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Everything posted by Greg
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SKYRIMSE Missing Masters error + overwrite mod directory
Greg replied to OQO0's question in Mod Organizer Support
If you are following the guide for Skyrim Special Edition, you should have a mod toward the bottom of the left pane named SKSE Output. You can open the Overwrite mod and drag the SKSE folder over the top of the SKSE Output mod to move it into the mod. EDIT: This is unrelated to the issue with a missing master. For the missing master, find the plugin in the right pane that has the exclamation mark in a triangle icon. Hover over this plugin and Mod Organizer and you should see a line like "Missing Masters: Unofficial Skyrim Special Edition Patch.esp" that tells you which plugin is missing. If you have that plugin listed in the right pane, make sure it's checked (enabled). -
I'm in agreement with DoubleYou on this one. It seems to be an excessive amount of work to add a parameter name to handle an edge case.
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I see ilheading in four places (not counting the Fc template itself) and one of these is User:Protocon/Fc. The primary uses are in the SiteColorPalette page and Z's copy of it, and User:Proton/2.3.0. Assuming my search is accurate and this is the extent of it, I think we can replace ilheading with salmon or instruction as appropriate. EDIT: Including a link to the search I used so it can be verified for accuracy and because I can never remember how to do this search. https://stepmodifications.org/wiki/index.php?search={Fc|ilheading&title=Special%3ASearch&profile=default&fulltext=1 Search revision since I discovered | is actually or in wiki search syntax. It seems to work for the ilheading case, but it returned lots of irrelevant results when I changed it to notice. https://stepmodifications.org/wiki/index.php?search="{{fc|ilheading"&title=Special%3ASearch&profile=default&fulltext=1
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SKYRIMSE Can't Launch BodySlide with MO
Greg replied to samuelr29's question in Mod Organizer Support
I always run NifSkope from Mod Organizer and I have the resource path set to the game folder (D:\Steam\steamapps\common\Skyrim Special Edition\data), but I'm usually just poking around the mesh to see which textures are used and whether the textures use the default game paths. -
Reboot and try again. It sounds as if some process has this file locked. If for some odd reason this doesn't work, rename it to something like "usfvs_x86.dll.old" (adding a .old extension at the end) and try updating. Usually Windows allows renaming the file even if another process has it open. If you are able to successfully update, reboot again and then delete the "usvfs_x86.dll.old" file. Do not delete "usvfs_x86.dll" or Mod Organizer won't work correctly.
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Error Code 5 Access Denied can also be returned if another process (such as antivirus or whatever) has the file open. Verify that Mod Organizer is not running when you get to that stage of the update process. If it is, close it and click the "Try Again" button. If Mod Organizer is not running, you might use File Explorer to rename the file to something like "usvfs_x64.dll.old" and then click the button that means "Try Again" to see if that works.
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It sounds as if you are using Skyrim Special Edition but installed the version of SKSE for Skyrim Legendary Edition. Go to https://skse.silverlock.org/ and download the Current SE bild 2.0.19 (runtime 1.5.97) version. I also suggest reading the System Setup Guide and the detailed instructions for installing SKSE.
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Step SkyrimSE Patches (by Step Modifications)
Greg replied to TechAngel85's topic in Step Skyrim SE Guide
Is this because the mod page no longer has version 1.0.0 in existing guides? I also see it has CR Patch: No. https://stepmodifications.org/wiki/SkyrimSE:Step_SkyrimSE_CR_Patch- 126 replies
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SkyUI active HUD effects don't show up
Greg replied to MARCIN_PERLAGE's topic in Step Skyrim SE Guide
I just double checked that the active effects HUD is working correctly with the STEP guide, although some of the settings may be counter-intuitive and initially confused me as well. I believe this is the default configuration: Immersive HUD / Activation / Compass Activation /iHUD hotkey: X and Key press toggles: unchecked Immersive HUD / Activation / SkyUI Active Effects / Active Effects ALWAYS On: unchecked Immersive HUD / Activation / SkyUI Active Effects / Active Effects on key: checked Immersive HUD / Activation / SkyUI Active Effects / Active Effects on combat: checked With this configuration, hold down X to see both the compass and the active effects HUD. I think this may be because Active Effects on key is checked and it may not be obvious this the compass key. The other option is to check Key press toggles and press X once. The compass is always shown (unless you press X to hide the compass) and it looks as if the active effects HUD appears if the compass is visible. The other option I experimented with: Immersive HUD / Activation / Compass Activation / Key press toggle: unchecked Immersive HUD / Activation / SkyUI Active Effects / Active Effects ALWAYS On: checked Immersive HUD / Activation / SkyUI Active Effects / Active Effects on key: checked Immersive HUD / Activation / SkyUI Active Effects / Active Effects on combat: checked Active effects should theoretically always be visible with this configuration, but I had to press X once to quickly display and hide the compass for the active effects HUD to appear, but it remained visible even though the compass is hidden. -
I'm looking at these in nifskope and it doesn't appear to as easy as hiding a texture. You might look at if you are more familiar with meshes than I am, but it looks as if the metal may be coming from a combination of shrine_e.dds and portalgem01_em.dds. If I hide shrine_e.dds, the metal looks like a kaleidoscope in nifskope and just turns all black in game.
- 17 replies
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- SKYRIMSE
- 06-models and textures
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(and 2 more)
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i like.
