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Everything posted by Greg
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I'm not a fan of the Shrine of Divines either so I'm guessing this means it's back to vanilla unless someone has a miracle up their sleeve.
- 21 replies
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- SKYRIMSE
- 06-models and textures
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If you know your way around xEdit, you can use xEdit to remove any records in the Step CR patch that overrides Book Covers and Lost Library. Once you've done that, right click on the Step CR patch in xEdit and select clean masters and verify Book Covers and Lost Library are no longer masters. If everything is good, you can remove Book Covers and Lost Library from the left pane and install Legacy of the Dragonborn and the Legacy of the Dragonborn Patches. I also suggest using xEdit to resolve any outstanding conflicts before starting a new game.
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Discussion topic: PasteModNameAndURL by PasteAuthor Wiki Link I went into Edit mode, copied the text, then pasted it here. I'm using Firefox.
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Discussion topic: PasteModNameAndURL by PasteAuthor(s) (update)Wiki Link It looks as if bold text pasted just fine.
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I just edited my post to include a third screenshot using the Step 2.0 guide, but this one uses Static Mesh Improvement Mod without the Glorious Scaffolding option. It's pretty much the same as the vanilla screenshot with better lighting.
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The screenshot on the left is from a pure vanilla game with no mods installed and the lighting is bad. The screenshot in the center is with the Step SE 2.0 guide installed. The screenshot on the right is Static Mesh Improvement Mod with Ropes 3D - Dungeons selecting Dungeon 3D Ropes (so it doesn't have Glorious Scafolding).
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ACCEPTED Cutting Room Floor - SSE (by Arthmoor)
Greg replied to TechAngel85's topic in Skyrim SE Mods
Cutting Room Floor finally updated to 3.1.11 on nexus. Version 3.1.11 Updated for USSEP fixes to MG07 and MG08. Version 3.1.10 Synced with the latest USSEP fixes. Facegen for Ilas-Tei was pointing to the wrong folder for the texture data. Fixed ownership on some of Heigen's items outside his house in Heljarchen. (Bug #31488) Fixed several dialogue grammar errors, consistent with the accompanying USSEP update. (Bug #29790) Fixed a pair of overlapped bushes outside the Nightgate Inn. (Bug #29780) Ralof should no longer ditch his sleeveless armor after escaping into the keep in Helgen. (Bug #29658) Aela should no longer lose her Skyforge Steel Dagger after Proving Honor (C01) is completed. This fix is not retroactive. (Bug #29595) The guards in Heljarchen should now have proper guard dialogue. (Bug #29288) They will also follow any changes to the guard uniforms in Dawnstar. Mithorpa Nasyal and his two dogs have had their levels boosted to provide for better survivability when more advanced predators appear in the area of his farm. (Bug #29272) Animal Pelt Collection (CR03) should no longer generate stack dumps. The inventory event filter was in the wrong section of the quest script. (Bug #29196)- 18 replies
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- SKYRIMSE
- 17-locations
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I like this idea. I think Oakwood kind of makes sense as an extension to the Hearthfires player home, but there's not really anything to do in this town. Oakwood has a vendor along the river, but it seems the door is perpetually locked and I've never found a way to enter without using console commands... although I have not searched in depth because it's not worth the trouble.
- 20 replies
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- SKYRIMSE
- 17-locations
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Unmodified vanilla tree LODs?
Greg replied to CBSkyrimModding's topic in General Skyrim SE Discussion & Support
Also verify you are using Texgenx64.exe instead of Textgen.exe. Texgen.exe is a 32-bit executable so it's limited to about 3GB RAM whereas Texgenx64.exe is a 64-bit process that can use all available RAM. -
This actually looks good to me. xEdit is saying Update.esm contains three deleted navigation meshes that it cannot be undeleted. I wouldn't worry about it since navigation meshes generally have to be done in Creation Kit. I stopped cleaning the vanilla master (Update.esm, Dawnguard.esm, HearthFires.esm and Dragonborn.esm) a few years ago since these really do not have any impact on the game and it's less risky to leave these alone than to clean them. LOOT may nag about these needing to be cleaned, but these are not harmful or affect performance in any way. Mods downloaded from Nexus and other sources should be cleaned if LOOT indicates they should be cleaned.
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ACCEPTED HD Stone Quarry and Clay Deposit SE (by skyrimaguas)
Greg replied to z929669's topic in Skyrim SE Mods
I'm sure he'll have an explanation if you ask him nicely. I think I've even seen him posting on here a few times recently.- 11 replies
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- SKYRIMSE
- 06-models and textures
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I added detailed instructions to download and install the Vokrii Perks For NPCS 50 main file based on your recommendation above. The mod author incremented the version of the configuration files to 1.4, but the new release isn't visible in Mod Organizer because the main version is still 1.0. Version 1.4 drastically reduced the change of some not so popular perks, also reduced inspire to the same amount since it could have a negative effect in testing. removed some files who cluttered up the page.
