Jump to content

Greg

Step Admin
  • Posts

    2,917
  • Joined

  • Last visited

Everything posted by Greg

  1. https://www.nexusmods.com/skyrimspecialedition/mods/30379?tab=files and download the first main file. You'll see this one is "Compatible with Skyrim Special Edition 1.6.640 from Steam."
  2. Moved to General Skyrim SE Discussion & Support.
  3. if you are using Mod Organizer, you can click Configuration (screwdriver/wrench icon), Workarounds tab, and check Enable archive parsing (experimental). This allows you to see the assets in BSA files when looking at asset conflicts (double click a mod in the left pane and select the Conflicts tab) and in the Data tab in the right pane. The one caveat is that it won't show assets in the base game archives because these are huge and require too much time to parse.
  4. The best solution is to use the Steam UI to move Skyrim Special Edition to another folder so Steam and your modding tools are all in sync with the correct location. You can find the instructions to do so at https://help.steampowered.com/en/faqs/view/4BD4-4528-6B2E-8327#move. After you create a new Steam Library and move Skyrim Special Edition into this new Steam Library, use file Explorer to run SkyrimSELauncher.exe so it updates the path in the registry. If you don't do this, SSEEdit and other tools complain that it can't find the game.
  5. Go back to the Tool Setup section of the guide and note that xLODGen in the executables list should have Argument(s) set to -lodgen -SSE -o:"DriveLetter:\Modding\Tools\xLODGen\xLODGen_Output" where DriveLetter should be replaced with the drive letter you created the Modding folder in. This is your xLODGen Output folder. Back to the xLODGen section of the guide. When you run xLODGen to generate terrain LOD, the files should be generated in your xLODGen Ouput folder (e.g. D:\Modding\Tools\xLODGen\xLODGen_Output on my system). You can examine this folder with File Explorer to verify it has a bunch of files. If the folder is empty, you need to redo "Generate terrain LOD". Paint roads on terrain LOD: When you run ACMOS Road Generator at Step 3, click the button to the right of "Path to LOD:" and browse to your XLOdGen Output folder. When you are finally in this folder, click OK to select this folder. I seem to recall this is the Open Folder dialog so it shows only folders.
  6. If you used zedit to merge plugins and created a bashed patch on top of that, I'd run SSEdit, click OK to load all plugins and watch for any errors as it loads the plugins. Be patient and wait until SSEdit builds all references. If you don't see any errors after all plugins are loaded and references are built, right click the merged plugin(s) and check for errors. If these all look good, right click the bashed patch and check for errors. This is more or less just a quick way to rule out any potentially bad plugins that may be causing issues. Mousetick is also spot on in saying that adding 1,500 mods at once and expecting everything to work never goes according to plan. It is significantly easier to start small and add a few mods at a time with good testing in between to resolve any issues before adding more mods into the mix.
  7. You don't actually need to close and reopen the scanner to highlight the path again. When you initially open the scanner, it highlights the path for a certain distance and time. When the path vanishes, point the scanner at the target quest marker (blue dot) and it will highlight the path again. It's still a pain, but not as painful as closing and reopening the scanner.
  8. If you are using the Referenced By tab to explore references, it's handy to set a bookmark where you are before following the reference so you can easily return back to where you were. Use Ctrl+1 through Ctrl+5 to set the bookmark and Alt+1 to Alt+5 to go back to the bookmark. You can find some jewels in What's New, although it requires a lot of reading.
  9. ENB Dynamic Cubemaps has some more information that indicates this is apparently a feature in ENBseries. It looks as if this mod (ENB Dynamic Cubemaps) just provides the cubemap textures for various objects. Release notes on the ENBSeries 0.494 page.
  10. Click the Executables dropdown at the top right and click <Edit...> at the top of the list. This opens the Modify Executables dialog so it's pretty much the same thing.
  11. It looks as if you may have skipped 17-Locations since you are missing most of the mods in this section: Bring Out Your Dead, Cutting Room Floor, Landscape Fixes for Grass Mods, Oakwood, Smooth Shores, Snow landscapes for Snowy Regions, Worldspace Transition Tweaks, and Hearthfire Extended.
  12. I think it's just missing the 7 at the end and should be https://www.nexusmods.com/starfield/mods/1247
  13. It would be better if you can explain how you fixed this issue so your answer benefits others that may run into the same issue.
