-
Posts
2,927 -
Joined
-
Last visited
Everything posted by Greg
-
I think this (and most other tagging mods) should be redundant if we use Complex item Sorter.
- 3 replies
-
- 16-interface
- FALLOUT4
-
(and 2 more)
Tagged with:
-
Resolved conflicts not changing color in load order
Greg replied to olioster's question in xEdit Support
xEdit 4.1.4 is an extremely experimental build that has not been released yet. I suggest sticking with 4.0.4 unless you have some explicit use for the experimental version. -
I split this into a separate topic.
-
I think it's safe to say that all of the issues I've run into with this mod have been relatively minor. It's mostly corpses that fall into an entryway that need to be pushed out of the way or jumped over if room height allows.
- 2 replies
-
- 05-animation and physics
- FALLOUT4
-
(and 2 more)
Tagged with:
-
Use USVFS and CAO to pack only used textures?
Greg replied to RainingTacco's question in Mod Organizer Support
I'd do it this way. if you have a recent version of Mod Organizer, run "Explore Virtual Folder" from within Mod Organizer. This brings up a "File Explorer" like application right in the game's Data directory. Right click the Textures folder and copy. Select File > New Tab to open a new tab. In the new tab, select or create a temp folder somewhere outside of Mod Organizer's purview (e.g. C:\TempTextures or D:\TempTextures) or whatever. In this new folder, click Paste. This copies only the textures that are actually used by the game in an empty folder. Once complete, close Explorer++ and Mod Organizer, run CAO, and do what you want with the textures in the temp folder. -
Moved from Fallout 4 Mods to General Fallout 4 Discussion & Support.
-
DLL Plugins failed to load correctly-- need help
Greg replied to cce012's topic in Step Skyrim SE Guide
You need to purchase and install the Anniversary Edition Upgrade from Steam that includes all of the Creation Club content. -
Crash on SKSE run, near immediate, what do I do to correct?
Greg replied to ETSubmariner's question in Mod Organizer Support
The USVFS log can help diagnose issues when Mod Organizer cannot hook and it may help diagnose issues with the virtual file system when the log is in debug mode. it is highly recommended to put the USFVS log in debug mode only when troubleshooting issues with the virtual file system and for short runs because the log is huge and all the log output significantly degrades performance of the game. In other words, I doubt it would help with this specific issue although I'm assuming "mismatching .bsa files" means the names of the BSA files does not match the name of the plugins. I think you did the right thing by running Wrye Bash since it now has some diagnostics to help identify some issues that aren't detected by other tools. I think the best diagnostic tools at this point are Wrye Bash, xEdit, Better Console, and Crash Logger when used with SSE Engine Fixes. -
Game crashes randomly when entering some cities/interiors
Greg replied to JareX's topic in Step Skyrim SE Guide
Ensure all plugins in the right pane are enabled (the checkmark is checked) and verify you have these plugins installed: CACO_SurvivalMode_Patch.esp CC-Fishing_CACO_Patch.esp CACO_Saints&Seducers.esp CC-TheCause_CACO_Patch.esp Note that the Step 2.1.0 guide requires the latest version of Skyrim Special Edition and all of the Creation Club content from the Skyrim Anniversary Edition to be installed. -
DROPPED Better Dyndolod Red Mountain Plume (by MrNeverLost)
Greg replied to TechAngel85's topic in Skyrim SE Mods
Just may naive take, but the non-vanilla plumes remind me more of a vortex (tornado or hurricane) than an ash plume. I'd expect an ash plume to have an inconsistent shape, although the color of the plume may vary due to the material in the plume itself. I am not a volcanologist, I do not play a volcanologist on TV, and Skyrim is a fantasy land so take this with a grain of salt.- 16 replies
-
- SKYRIMSE
- 06-models and textures
-
(and 3 more)
Tagged with:
-
Oh thank goodness! No more arrows to the knee when tinkering with the ENB settings.
- 3 replies
-
- SKYRIMSE
- 21-post-processing
-
(and 1 more)
Tagged with:
-
i seem to recall the only clues that are provided are for the letter from the Jarl of Falkreath (and I think he just notes it's from a Jarl) and for inheritances?
