gamingsrc
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Everything posted by gamingsrc
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Tested with the latest Ember XD: Caravan Camp: High Hrothgar (and Dawnstar Sanctuary...): With our friend Jiub (by the way the position of the fire camp is corrected in my game):
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- SKYRIMSE
- 06-models and textures
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I always prefer "manual" changes in the game, than scripted changes. When you have something manual edited by a plugin you know how to fix it. However if a change was made by a Dll mod, it difficult to deal with the change if you loose trace of the mod that introduced it.
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- SKYRIMSE
- 03-resources
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I compared Ember HD and Ember XD and it's Ember HD that go for my game. Ember HD was worked on for years while Ember XD is recent and has a lot of placement issues in the game. Any way it's difficult to find an Ember Mod that fit perfectly to vanilla game style (without looking out of place).
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- SKYRIMSE
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ACCEPTED Realistic Water Two SE (by isoku/SparrowPrince/TechAngel85)
gamingsrc replied to TechAngel85's topic in Skyrim SE Mods
Since I upgraded to Realistic Waters II v5.2.1 the final scene of Deadmen Respite ruin is not playing well and the Word Wall can't be activated. RW II replace waters of the dungeon which are activators and one of them is disabled by USSEP. The worse thing is the Word Wall characters are not shining. (tested in two new games) Update. Ay ya ye ... a wild edit on other plugin!!! I apologize for the bad report. RW II the new version works great.- 78 replies
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- SKYRIMSE
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Personaly I have tested this mod for more than a year and it works as intended. To test it: go to a free zone and spawn some mage enemies using "frost spells" (command placeatme) and summon creatures that have frost based spells and observe the combat. When you are hit by a frost spell from a enemy your speed decrease and becomes slow for some time. The same thing happens to NPCs.
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The mod works (personal experience) and the code is clear and free sources by the original author. If you visit the oldrim page you see a post from someone called fadingsignal asking for a SSE port (he isn't aware that it was ported to SSE some years ago). P.S. unfortunately Skyrim AE isn't going to be stabilized until some further months and it bring more issues than it solves.
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Discussion topic: You Can Sleep SKSE Remake by underthesky (Original LE), Dropkicker (SSE port) Wiki Link This is a rare and extremely extremely nasty bug in Skyrim engine. The most notorious reproduction of it is getting the message “you can’t wait while being asked to leave” , “Cannot wait/sleep while being asked to leave... my own home”, in some locations owned by you or your factions. It's not a load order and mod conflict or typing some "ownership command" that will fix it. The most notorious places where it triggers after days of game play are: 1. Dawnstar Sanctuary after completing DarkBrotherhoodSanctuaryRepair quest. (happened to 4 times) 2. College of Winterhold. (reported) 3. Hearthfire Houses. (reported) Fortunately there is a fix to it using engine functions: You Can Sleep SKSE Remake There is a configuration file for DLL mod: Data\SKSE\Plugins\YouCanSleepRemake.json that can be edited by a text editor. In my case I only activate a single line (3th line): { "allowSleepAndWaitInAir": false, "allowSleepAndWaitTrespassing": false, "allowSleepAndWaitAskedToLeave": true, "allowSleepAndWaitGuardsPursuing": false, "allowSleepAndWaitEnemiesNearby": false, "allowSleepAndWaitTakingHealthDamage": false, "allowSleepAndWaitOwned": false, "allowSleepAndWaitInUse": false }
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DROPPED Archery Quick Shot Perk Bug Fix (by Dutchj)
gamingsrc replied to TechAngel85's topic in Skyrim SE Mods
That's what I have yesterday. I installed Scrambled Bugs and It revealed that the author is very smart. When questioned about the slow effect bug he said he is not going to implement it because there are others undesirable side effects. In my game I'm using this mod Slow Fix by Saffral I have tested it thoroughly and it works (none of the others in the same kind in tesnexus work). Although Arthmoor in his USSEP Bug Tracker say these mods don't do anything in the Papyrus Log but they works (it's not question of scripts but something in the engine that block the effect to work). -
DROPPED Archery Quick Shot Perk Bug Fix (by Dutchj)
gamingsrc replied to TechAngel85's topic in Skyrim SE Mods
From the mod Official Page: What does this mod do? This mod implements a fix for a bug in the Quick Shot perk, in the Archery skill tree. Specifically, this mod fixes cases where despite drawing the bow back fully, arrows are not shot at full power. I remember having installed this "fix" in my current new setup (in fact I have merged it with Combat Evolved). Playing now for a week in a stealth character, I can confirm the mod doesn't fix the mentioned bug since it just happened to me. It's not the 84 posts in the mod page (mod of them asking questions) that can confirm anything. However this mod https://www.nexusmods.com/skyrimspecialedition/mods/45502 fix the speed stat part of the mod. -
In my opinion Footprint is a mod that leave dirty traces in saves. Just look at the official page where the author advise to disable but not completely remove the mod in a game. Add to this his odd decision to start the mod when "MQ101 Stage 250 is done". He could obviously just select the condition MQ101.GetStage()>= 250. Also SPID is the kind of DLL that add stuffs in a scripted way to the game (you have no option to contrôle what changes it made to the game) in a generic way. I avoid to install it in my game.
