-
Posts
2,927 -
Joined
-
Last visited
Everything posted by Greg
-
ACCEPTED RUSTIC ANIMATED POTIONS and POISONS (by dailyplanet/Gamwich)
Greg replied to TechAngel85's topic in Skyrim SE Mods
"Enable archive parsing" is a very useful option to have enabled when looking for conflicting assets. Just keep in mind that this does not show assets in the base game of DLCs because this would be extremely slow. It is very useful for finding conflicts between two or more mods, though.- 16 replies
-
- SKYRIMSE
- 06-models and textures
-
(and 1 more)
Tagged with:
-
It's not obvious because we used Rustic Children in the older Skyrim Legendary Edition guide and decided to switch to Simple Children when creating the Skyrim Special Edition guide. I had to do a bit of digging to remember some of the details about this.
-
I suggest reading the posts in this topic that provides some information on Rustic Children, RS Children and Simple Children with some assets from TK Children. The short story is that we switched away from Rustic Children several years ago in favor of Simple Children.
-
Yes, esm files are required to be loaded before esp files. Is there a specific reason you are trying to alter either of these two plugins? I mean I think the better option (unless you are the mod author) is to create a "patch" plugin and implement the changes in this plugin instead.
-
Is this a potential load order issue? I keep confusing myself with all this "load before" and "load after" terminology, so I'll just put the plugins in order: Platinum Perks CRFW With the above order, you can add Platinum Perks as a master to CRFW. If you want it the other way around, you need to change the load order: CRFW Platinum Perks With this load order you should be able to add CRFW as a master to Platinum Perks. Of course, you'll need to verify everything works correctly if you change the order of the plugins.
-
ACCEPTED SSE Engine Fixes (by aers/Nukem/Ryan)
Greg replied to TechAngel85's topic in Skyrim SE Mods
This and a couple other issues are fixed in 7.0.11.- 28 replies
-
- SKYRIMSE
- 02-extenders
-
(and 1 more)
Tagged with:
-
I reported it the other day but it seems to be fixed now. Thanks.
-
The Like/Thanks buttons are disabled for administrators intentionally. We prefer for users to get these votes.
-
If you configured the SKSE executable configuration to always create file in the SKSE Output mod, any files created in the game's Data folder are stored in the SKSE Output mod when you run SKSE. I think it's mostly the SKSE DLLs that initially create the INI files the first time you run SKSE.
-
If I remember correctly, the default setting shows the compass while holding the X key but it hides when X is released. If you go into MCM settings for Immersive HUD, you should see an option to toggle the compass on/off when X is pressed. Check this option and exit the MCM menu. Now if you press X the compass should appear and stay visible.
-
You should have the cleaned versions of the vanilla masters installed as mods inside Mod Organizer. This way using Steam to verify the game files does not overwrite the cleaned vanilla masters.
-
"Step Patch - Conflict Resolution" causes CTD on game launch
Greg replied to Dvoric's topic in Step Skyrim SE Guide
The guide requires purchasing and installing the Anniversary Edition content.- 7 replies
-
- SKYRIMSE
- step patch
-
(and 4 more)
Tagged with:
-
Plugins section not displaying all installed plugins
Greg replied to izzybinbizzy's question in Mod Organizer Support
Yes, this is very strange and I'm not sure what to make of it. It's clearly showing 1479 plugins are active but a lot of the plugins aren't shown. It almost acts as if Mod Organizer is showing a filtered list of plugins, but the filter textbox is empty. -
GUIDE Fatal Blocking Error When Starting Synthesis
Greg replied to sllc1960's topic in Step Fallout 4 Guide
I wonder if this caused by Windows 11 24H2 (version 10.0.26100 in your log) that is breaking a lot of applications. -
It does matter if you have "Use profile specific game INI files" checked (enabled). In this case Mod Organizer has the INI files in your profile folder so the game never sees the INI files stored in Documents/My Games/Skyrim Special Edition.
-
It's in the [OSD] section of the ini. The combo keys are defined in the comments, but you'll need to follow the link to find the scan codes for key you want to use in ToggleKey. ## Keys used used to toggle the OSD. # # ComboKey uses built-in constants, ToggleKey is a DX scan code (https://www.creationkit.com/index.php?title=Input_Script) # # ComboKey: # # 1 - Left Shift # 2 - Right Shift # 3 - Left Control # 4 - Right Control # 5 - Left Alt # 6 - Right Alt # 7 - Left Win # 8 - Right Win # # ComboKey=1 and ToggleKey=0xD2 is Left Shift + Insert # ComboKey=1 ToggleKey=0xD2
-
ACCEPTED Sun Guard Headgear Logic Fixes (by PushTheWinButton)
Greg replied to Majorman's topic in Fallout: New Vegas Mods
DoubleYou actually found it a couple years ago and posted it in the guide feedback & bug reports topic. This was back when the mod was temporarily hidden for a while so we didn't need to update the link in the guide at that time. https://www.nexusmods.com/newvegas/mods/69872?tab=files&file_id=1000065422 -
ACCEPTED Sun Guard Headgear Logic Fixes (by PushTheWinButton)
Greg replied to Majorman's topic in Fallout: New Vegas Mods
The file I have from August 2021 is Sun Guard Headgear Logic Fixes-69872-1-0-0-1599483574, but https://www.nexusmods.com/newvegas/mods/69872?tab=files&file_id=1599483574 results in object not found on Nexus so 1599483574 may not be the file id we need. I don't haven't the original metadata and don't know if this is the latest version of the file either. -
ACCEPTED FNV BSA Decompressor (by zilav)
Greg replied to Majorman's topic in Fallout: New Vegas Mods
I think the easiest way to verify is to run Mod Organizer and click Archives in the right pane. This shows a list of all BSA files in the game folder and all mod folders. If you don't see Fallout - Meshes2.bsa after the guide is completely installed, I wouldn't worry about it. EDIT: The only reason I can think of this instruction to exist is if FNV BSA Decompressor splits the meshes archive into two files, so you might verify you ran this correctly. The guide mentions you should exit Mod Organizer before running FNV BSA Decompressor. -
DoubleSidedTextureMask=mountain,mtn is used so object LOD for mountains blocks sun rays. See the Terrain Underside page for details.
-
Remove the semicolon at the start of the line to uncomment the line. ;DoubleSidedTextureMask=mountain,mtn Add a semicolon at the start of the line to comment the line. DoubleSidedTextureMask=mountain,mtn
-
TESTING Vanilla Script (micro)Optimizations (by Subhuman0100)
Greg replied to Kattmandu's topic in Skyrim SE Mods
-
Super stuck on "Simple Children" instructions
Greg replied to Niterux's topic in Step Skyrim SE Guide
When you are asked which mod group you want to activate, you can just click OK without selecting anything. The default USSEP mod group is useful if you want to hide conflicts with USSEP. In your case I think you want to see everything so don't select it. -
Deactivated plugins after following guide exactly. Should I enable them?
Greg replied to Ricardo4444's question in General Skyrim SE Support
Sorry about that. I thought you really meant Skyrim LE in your post since this topic is in Skyrim LE General Support. In this case, I moved the conversation to Skyrim SE General Support.