- 6 replies
-
- SKYRIMSE
- 16-interface
-
(and 2 more)
Tagged with:
-
If it's not related to Morrowloot Ultimate, I suggest creating a new post in Step Skyrim SE Guide.
-
Strange "spider-bunny" image?
Greg replied to ButchDiavolo's topic in General Skyrim SE Discussion & Support
Yeah, that enbsunsprite.bmp surprised me a few years ago when I was installing ENB with all the defaults. I thought I had a post here with a screenshot of it, but I can't find it. -
MO2 problem with mods overwriting game files??
Greg replied to Darklustre's question in Mod Organizer Support
Don't delete the contents of Skyrim.ini and SkyrimPrefs.ini. Delete both files and restart the launcher. The launcher will see the files do not exist and create them fresh after you select the appropriate settings and start the game. -
FALLOUT4 Problem updating Fallout 4 mods with MO2
Greg replied to proletkult's question in General Fallout 4 Support
I have seen this message a few weeks ago but i didn't do anything about it specifically. I just checked all mods for updates (per @GSDFan above), updated a few mods that had updates available, and went on my merry way resolving conflicts and playing the game. I don't recall having seen this message since. If you are still seeing this message, look in the output at the bottom to see if it shows which specific mod(s) are affected. If it does, you can probably right click each one and Force Check Update that one mod. You can also double click the mod, go to the Nexus Info tab, and click Refresh to refresh the mod description and metadata. It's not really an error per se and you can chose to ignore the message. This is just saying the mod was last accessed using the old Nexus API and needs to be refreshed using the new Nexus API for the bulk update check to work. If you ignore the message, Mod Organizer should eventually check in the background if I remember correctly. -
I highly suggest using both Unofficial Fallout 4 Patch and Previsbines Repair Pack (PRP) because these both fix different types of bugs in the vanilla game. Unofficial Fallout 4 Patch fixes issues with the game (such as wonky quests) that do not affect previs and precombines in the game. Previsibines Repair Pack fixes the issues with landscape, gaping holes and overlapping objects that are precombined and corrects performance issues in areas such as Hangman's Alley, Corvega Factory and downtown Boston. The result is a much better and performance friendly game. The problem we all face is that mods like Scrap Everything that allows removing (precombined) leaf piles and mods that move, remove or add objects in the environment that are precombined effectively breaks the precombined meshes used by the game. You may not notice much of an impact in a small interior space, but it can have a huge performance penalty in exterior cells and large interior cells (e.g. the ginormous Vault that can be a settlement) and you may run into issues with objects (e.g. buildings, walls, overpasses, roads, etc.) that flicker in an out of existence as you move around. I get the desire to enhance the landscape with better trees and perhaps even adding more trees in the environment, but you need to consider the overall cost and find a balance. The most performance friendly way is to use a mod that changes the textures of the existing trees. If you want more trees, these either need to be added as non-precombined objects to the environment or you need a patch to regenerate previs and precombineds for the affected cells (and this is a complex task). I don't have solid advice since I'm trying to figure all this out as well. I have tried a couple of tree mods and found mixed performance and some minor stuttering in some areas. If you have performance or flickering issues, back it out and try another tree mod. Previs and precombined meshes really help improve performance in Fallout 4 but it can be a pain to deal with.
-
I think bPreCulledObjectsEnabled=0 disables all previs (precalculated visibility or culling) and bUseCombinedObjects=0 disables all precombined objects in the game and may tank performance as a result. I generally suggest avoiding mods that break previs and/or precombineds and that do not have a patch compatible with Previsbines Repair Pack (PRP). If you're using something like Springtime Trees that requires disabling precombines, I suggest swapping this out for a more compatible tree texture mod.