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Windhelm Main Gate exterior and Dyndolod
gamingsrc replied to gamingsrc's question in DynDOLOD & xLODGen Support
I typed TLL and the white step didn't disappear but now when clicking on it, it gave me the following reference: 060041A6 which mean the record of Dynlolod.esm: Skyrimesm_09F27F_DynDOLOD_TOWN [REFR:060041A6] (places WHmaingatesteps_DynDOLOD_LOD [STAT:060041A7] in GRUP Cell Temporary Children of WindhelmExterior01 [CELL:0000B4BB] (in Tamriel "Skyrim" [WRLD:0000003C] at 32,8)) -
Windhelm Main Gate exterior and Dyndolod
gamingsrc replied to gamingsrc's question in DynDOLOD & xLODGen Support
That's what I have said before and I even simplified the issue to the two files swindmill.nif and solitudebase.nif Here is what I have in my WB installers folders A mod making a compatibility issue like that must gain my trust to be installed. (if he he has done it with SMIM why I should consider all others parts are safe?) I was looking at the video tutorial from GamePoets and all what have done the youtuber here in a tool like Vortex I do it in a more natural way via Windows Console: -
Windhelm Main Gate exterior and Dyndolod
gamingsrc replied to gamingsrc's question in DynDOLOD & xLODGen Support
What you are asking for (Opening a console and Clicking) is the first thing I did from the first day and it lead me to only this single reference: 0009F27E (you can find it in my first post in this thread). This is the reference of the whole block of stairs close to Windhelm Main gate. And the reference lead to the static object created by this meshe Architecture\Windhelm\WHmaingatesteps.nif Finally the culprit meshe "whmaingatesteps_lod_0.nif" comes originally from this mod DynDOLOD-Resources-SE.2.88.7z I used to generate LODs with Dyndolod Should I uninstall DynDOLOD-Resources-SE.2.88.7z after generating Dyndolod (though I think all the meshes of this mod are overwritten by Dyndolod)? -
Windhelm Main Gate exterior and Dyndolod
gamingsrc replied to gamingsrc's question in DynDOLOD & xLODGen Support
The stairs near the gate a whole block represented by this .nif: Architecture\Windhelm\WHmaingatesteps.nif -
Windhelm Main Gate exterior and Dyndolod
gamingsrc replied to gamingsrc's question in DynDOLOD & xLODGen Support
Found it (using Eveything tool and searching for the word "Windhelm" in my meshes folder), it's this .nif that cause the issue: Data\meshes\lod\windhelm\whmaingatesteps_lod_0.nif But the vanilla steps textures are not perfect as you can see in this picture: beside SRO I don't see good textures mods for Windhelm (the general tendency of other mods is to make the town look clean or modern). I'm also using this fix which is in my opinion very recommended. Does it have a relation with the issue when generating lods? -
Windhelm Main Gate exterior and Dyndolod
gamingsrc replied to gamingsrc's question in DynDOLOD & xLODGen Support
I don't think the issue of the step comes from the record I mentioned but it's the only "physical form" recognized by the Creation Kit at that spot (reference is for the stair just above the gate). Definitively it's a meshes problem: I renamed my Data\Meshes folder to Data\Meshes00 and loaded the game and the issue of the weird white step disappeared with all my plugins (including Dyndolod) activated. swindmill.nif was there before I generated my LODs (you can be sure I made several attempts with different scenarios). But this problem of Solitude is fixed for me by not using "swindmill.nif" and "SolitudeBase.nif'" from "Flickering Meshes Fix mod". AFAIK there are only 3 mods that modify swindmill.nif: - SMIM - Landscape and Waters Fixes (the edit made by this mod is safe with Dyndolod and it's the one I'm using currently) - Flickering Meshes Fix v1.7 (this mod cause a lot of issues and my problem was already mentioned in Reddit an old thread) -
Windhelm Main Gate exterior and Dyndolod
gamingsrc replied to gamingsrc's question in DynDOLOD & xLODGen Support
The two FormID I mentioned are vanilla records and I loaded the whole of my list of plugins in SSEdit and the first reference is edited by "Landscape and Waters Fixes mod": Note that with my fix I restore vanilla records values because I didn't like what did the preceding mod (scale 1.1 and moving references of the Gate Steps) there (looks weird in the game). But the issue of the last step of the stairs of Windhelm gate was there before my edit. The second record "Skyrim Static Object) is only edited by Dyndolod in my load list: But my current theory is that I have a mod installed editing a .Nif that conflict with Dyndolod. (I have to do the trick of uninstalling mods that edit the meshes one by one until I find the culprit). So now you ask what have to do a mod editing meshes like "Flickering Meshes Fix" with Dyndolod? A mod like "Flickering Meshes Fix" that edit solitudebase.nif and swindmill.nif (not in the right way) cause the following issues in game when combined with Dyndolod effects: -
