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Greg

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Everything posted by Greg

  1. I think it's time we call a truce and have everyone back away from this topic. This is getting out of hand and continuing to go downhill.
  2. If you install an FOMOD, Mod Organizer automatically picks up and uses the version number embedded in the FOMOD. For all other mods, you'll need to enter the version number manually. Mod Organizer recognizes the NexusID in the file name for the majority of mods but it recognizes the version number only for FOMOD installers. You can either get this directly from the file name (Dragon Stalking Fix-14060-1-3.7z where 14060 is the NexusID and 1-3 is Version 1.3). For the occasional mod in which the file version doesn't match the mod version, you can either use the file version and ignore the version alert or create a text file named something like "Mod Name-version.txt" and use the version number in the text file. Some folks even copy 'n paste the mod description into the text file so they have it available in case the mod gets hidden. Also note that when you install a mod and Mod Organizer recognizes the NexusID, it downloads a meta.ini file that contains the version number shown in the left pane, the newest version of mod on Nexus, and the full description from the Description tab. To change the version number in Mod Organizer, you can either double click the mod to open the Information dialog, click the Nexus Info tab, and enter the version number in the Version text box. The easier way to do it is to click on the mod to select it and then click on the Version column to edit the version right in the grid.
  3. I've gone through setting up the guide so many times over the years that I developed a habit years ago to download the mods with a browser and store them in a folder structure that matches the mod groups in the guide. When I want to rebuild a guide, I can simply drag 'n drop the mods from Explorer into Mod Organizer. The only time I need to download from Nexus is to pick up updated versions, new mods, or new optional files. It's a lot faster to setup the guide this way, it reduces the bandwidth, and I have a tidy archive of mods available whenever I want them. The bandwidth equation is important because my mom has health issues so she's using about 80% of my bandwidth cap watching videos all day and tinkering with her crafts while she watches. Time is also important because I may get an hour or two in the evening after she goes to bed for gaming.
  4. If you are using Mod Organizer, verify you are editing the INI files in the correct folder. These are normally stored in Users\[UserName]\Documents\My Games\Skyrim Special Edition. If you have Mod Organizer configured to use profile specific INI files, the INI files are stored in your profile folder.
  5. The only thing I can think of is the SSE Engine Fixes enables achievements with mods by default so you might try changing EnableAchievementsWithMods to false. This has been in SSE Engine Fixes for a long time, though.
  6. I think you just need to download the LUA file that's below the main file. If I'm understanding correctly, you don't need the main file now.
  7. No, this is unrelated. I have had my games on D: for years and have never had issues.
  8. I agree with your assessment that Particle Patch (either with or without Ramcoid DUST) seems to be the better option based on the screenshots.
  9. I reordered the screenshots to make it easier to compare each of the effects. No effects > subtle dust effect > prominent dust effect > heat-haze like effect I also prefer the subtle dust effect. It is a somewhat subtle effect but it still allows easy visibility of objects in the distance.
  10. It took a while staring at the pictures, but I finally see the difference in the screenshots and I agree with your assessment as well.
  11. I'm afraid I don't see anything useful in that crash log other than to say this is an access denied error most likely because of an invalid pointer. If you are following a guide, I suggest asking the guide curator.
  12. No, this one isn't needed since Better Console includes the name along with a lot more information about the target. From the Better Console description:
  13. Ooh... I missed that. I started using this one last year when I found it and didn't notice it was merged into PRP in February. This is the better option because PRP also fixes the precombines.
  14. If you are running profile-specific INI file, you should go to the first tab and tell BethINI which instance of Mod Organizer to use and which profile to use instead of selecting a specific folder. This is about all I think can think of offhand that might gum up the works.
  15. I usually grab the power armor in Concord, drop it off in Sanctuary, and very rarely use it ever again. If I do pick up power armor, it's only so I can drop it off at a settlement so the settlers can use it for defense. I personally think it's too bulky and I really don't like klonk klonk klonk when walking.
  16. I think we both jumped on this one at about the same time so I have it installed and will it through it's paces. it seems to be interesting at first glance, but time will tell.
  17. It's pretty much the same with both versions so it really depends on which parts of Clarity vs Lightweight Lighting we want to use.Some of it is relatively straight-forward in that Climate changes the fog settings in the cells and the PRP-Clarity patch carries these forward for us. The conflicts in image spaces, lighting templates, etc. can potentially be tricky, although I'm inclined to let Lightweight Lighting win most of the conflicts here.
  18. I think the only issue I observed in the vanilla game was the shiny reflection when viewing puddles at specific angels.
  19. I have to retract all of that after looking at this again and jogging my memory. Both are essentially a lighting mod so they aren't really compatible with each other. What I had done is a hack that lets Lightweight Lighting override Clarity, forwarded Clarity's fog changes into my patch to mostly remove the fog effects, and then deactivated Clarity.
  20. Discussion topic: Fallout 4 AI Overhaul by SpiderAkiraC Wiki Link From the same mod author that created AI Overhaul SSE.
  21. I've been using the 4.2 main file in my playthroughs with Lightweight Lighting and it basically just pushes the annoying fog into oblivion. I don't recall it changing anything other than fog and it's a very simple to carry forward into the patch.
  22. Yes, check all worldspaces including the last two from Creation Club. I think the screenshot in the guide was taken before the Anniversary Edition was announced.
  23. I generally move these to the respective mod folders as well to keep things as tidy and organized as possible. I seem to recall these mostly get created on the first run of the game so you shouldn't see much (if anything) get created after that. It doesn't hurt to peek in Overwrite every once in a while to keep it cleaned.
  24. Discussion topic: Grab the Damn Mag by Monkatraz Wiki Link Fixes animation clipping on a lot of modded weapons.
  25. Discussion topic: Faster Getup by Elzee Wiki Link This is similar to Faster Get Up Stand Up for Skyrim.
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