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Everything posted by Greg
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I'm good with Simple Children
- 32 replies
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- SKYRIMSE
- 08-character appearance
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I'd go with Cathedral Plants (current STEP).
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I have to agree that it is a tough call for many reasons. I was trying to get my head around which textures will be used from this mod (that aren't overridden by other mods), but unfortunately Mod Organizer doesn't reveal the conflicts in BSAs yet and I'm not quite prepared to extract all BSAs to get a handle on it.
- 51 replies
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- SKYRIMSE
- 04-foundation
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ACCEPTED Superior Mudcrab - 4k Retexture (by Shoyguer)
Greg replied to TechAngel85's topic in Skyrim SE Mods
I like Superior Mudcrab.- 13 replies
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- SKYRIMSE
- 06-models and textures
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r /thistle/lavender Other than this, I agree with z that Mari seems to add some grass-like substance in the lavender that seems out of place. I prefer Hybrid's (current STEP) on this one.
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I think this reinforces Hybrid's (current STEP) as the better choice here.
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I think you are referring to the bush/vine behind Ria at Pelagia Farm in the third set of screenshots? This one stands out to me because the CSSET version seems significantly darker for some reason. If not, I'm confused... ;-)
- 51 replies
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- SKYRIMSE
- 04-foundation
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I'm also concerned that he's providing Unofficial Skyrim Special Edition Patch - Textures.bsa. Should this BSA override USSEP and what do we do if USSEP adds another texture fix to the BSA that isn't covered here?
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- SKYRIMSE
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Agreed that STEP is the better choice of the three.
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Unpacking BSAs after mod is installed
Greg replied to Vermithraxxx's question in Mod Organizer Support
Click Configure Settings and Workaround (the screwdriver/wrench icon in the toolbar at top), click the Plugins tab, click BSA Extractor in the plugins list on the left, change enabled to true and click OK to save the changes. When you install a mod that contains a BSA archive, Mod Organizer will ask if you want to extract the files in the BSA. If the mod is already installed, click Archives in the right pane, right click on the BSA file you want to extract, click Extract. As DY mentions, you'll need to select the appropriate mod folder to use for the extraction. This normally should be the same mod that the BSA came from. -
bug STEP Skyrim SE Guide v0.3.0b - Official Bug Reports
Greg replied to TechAngel85's topic in Step Skyrim SE Guide
I think there's a conflict between the Tool Setup instructions and the Clean Vanilla Master Files instructions. The Tool Setup instructions state to create an empty mod, name it "xEdit Output" and click OK. It then states to add SSEEdit.exe as an executable, check Create files in mod instead of Overwrite and select xEdit Output as the mod. These instructions are fine. In the table it says to add SSEEditQuickAutoClean.exe as an executable and create files in mod named xEdit Output (same as used for xEdit). I think it should have specified to create files in mod named "Cleaned Vanilla Masters", although the instructions to create the empty mod named Cleaned Vanilla Masters should be before the table as well. The other option would be to include an extra step to reconfigure SSEEdittQuickAutoClean.exe to create files in mod named Cleaned Vanilla Masters. I think the guide assumes everyone knows to activate mods as they are created or installed, unless explicitly stated otherwise. -
I was curious about this so renamed the BSAs to kart_CSSET.bsa, kart_CSSET - Textures.bsa, kart_CSSET - Textures0.bsa and kart_CSSET - Textures1.bsa. I then ran the game with ProcMon monitoring on a second window. When I exited the game, I see clear evidence that the game is loading assets from kart_CSSET.bsa and kart_CSSET - Textures.bsa, but still nothing other than QueryDirectory on kart_CSSET - Textures1.bsa and kart_CSSET - Textures2.bsa. I also tried kart_CSSET.bsa, kart_CSSET - Textures0.bsa, kart_CSSET - Textures1.bsa and kart_CSSET - Textures2.bsa. This time the game is using assets from kart_CSSET.bsa. One interesting point is that I see an explicit QueryOpen for kart_CSSET - Textures.bsa that returns File Not Found, so this seems to indicate the game is expecting to find "kart_CSSET.bsa" and "kart_CSSET - Textures.bsa". I then tried renaming the files to kart_CSSET.bsa, kart_CSSET - Textures.bsa, kart_CSSET - Animations.bsa and kart_CSSET - Meshes.bsa, but the game is still reading assets from kart_CSSET.bsa and kart_CSSET - Textures.bsa. I finally looked at the strings in SkyrimSE.exe to see if anything obvious stands out and a little over half way through the file I see ".bsa\0\0\0 - Textures.bsa\0". This is the only instance of " - Textures" i can find other than a list of the BSA files included with the game (e.g. "Skyrim - Animations.bsa", "Skyrim - Misc.bsa", etc.). This is by no means conclusive, but so far it looks as if the game loads only "name.bsa" and "name - Textures.bsa" for a plugin named "name.esp" (and I assume "name.esm").
