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Everything posted by Shadriss
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Removing it worked, as expected. I don't plan on using relinker - at least not yet. Even with a few additions of my own, I'm still short of the file limit, so in the interests of keeping the number of tools used down, I'm leaving that alone for now. Thanks for the confirm - I expect this will be reflected in the guide soon? :)
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Finally managed to get ahold of the Soul Trap enchantment and put it on my bow immidiately... not that it's done me any good, since not a thing I've killed has provided a captured soul. Verified I had gems (been collecting them for a long while in anticipation) and that the GIST settings are correct - just no captures, no messages, nothing. Anybody have any success with this at all? Maybe some idea of what's not working correctly? EDIT: This may, according to the Nexus page, be a result of merging GIST into one of the patches. I'll redo that patch without Gist in it, and see if it fixes the issue.
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Here to support... as always.
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Just took a look at the Trello, and noticed a good many Kryptopter mods on the list as possible ports - from what I can tell, Krypt is actively working on converting them all, so it may be better to wait on her full conversions rather than try to convert them ourselves. Of course, if they convert fine then they'll work in the meantime, but I thought I should at least point out that the author is working on them. Second (and going back a few pages), for those working on trying to make their dungeons a mite bit brighter, I found a way that makes it so without killing the darkness too much. You may need to play with a few other values, but as always, ENB settings are a matter of personal taste. Under the ENBShader settings, putting the interior setting to 0.5 (instead of 1.0, where it defaults) makes the entire interior brighter without being overdone. Again, just something to play with - there is a video on the guide's recommended ENB nexus page that goes through a lot of those values, so a good watch even if you aren't having this issue.
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Mods not showing in LOOT or working in game...
Shadriss replied to ecksdee's question in Mod Organizer Support
And there is another part of the problem. Steam, and by extension your game files, should NOT be in ProgramFiles... it's UAC controlled by Windows, meaning that, essentially, it doesn't let a lot of outside programs make changes. THis was specifically talked about in the STEP Guide, so I suggest you go back to the part about installing Skyrim and start again. -
Fortunately, ENBs are relatively easy to swap out - I'll keep Pheonix on my list to take a look at. Looking at the changelog, looks like it only affects Raven Rock (Dragonborn DLC areas). Only potential source of conflict is in Raven Rock HD, but I don't imagine it will be. Currently downloading, and will give a more thorough report after I've had a chance to take a look. EDIT: No overwrites from Raven Rock HD, so I don't anticipate that this update will cause any issues to install.
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I'd take that over to the DynDOLOD threads, guy - Sheson is more likely to see it there than here in the Guide thread. As a hint, the link to the support thread is in that snippet of the log you posted. :) EDIT TO PREVENT DOUBLE POST Q: Between ELFX's love of all things shadowy and the room where I play it having a bunch of ambient light (even with all lights turned off and at night), many of the areas are pitch black. Quick Light kind of helps, but gives away my position (which I understand and am fine with) for the low low price of death from creatures I can't see three feet away from me... beyond the light's radius. Magelight is just as bad in its range of light, and torches are just right out. So - two parts to this: Using the guide recommended ENB, but know that some of you are using others - do any of them lighten up the spaces somewhat to make them playable? Second, if not, is there an easy way to remove the ELFX dependency from Lexy's Conflict Resolution esp so I can remove ELFX entirely? It's not that I don't like ELFX, but if I keep getting killed because I can't see... even when I can see... well, the enjoyment gets sucked out of the game much as my life force was sucked away by a nightmare vampire.
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Mostly in the same position, Lexy - at the same time, I wonder if the overlay causes as much havok (so to speak) with SSE as it did with SLE... not that I ever saw much in the way of problems there either. If it's all just anecdotal, and no real proof that the overlay causes any issues, is there really any reason to disable it?
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Turned on overlay, attacked a dragon, got a soul, got an achievement. I killed this same dragon an hour previous, forgot to save, and died... back before I turned on the overlay. Went to a nearby cooking area in a new location, got two more achievements for exploration and cooking. Yeah... I think turning off the overlays also turns off the achievement monitoring portions of Steam, so putting this mod in makes no sense if you are turning off the overlay. Hard to prove conclusively, but the anecdotal evidence I have is convincing enough for me.
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Mine has always looked like what you posted, Mental. Honestly, my original post was going to be along the lines of "I don't see any problems here." Figured explaining a bit more would make it sound less like a dismissal. I use that font myself, and have numerous places in MCM where that kind of overlap occurs, including in the MCM Mod List as well. It ain't pretty - I agree. But it is working as intended... so to speak. Honestly, it's pretty easy to see in the Nexus screen you provided that he's using the original font, and on a letter for letter basis, the Fertigo takes up far more room. They design menus based on unmodded fonts, so this kind of thing is really to be expected.
