. If I have to use a torch to be able to see, then that gameplay element is removed, and I'm forced by this to play a straight up sword and board warrior or a mage... roles that don't fit a stealth approach as well. This, to me, is simply aggrivating and one of those gameplay vs. reality things I spoke to earlier. Again, this is not to bash on anyone's favorite mods, guides, or what not - it's simply a statement of my experience with this mod as it applies to the original question asked. Since that has been answered (and generated a lot of discussion as well), I think that after this I'll just keep a lid on my opinion - it may not be a holy war, but there are a lot of strong opinions on the subject, it seems. :)