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I don't remember running into an issue like this before when building a home. If I remember correctly, the candles and sconces should light automatically when they are built. The one issue I ran into is when some mod added too many light sources to these homes and it caused some light sources to flicker on/off as I changed direction in the room.
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That will certainly ease the load order pain of this mod since I think this mod is ESP/ESL flagged and USSEP is ESP/ESM flagged.
- 51 replies
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- SKYRIMSE
- 04-foundation
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I just checked and it is available on Nexus.
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Shad0wAng3l09 is taking over most of Ramccoid's mods and converting them to Skyrim Special Edition. I think Drops is the only mod by Ramccoid currently in the guide. A few other mods that are currently pointing to Skyrim Legendary Edition version that are available for Skyrim Special Edition. HD Stone Quarry and Clay Deposit (SE) High-Res Dartwing (Dragonfly) Texture I pulled the raw HTML for the guide and searched Nexus for all mods with a link to www.nexusmods.com/skyrim/ and these are the only mods I found in the Skyrim Special Edition section.
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It looks as if you may be right based on the behavior I'm seeing in ProcMon with the BSA version of this mod. I see Skyrim Special Edition calls QueryOpen for kart_CSSET.bsa, calls CreateFile to open the BSA, and reads the header and directory entries in the BSA. A little later I see QueryOpen for kart_CSSET - Textures.bsa, CreateFile to opens the file, and reads the header and directory entries in the BSA. I then see it loading a lot of assets from both BSA files. All I see are QueryDirectory calls (basically just a directory listing) that reference kart_CSSET0 - Textures.bsa and kart_CSET01 - Textures.bsa so the game knows these two files exists, but game is not doing anything with these files at all. If the game uses these two files, I expect to see some evidence that it's at least reading the header and directory entries in the BSA to determine which assets are stored in these two archives. I also see that LOOT is sorting kart_CSSET.esp after Unofficial Skyrim Special Edition Patch.esp and I think we'd want it to load before so the assets from USSEP override.
- 51 replies
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- SKYRIMSE
- 04-foundation
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DROPPED A Quality World Map (by IcePenguin/Chesko)
Greg replied to TechAngel85's topic in Skyrim SE Mods
I can't find this in BethINI either, but clouds can be removed from the map by changing a setting in Skyrim.ini: [MapMenu] sMapCloudNIF=0- 22 replies
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- SKYRIMSE
- 06-models and textures
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Can a drop of 1 to 3 FPS be considered statistically insignificant or within the margin of error?
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ACCEPTED RUSTIC ANIMATED POTIONS and POISONS (by dailyplanet/Gamwich)
Greg replied to TechAngel85's topic in Skyrim SE Mods
Correct me if I'm mistaken DoubleYou, but I think the question is asking for a clarification in the guide. The guide has "STEP recommends: SSE Meshes optional file", which seems to imply this is the only file users should install. Should we install one of the main files and SSE Meshes?- 16 replies
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- SKYRIMSE
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Immersive Spectral Assassin is available now.
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Clarification about 'Optional' steps within STEP:0.3.0b
Greg replied to Liraeli's topic in Step Skyrim SE Guide
If you did not create the optional empty mod, step 4 should be done with the Overwrite folder. -
Moving the Skyrim folder outside Program Files should be fine and you can leave Steam where it is.
- 3 replies
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- SKYRIMLE
- conflict resolution
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The only issue is that Mod Organizer 1.3.11 allowed files stored in a BSA archive to override loose files, but this wasn't really the way it should have worked and it was a pain to maintain so Mod Organizer 2 dropped this and went back to the way the game works: loose files always win the conflict. Mod Organizer works just fine with Skyrim Legendary Edition.
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I suggest using the latest version of Mod Organizer 2 these days. Mod Organizer 1.3.11 hasn't been updated in a long time.