- 19 replies
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- SKYRIMSE
- 06-models and textures
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(and 2 more)
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ACCEPTED Markarth - A Reflective Experience (by MrNeverLost)
Greg replied to TechAngel85's topic in Skyrim SE Mods
I vote to include it.- 4 replies
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- SKYRIMSE
- 06-models and textures
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(and 2 more)
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ACCEPTED Skyrim - A Mountainous Experience (by NeverLost & DuskyB)
Greg replied to TechAngel85's topic in Skyrim SE Mods
I think this is a nice improvement. Endorsed.- 14 replies
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- SKYRIMSE
- 06-models and textures
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This seems to be a nice improvement to Solitude, although I confess I never noticed those shingles were backwards.
- 8 replies
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- SKYRIMSE
- 06-models and textures
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ACCEPTED Whiterun Skyforge - Reforged (by MrNeverLost)
Greg replied to TechAngel85's topic in Skyrim SE Mods
I like this one in game. I'm not sure if the glowing eyes has any background in TES lore, but I like it.- 4 replies
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- SKYRIMSE
- 06-models and textures
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(and 2 more)
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This one has my vote.
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I did a quick search and it looks as if the issue with randomly invisible characters may be caused by HDT physics mods. One person specifically mentions that if the movement speed of an item with HDT physics (hair, body parts, cloaks, whatever) exceeds maxLinearVelocity or maxAngularVelocity specified in hdtPhysicsExtensionsDefaultBBP.xml, the NPC may mysteriously become invisible. I've never used HDT phsycis so I'm just going by what I found in a quick search. If you're on Skyrim Legendary Edition, I might speculate that it may be related to memory issues so you might verify the settings in skse.ini for Skyrim Script Extender and enblocal.ini for ENBoost. You can find the information you need into the SkyrimLE 3.0 guide. I doubt this is the issue if you using Skyrim Special Edition. For further troubleshooting, I would create a new profile in Mod Organizer that has nothing but the vanilla masters enabled and sorted in the correct order. Verify this is working correctly and then add in a few mods at a time until you can reproduce the issue. As far as reacquiring the game assets, you can do this by opening Steam. I forgot exactly where it is, but I think you want to be looking at Skyrim Legendary Edition or Skyrim Special Edition and you'll find a setting to validate game files. If yo click this, Steam will revert any modified or missing files back to the original state. Mod Organizer keeps copies of skyrim.ini and skyrimprefs.ini in your profile folder so you don't need to worry about these.
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I haven't used Download with Manager in a long time, although I wonder if that may work if I drag a file from Explorer. I prefer to store all mods I've used in a STEP Category/Mod Name folder structure so I can install most mods from local storage when setting up new profiles.
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You can do it that way as well if you can keep the priority straight in your head. I'm usually concentrating on updating the version number so I tend to get lost if I try to remember both the version number and the priority at the same time. I also tend to single click the column and F2 to edit instead of slow double clicking. It's a bit faster and I invariably slow double click a bit too fast.
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I recommend updating everything that's updated. If you've consistently entered the version number (and Nexus IDs) of all mods, you can right click any mod in the left pane, select All Mods > Check for Updates. Mod Organizer will then flag all mods that potentially have new versions available on Nexus. You'll have to manually check mods like SKSE that are not on Nexus and there may be a few mods from Skyrim LE that Mod Organizer can't check, but these probably haven't been updated in a while. Installing new mods that were not in the older guide can be somewhat painful if you click Download with Manager and double click the mod in the Downloads folder. This is because Mod Organizer adds new mods to the bottom of the left pane so you have to manually move them to the correct slot. I do this a bit differently to make it a bit easier. When you find a new mod that you need to install, select the next mod in the left pane. For example, say you have Better Container Controls and Better MessageBox Controls and you need to install Better Dialogue Controls between these two. Select Better MessageBox Controls in the left pan, right click, More > Create Empty Mod, and name it Better Dialogue Controls. This creates an empty mod in the correct order so you don't need to move anything in the left pane. When you actually install the mod, ensure the name matches the empty mod you created and select either Merge or Replace. Note that Mod Organizer also has All Mods > Install Mod that would be really nice if it worked the same way, but this always installs the mod at the bottom of the list when I tried it.
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Did you install the DynDOLOD Resources SE mod and is it active in the left pane?
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SSELODGen looks different than the guide
Greg replied to CultureBomb's topic in Step Skyrim SE Guide
See the xLODGen instructions in the System Setup Guide. Specifically it states to download the latest beta from the link in the forum post. -
The this step is just using the wrong word since the ESM file is not packed in a zip/7z/rar archive. It may be clearer to change this step to "Copy the file to the (TEMP) - SSE Terrain - Tamriel - xLODGen mod folder in MO."
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1. Visit the Step Forum and download SSE-Terrain-Tamriel.esm. Download SSE-Terrain-Tamriel.esm using your browser and note where you store the file on your local computer. After you download SSE-Terrain-Tamriel.esm, open File Explorer and go to the folder where you stored this file (most likely your Downloads folder). 2. Extract the file to the (TEMP) - SSE Terrain - Tamriel - xLODGen mod folder in MO. Hold down the Ctrl key and double click the (TEMP) - SSE Terrain - Tamriel - xLODGen mod (or right click the (TEMP) - SSE Terrain - Tamriel - xLODGen mod and click Open in Explorer) to open the mod folder in Windows Explorer. If you position the two File Explorer windows next to each other, you can drag "SSE-Terrain-Tamriel.esm" from the Downloads folder into the mod folder. The other choice is to right click on "SSE-Terrain-Tamriel.esm" in the Downloads folder, select copy, and then right click and Paste into the mod folder.
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Dread's Skyrim Build (a STEP build)
Greg replied to dreadflopp's topic in Unofficial Skyrim SE Guides
See Scrambled Bugs topic.