- 6 replies
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- SKYRIMSE
- 15-gameplay-skills and perks
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ACCEPTED SSE Display Tweaks (by slavicpotato1)
Greg replied to TechAngel85's topic in Skyrim SE Mods
Updated again on Nexus Version 0.4.5b Previous version had all controls fixes turned off by default in the .ini (optional conf. file not affected) Fixed an error reporting message box having swapped caption and text. Version 0.5.5b AE: fixed crash caused by SetExpressionOverride patch- 41 replies
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- SKYRIMSE
- 02-extenders
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I think I see the problem with this one. If you look at the ELFX Fixes Ragged Flagon Fix in xEdit, you'll see (surprise!) that the vanilla game is using the Whiterun Temple cubemap (Textures\Cubemaps\WRTemple_e.dds) on the water in the Ragged Flagon. It's been a while since I looked at the water here so I'm guessing the vanilla cubemap is so vague that it wasn't noticeable. Quality Cubemaps changes this cubemap to one that sticks out like a sore thumb and ELFX Fixes Ragged Flagon Fix changes this to use Textures\cubemaps\ELFX\raggedflagon_e.dds so it's a better match.
- 17 replies
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- SKYRIMSE
- 04-foundation
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I thought we were using only the meshes in ELFX and ELFX Fixes?
- 17 replies
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- SKYRIMSE
- 04-foundation
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Yeah, those two videos were impressive and seemed to indicate this isn't an issue.
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The update also adds a new option to the FOMOD to select thunder delay: No Delay (Immersive) or With Delay (Realistic). I suggest using With Delay (Realistic), but it can be user choice.
- 17 replies
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- SKYRIMSE
- 18-lighting and weather
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ACCEPTED Here We Go Again - World Interactions (by tarlazo)
Greg replied to TechAngel85's topic in Skyrim SE Mods
I just checked the conditions on the Wizard Duel quest and it's set to trigger if alteration, conjuration, destruction, restoration or illusion skills are >= 50 and the player is not at the College of Winterhold. If I'm reading this correctly, it looks as if there may be a few of these random events that were triggered to occur randomly after the series completed but Here We Go Again changes the trigger to randomly.- 13 replies
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- SKYRIMSE
- 14-gameplay-quests
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ACCEPTED Thundering Shouts (by greentea101)
Greg replied to stoppingby4now's topic in Skyrim LE Mods
I suspect there may be some confusion here. If you are using the Step SkyrimLE 3.0.0 guide, the instructions state to install the Thundering Shouts - Loose Files optional file. If you are following the SkyrimSE 1.0.0 guide, install the Thundering Shouts main file and you should be posting in the Skyrim SE mod topic instead of this one. DoubleYou: The Thundering Shouts SE wiki page is missing the detailed instructions for the SkyrimSE 1.0.0 guide. If you look at the wiki page, you'll see the detailed instructions are there but it 's tagged for a future version of the guide by mistake. -
ACCEPTED Here We Go Again - World Interactions (by tarlazo)
Greg replied to TechAngel85's topic in Skyrim SE Mods
I don't recall receiving gifts very often, but this is most likely because I don't bother building most of the Hearthfires homes, I don't have anyone other than a housecarl in my homes, and I rarely visit any of them other than whatitsname in Whiterun. I generally use the home in Whiterun for storage because it's centrally located and has the crafting benches next door or down the street at Arcadia's. From what I remember, I see the fire/ice mages dueling each other more often than I see the wizard. I wonder if this may be because I primarily use a bow with a small bit of restoration magicka?- 13 replies
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- SKYRIMSE
- 14-gameplay-quests
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ACCEPTED Complete Alchemy and Cooking Overhaul (by kryptopyr)
Greg replied to TechAngel85's topic in Skyrim SE Mods
We should consider updating the detailed instructions for CACO. The current instructions say to install the main file and both update files. As Mercury72 points out, CACO now has three update files: CACO SKSE 2.0.19 - 2.0.20 DLL Update (Special Edition), CACO SKSE 2.1.3 DLL Update (Anniversary Edition), and Temporary Patch for Complete Crafting Overhaul Remastered. Users should install the Special Edition or the Anniversary Edition update and the patch.- 44 replies
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- SKYRIMSE
- 10-gameplay-general
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I think the detailed instructions should be updated. The instructions currently instruct the user to install the main file and then hide all the LOD assets. The current version uses an FOMOD installer so all this can be skipped by not selecting the LOD Assets option as shown in DoubleYou's screenshot in the second post.
- 37 replies
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- SKYRIMSE
- 06-models and textures
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What Manager would be best for Oblivion?
Greg replied to FuzzyDuck's topic in General Oblivion Discussion & Support
Mod Organizer 2 has been updated quite a bit and supports the older 32-bit games like Morrowind, Oblivion, Fallout 3 and Fallout New Vegas. -
REL/Relocation.h(567): failed to open file
Greg replied to irisquexo's question in Mod Organizer Support
I think this is a generic message from Skyrim Script Extender when one of the plugins fails to load. They are aware of this and are quickly working to improve the messaging to indicate which plugin is failing. When I say plugin in this context, I mean one of the DLL extenders like SSE Bug Fixes or Papyrus Utils. I known they released a new version of SKSE today so you might try this one to see if it points to the plugin that's failing. You can also try to disable the SKSE plugins one at a time until the error goes away to find out which one is causing the problem. Also note that Bethesda may have released another version of the game today so this may have some effect. -
Usually Ctrl+F5 forces Chrome/Firefox to reload the page and fixes the issue.