  14. I'm not familiar with the first two, but I used Interesting NPCs years ago and I can't think of anything that would cause the game to not start unless you have some of the patches installed without the required masters or something is wrong with your Step profile. The first step is look through the list of plugins in the right pane to see if any plugins have a triangular "caution" icon with an exclamation mark. If yes, hover over the icon to see the list of missing masters. Just off the top of my head, you should install Interesting NPCs 3DNPC, Interesting NPCs - 4.5 to 4.54 Update, Interesting NPCs SE - Alternative Locations - Flagged (resolves conflicts with Alternate Start - Live Another Life), Interesting NPCs SE - Cutting Room Floor SSE Patch, and Interesting NPCs SE - TK Children Patch SE Patch - Flagged ESL (meshes and textures only). Also download 3DPNC Patches - FOMOD from Interesting NPCs (3DNPC) - Patch Collection for the AI Overhaul patch. I seem to recall there is a creation club patch for Interesting NPCs available on Nexus, but this is needed only if you are using survival mode.
  15. You're looking at the exclamation mark icon in the left pane. This just indicates the version of the mod is allegedly newer than the version of the mod on Nexus and can be ignored. The exclamation mark icon you want is in the the right pane. See this marked up version of your screenshot.
  16. z929669 is referring to these triangular caution-sigh icons in the plugins tab that have an exclamation mark in the middle (see the screenshot below. If you hover your mouse over the icon, Mod Organizer shows a tooltip with "Missing Masters:" followed by a list of one or more master plugins that is required by the plugin but does not exist or is not activated (checked) in your load order. i just faked this one by unchecking Step Patch - Conflict Resolution.esp to hopefully make it obvious.
  17. On my system I go to Settings > Gaming and change "Enable Xbox Game Bar for things like recording game clips, chatting with friends, and receiving game invites..." to off. i also uncheck the option to "Open Xbox Game Bar using this button on a controller". The settings may be a bit different on Windows 11.
  18. I don't remember ever running into this issue either and I am usually sneaking to try to avoid drawing the attention of e,g, every Raider in Corvega. I should also note that I usually clear the surrounding area before looping back to access the terminal so this is unlikely to apply to my play style in most cases assuming this can happen. I certainly wouldn't sneak past Jared to read the terminal while he is potentially in eyeball range.
  19. My theory is that you just dropped that vial of snake oil into your inventory bag without adequate protection so the vial cracked while banging around in your bag and leaked snake oil on the blade.
  20. If the BSA Extractor plugin is enabled as GSDFan suggests, the user is prompted to extract files from the BSA file(s) when installing a mod that contains BSA file(s). If the user selects Yes, the files are extracted directly into the mod folder and the user is asked whether to delete the redundant BSA. The other option is to select the Archives tab in the right pane, right click on a BSA and select Extract. This opens a Select Folder dialog in which the user has to explicitly select which folder to extract the files. This can be error prone if the user selects the wrong folder.
  21. Havok Physics refers to the physics/collision engine originally created by the Havok company and licensed by Bethesda.
  22. Do you mean the yellow table lamp near front just to the right of center that has a black line down the middle of the lamp and lighting on the floor?
  23. That's interesting because it crashed in Frozen Electrocuted Combustion with what appears to be Rayya's skeleton, although I can't say whether FEC caused the crash or something with the skeleton (or something else) caused FEC to crash. If it happens again and you see "Unhandled exception ... po3_FEC.dll+..." near the top of the crash log, you might post a bug report with the crash log for po3 to look at.
  24. I vote to drop this one as well because it does require a lot of patching and it can be a pain to verify or fix the descriptions if the values are changed by other mods.
  25. We used Wrye Bash to create merged patches in the guide years ago. It's been so long ago it may have been in the Skyrim Legendary Edition guides. I haven't used Wrye Bash or create a bashed patch in years either. I think the general consensus is to avoid using Mator Smash and zEdit/zMerge. If I remember correctly, zEdit/zMerge is based on an old version of xEdit before ESL files and header version 1.0 was released (and is missing some fixes and changes in later versions of xEdit) and Mator Smash isn't quite up to Wrye Bash these days.
×
×
  • Create New...

Important Information

By using this site, you agree to our Guidelines, Privacy Policy, and Terms of Use.