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As stated - none have been unlocked. Zero. Zilch. Nada. Bereft of presence. Conspicuous in their absence. No shows. Normally, I don't care about them much either. I just happened to be going over the guide again, remembered putting this in, and then checked to see if things had been unlocking in the background, and they aren't. Checked the mod page, and by all reports and indications discussed there, it should be fine... no saves are marked, and no message given on load about mods. Additionally, the log file generated has a simple 'Yes' in it, which according to the mod site indicates that it is working properly. And yet... as stated, nothing. There then, logically, must exist one of a few different states: A) Despite all indications, this mod does not work when operated through MO2. B) The turning off of the Steam Overlay turns off all monitoring by Steam of SSE, thereby preventing the Unlocking of Achieves We Have Unlocked. C) (Least Likely, but possible) This mod does not work at all no matter the state of overlay, and there is another issue causing it. When I get home, I'll be turning the Overlay back on in an effort to eliminate possibility B. On a slightly different note, 3789 / 24 = 157.87 / 7 = 22.55 / 4 = 5.6 months of active playtime. If my own experiances are any indication, that's about a third of the time you actually spend with the game, as it includes all the fun that modding adds... so that number is closer to 15 months, or about a year and a half of Skyrimming. Some of us get our money's worth from a game, and then some, eh?
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Just to make sure I'm understanding what you are telling me here - achieves will not pop at all if the Overlay is off? Not getting notified of them, I get - but not getting them at all? As I mentioned, I hadn't played SE when I started your guide, so at this point I should have Unbound and Dragon Rising as a minimum, and that isn't the case. If that's the case, why bother to have the Achieve Unlocker in the lineup at all? Why place a mod in the guide that allows you to do something that is shut off by another thing we're told to do? Not a criticism per se, I'm just confused by the logic here.
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Gonna go out on a limb here... you are using a Font mod as well, aren't you? When you do that, the spacings get changed. The original screenshot was based on whatever font the author used when he snapped it, and yours is definitely different from his - one that takes up more space per letter. Thus, things get longer. It's not a problem - things will still work as they are supposed to.
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A separate matter - It just occurred to me that, though I get no mod warnings when loading the game, indicating that the Achievement Enabler is working, I have ye to get a single one... which is odd, since I hadn't played any SSE since it came out. I should have a small collection of them by now, and nothing. Any thoughts?
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Not really a surprise, Lexy - as complicated and expansive as the list is, things show up like this all the time I'm sure. Also, I'm pretty sure that he was joking. Probably. :) As for your reply, I actually use most everything in this tlist at the moment - Bathing is one exception, and I think I may remove Hunterborn and the arena fighting mos (Ravenloft?) as well for my next playthrough. Hunterborn is a neat idea, but I end up with so much meat and ingridiants (all of which do the same things... ugh) that I think it unbalances everything else. And arena fighting... apart from the still way overloud voicework (as well as overdone - a few voices aren't too bad, but the rest are badly overacting, especially Septim) I just think it really fits in quite right. If anywhere, Riften, I agree with that, but with no Thieves Guild cut on the gambling? No, it would have been shut down a long time ago. EDIT: Also, I notice you list the files for the Uncapper under the Havok fixes listing. Figure you might want to change that for certain. :)
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Thanks for the update, but as Keep it Clean is listed in your guide as Optional, I'm surprised you are changing all the merges under the assumption that it's being used. Would that not imply, then, that it should be moved to Core? I don't use it myself, so I'll be keeping the patches I have as-is, but I thought I should at least mention this.
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Where is the "Neve rupdate this mod" setting?
Shadriss replied to FlameNoir's question in Mod Organizer Support
Use the "Visit this Mod on the Nexus" (or something similar...), and it'll load straight up in your default browser. Download the new version, install, and 'replace' when the option is presented. -
Where is the "Neve rupdate this mod" setting?
Shadriss replied to FlameNoir's question in Mod Organizer Support
Since MO doesn't upgrade automatically, I'm pretty sure there isn't a setting that will prevent it from updating. There is a setting to IGNORE updates (which only affects if the version number shows red or not), but not one that prevents updates. It's right click on mod -> Ignore Update. Only shows if there has been an update since you installed it, and you check mods for updates. -
We'll be here... lurking, always lurking, ready to troubleshoot when you least expect it...
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Thinking, or thinking logically? :) I agree that you are likely correct - just not sure what assets would have been stolen. *shrug* As to the CTDs at Riften - A curiosity... was this build IAW the new recommendations in the guide for Ultra Trees, and if so, how much VRAM does your card sport? I'm thinking to check anything simple before going on to something big like load order and mod scans... simple is easier to deal with, so... Disregard - I keep missing that there's another page when I start T/S problems with others.
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No, but it sees it in the actual downloads folder in MO. Basically, when you reinstalled, you didn't do a complete wipe, just an overwrite. Not an issue, but because this installation didn't do the download, it treats it as if it had been hidden by the user in the downloads tab... so the file is there, just not visible in MO. I'd recommend checking and clearing out the downloads folder in MO, then downloading again. I think you said you checked that, but make sure you check everywhere you've ever had MO installed since you've started having this problem - it sees it somewhere, or the warning wouldn't show.