Windhelm Main Gate exterior and Dyndolod
gamingsrc replied to gamingsrc's question in DynDOLOD & xLODGen Support
If you are interested here is my WB packages of installed mods: https://pastebin.com/XekeEjBP My list has nothing to do with usual Skyrim Guides and it's tweaked years after years. Two thing changed my mind by 180 degree about Skyrim in the last two months: 1. Dyndolod 2. Paper World Map I'm not trying to throw flowers but I was just thinking about it yesterday, if Bethesda updated their game to something equivalent to Dyndolod it would be more worth than all updates they made in the last 4 years. I would also add that the mod: Flickering Meshes Fix v1-7b do some dirty edits to meshes and conflict with Dyndolod with the files solitudebase.nif and swindmill.nif "Landscape and Water Fixes" also edit swindmill.nif but has no conflict with Dyndolod. I ended completely removing the former from my list (loosing trust). Why I say that "Dyndolod" is causing my windhelm Gate texture issue? Because I removed my plugins one by one and the only plugins that rigger this problem is are Dyndolod ESP and ESM when activated. -
Recently I started using Dyndolod (the version I use currently is 2.97) then I discovered that the mod do the following change to Windhelm Gate hightest step: It cover the gate with white texture! After investigation, it appear this is related to the reference [REFR:0009F27E] and the static WHmaingatesteps [STAT:0009F27D] modified by DynDOLOD.esp but DynDOLOD.esm more important here. Disabling the two plugins fix the problem. How I discovered it? Originally I made this fix to vanilla steps overwriting the change made by "Landscape and Water Fixes" mod. TexGen_SSE_log.txt
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Will do. I was busy yesterday by doing a lot of tests (some of them required me to re-install a whole fresh oblivion). Your Oblivion Guide is great and helped me a lot, but I found a lot of bugs/incompatibilities in some mods you listed there. I go for the "Mythic Down" name, it's more appealing.
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- 16-interface
- OBLIVION
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Yes I have this mod in my load list and I tweaked it ti "T" like Skyrim. Work great. In fact I have been collecting a bunch of mods enhancements to Oblivion these last two weeks. I can give you the list. Seriously Oblivion is a great game and have a better environment than Skyrim. Wrye Bash is THE TOOL for Oblivion and his features are way advanced in Oblivion than Skyrim.
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- 16-interface
- OBLIVION
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I had a problem with cyrodiil map not appearing in my Hud, because of the high textures I'm using, this mod solved it. Some maps used by this mod are outdated, for exemple Roads of Cyrodiil replace the old west roads and road and bridges; some tweaks are given here by Arthmoor. One can also use WR+RB map in Ferrabit Elven Compilation 1.
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- 16-interface
- OBLIVION
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nice mod used by a lot of other mods.
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- 16-interface
- OBLIVION
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This mod do not work well with Enhanced Economic (container tweaks) and it's already included as tweak in HUD Status bar: ; ==== Empty container check. Note that this will not work correctly if using Enhanced Economy which adds invisible tokens in containersset tnoHSB.hud_visible to sv_Construct "IsContainer && (tnoHSB.val==0)" ; Visible if empty containerset tnoHSB.hud_color to sv_Construct "HUDcolorYellow"set tnoHSB.hud_type to HUDtxtNoBarset tnoHSB.hud_ref to sv_Construct "GetCrosshairRef"set tnoHSB.hud_val to sv_Construct "GetNumItems"set tnoHSB.hud_name to sv_Construct "- Empty -"set tnoHSB.hud_textDisplay to HUDtxtNoValueset tnoHSB.hud_textPos_x to HUDtxtCenterset tnoHSB.hud_x to HUDnameCenter ; Centered just below the name of the containerset tnoHSB.hud_y to HUDnameBelowSetStage tnoHSB 10 I removed it from my load list (one ESP less).
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- 16-interface
- OBLIVION
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In Step 2.2.9 changelog it is written: Shield of Ysgramor REMOVED - aMidianBorn Book of Silence is better.I didn't see Shield of Ysgramor anywhere, neither in aMidianBorn packages nor in the instructions. So I'm asking where is aMidianBorn Shield of Ysgramor ?