-
I generally begin life as a wood elf that's hunting in the woods so I get a base hunting bow and iron arrows. After doing the alternate start through Helgen and Riverwood, I enter sneak mode (and stay in sneak mode to gain experience from sneaking around wildlife) and wander through the woods around Riften and Whiterun. This is actually a very large area from roughly Falkreath to Morthal and from Rorikstead to the mountains. If you play this well, you can gain a lot of sneak and archery experience hunting mudcrabs, wolves and elk. There's one particular area with a sabertooth cat you should stay away from at low levels. Also stay away from the snowy areas that have higher-level creatures and the bears around Riften. Every so often you can return to Whiterun and either sell your raw hides or convert the hides into leather and sell the leather. You can also get free smithing training in Whiterun in which you essentially get a free dagger and leather helmet that you use or sell. Once you're ready to take on some bandits and draugr, head over to Bleak Falls Barrow to take out the bandits and pick up an Ancient Nord Bow and some higher-level arrows on some of the draugr. You can also loot the place as you go, but carryweight is your main enemy here. I'll leave it for you to decide whether to tackle the boss. The boss actually isn't terribly difficult, but you have to get so close to trigger the boss that sneak doesn't really help much. It may take several trips to completely loot the place and there's so much loot you can't sell it all at once anyway. Do loot every arrow you can find. Once you are out of Bleak Falls Barrow, you can head over to Whiterun to sell your loot and go back out into the forest to take out the bandits and other creatures in the area. If you want to branch out into alchemy, create some poison potions and use these to enchant your arrows for higher level enemies for a bit of a boost to damage. I usually don't bother using most of the alchemy perk tree, but arrows dipped in poison can add a bit of an extra punch. You'll also want to leverage smighting skills and smithing perks so you can upgrade your bows over time and wear light armor with dark colors. I usually concentrate on sneak, archery and light armor perks with secondary on smithing and speech. At the higher levels, I tend to use heavy bows for long-range sniping attacks in exteriors and light/fast bows in interiors. AT the lower levels I use whatever bow I can find with the most damage and sell the lower level bows.
-
ACCEPTED aMidianBorn Content Addon (by CaBaL & kryptopyr)
Greg replied to Mercury71's topic in Skyrim SE Mods
I keep it constantly enabled as well. The one caveat is that to be aware of is that this does not show conflicts with assets in the base game and DLC archives (because this would be seriously slow), but it's great when you need to see asset conflicts between mods.- 35 replies
-
- SKYRIMSE
- 06-models and textures
-
(and 2 more)
Tagged with:
-
TESTING Gloomy Glass - All transparent materials revised (by SpringHeelJon)
Greg replied to Greg's topic in Fallout 4 Mods
The screenshots that were included here are irrelevant because these were comparing vanilla windows to Ultimate Window Overhaul and had no bearing on Gloomy Glass.- 2 replies
-
- 06-models and textures
- FALLOUT4
-
(and 2 more)
Tagged with:
-
Discussion topic: Gloomy Glass - All transparent materials revised by SpringHeelJon Wiki Link Gloomy Glass balances the environmental effects on all transparent material files that is intended to replace Glowing Glass Fix. Gloomy Glass includes 13 BGEM files that are in Ultimate Window Overhaul and 132 BGEM files that have no conflicts.
- 2 replies
-
- 06-models and textures
- FALLOUT4
-
(and 2 more)
Tagged with:
-
CTD outside of Riften - Unhandled exception "EXCEPTION_ACCESS_VIOLATION"
Greg replied to TheCashman's question in General Skyrim SE Support
It looks as if game is trying to apply a lighting shader to lod\ice\icebergsmall02_lod.nif so do what @duy123a says and re-run DynDOLOD to see if this solves the problem. -
Is this the most demanding visuals oriented mod list available?
Greg replied to rask's topic in Step Skyrim SE Guide
You'll need the Anniversary Edition (all of the Creation Club content) from Steam and the guide is written for the latest version of Skyrim Special Edition available on Steam. If you have the Anniversary Edition (all of the Creation Club content) with an older version of the game's executable, you may need to carefully go through the various SKSE plugins in the guide to find ones that work for your version of the game's executable. Also note that we do not support installing the guide on older version of Skyrim Special Edition.

