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Everything posted by Greg
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Duplicate thread of Farmhouse Chimneys.
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Is it possible to move all messages in a topic to another existing topic? For example, someone started a topic to mention an update to Farmhouse Chimneys that should have been posted in the existing Farmhouse Chimneys topic in Mod Anthology. https://forum.step-project.com/topic/9829-farmhouse-chimneys/ https://forum.step-project.com/topic/4319-farmhouse-chimneys-by-scarla/ It looks as if we can't move all posts from a topic, so I locked it for now.
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The NPCs also mute for a second if you move while they are talking.
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Install it and try it for yourself, Neb. if I remember correctly, Bethesda doesn't provide maps for Soul Cairn, Forgotten Vale, or Blackreach. I think this mod adds map markers to these maps so it can be really useful. The Atlas Open Cities option adds map markers for locations inside cities and I think this clutters map around the city so it's difficult to click on the city map marker. The main option adds map markers for pretty much every location in Skyrim, even some locations (I think treasure chests and skeletal remains with loot) that should remain hidden.
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ACCEPTED RUSTIC MONUMENTS and TOMBSTONES (by SparrowPrince and Gamwich)
Greg replied to rootsrat's topic in Skyrim LE Mods
I think it's really noticeable in the last two screenshots. Even in vanilla the two sections of the wall don't quite mesh, but the difference really sticks out with Rustic Monuments and Tombstones. -
Having issue with Main Menu and game, no graphics
Greg replied to mcshame's question in Post-Processing Support
In Skyrim Performance Monitor, click Setup, click the Miscellaneous Settings tab, and make sure "Attempt Support for Custom D3D9.dll" is checked. In the File Paths tab, make sure Skyrim Launcher File Path is pointing to Mod Organizer. The sequence will then be run Skyrim Performance Monitor, click Launch Skyrim to run Mod Organizer, and then run SKSE in Mod Organizer to play the game. -
ACCEPTED RUSTIC MONUMENTS and TOMBSTONES (by SparrowPrince and Gamwich)
Greg replied to rootsrat's topic in Skyrim LE Mods
Harald: Vanilla / Rustic Monuments and Tombstones Olaf One Eye: Vanilla / Rustic Monuments and Tombstones Tombstones: Vanilla / Rustic Monuments and Tombstones -
Having issue with Main Menu and game, no graphics
Greg replied to mcshame's question in Post-Processing Support
You are using ENBoost. -
Having issue with Main Menu and game, no graphics
Greg replied to mcshame's question in Post-Processing Support
Install and configure ENBoost and then run TESV.exe to verify the game works correctly. Assuming this works correctly, install and configure SKSE and then run skse_loader.exe to verify the game works correctly. -
The mod is packaged correctly. The issue is that Mod Organizer doesn't recognize "tools" as a valid folder so it thinks the mod is packaged incorrectly. Go ahead and install the mod. When it prompts No data on top level in red, ignore the error and click OK.
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When you run a patcher or a generator (like GenerateFNISForUsers, a Bashed Patch, and possibly DynDOLOD) in two or more profiles, the names of the generated mods must be unique for each profile. Let's say you have a STEP Core profile and you create the bashed patch. Right click Overwrite, click Create Mod, and name the mod something like STEP Core Bashed Patch. For FNIS, name the mod something like FNIS STEP Core Output. If you copy this profile to a new profile and add new mods, unchecked STEP Core Bashed Bash in the second profile because this patch is specific to the first profile. Now run Wrye Bash to create the bashed patch, right click overwrite, click Create Mod, and name this one something like STEP Core Enhanced Bashed Patch. Also uncheck FNIS STEP Core Output, run GenerateFNISForUsers, right click Overwrite, click Create Mod, and name this mod something like FNIS STEP Core Enhanced Output. Note that the names of the mods aren't really important -- just name them something that makes sense to you so you can easily identity which generated mods belong to each profile.
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Those should be fine. When I move to a new computer, I install Steam and Skyrim, run the launcher, and copy everything (Mod Organizer, LOOT, Wrye Bash, TES5Edit, etc.) over using the same drive letter and folder structure so I don't have to tweak the executable configurations in Mod Organizer. All of the tools are portable applications, so you can just copy them pretty much anywhere you want (provided they are not stored in a protected folder like Program Files). The only catch is that you may need to go into executable configurations and change the paths to these tools if you move them to another drive or folder structure.
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Pinned the thread
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You need to re-run or regenerate DynDOLOD if you install, remove, or update any mods that contain LOD assets. You should also re-run or regenerate DynDOLOD if you install, remove, or update any mods that add or update towns/cities or add new areas to Skyrim (like say Falskaar or Wyrmstooth). Note that you can add new areas (Falskaar or Wyrmstooth) without re-running DynDOLOD but these new areas won't have the dynamic distant LOD applied.
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Having issue with Main Menu and game, no graphics
Greg replied to mcshame's question in Post-Processing Support
What are your system specs (CPU, memory, video card, VRAM)? -
ACCEPTED HD Stone Quarry and Clay Deposit (by skyrimaguas)
Greg replied to torminater's topic in Skyrim LE Mods
Ooops... thank you for the heads up. I just corrected the clay deposit.- 30 replies
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- SKYRIMLE
- 06-models and textures
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(and 1 more)
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ACCEPTED HD Stone Quarry and Clay Deposit (by skyrimaguas)
Greg replied to torminater's topic in Skyrim LE Mods
A couple of in-game comparisons -- Vanilla on the left, HD Stone Quarry and Clay Deposit on the right. EDIT: Corrected so the vanilla clay deposit is on the left.- 30 replies
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- SKYRIMLE
- 06-models and textures
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(and 1 more)
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DynDOLOD's is causing wagons to flip during intro
Greg replied to Snarkyfork's question in General Skyrim LE Support
This is more likely caused by having VSync disabled. Skyrim's physics engine is timed with the screen refresh, so having a refresh rate higher than 60 FPS causes the carts to bounce around and flip in the opening video. -
You need to run Skyrim Launcher first so Skyrim can register all the game settings. Once you've done this, go back into Mod Organizer and run SKSE.
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If you've already tried adding the -forcesteamloader argument to skse_loader.exe, you might search the ModOrganizer/mods folder to see if a duplicate skse.ini exists. I just remembered one user ran into a similar issue and and he eventually found one of the mods included skse.ini so the game was using the wrong one.
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I would love to know the answer to this question because it comes up a bit too often. The first time we ran into this issue, one person ran into serious performance issues right after setting up his character and thought RaceMenu was causing the problem. It turns out he was trying to name his character something like "Ben" and the capital B was enabling this mode. I think it is a poor choice of keystrokes to use and it would be better on some very infrequently used keystrokes.
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How to interpret Skyrim Performance Monitor results
Greg replied to maleister's question in General Skyrim LE Support
According to the ENBLocal.ini/Memory guide, it should be just the opposite: I hit 99% on my GPU as well and this isn't anything to worry about. Looking through your skyrim.ini, I see the following that stand out: uExterior Cell Buffer=36 is in the Camera section but should be in the General section.You have bEnableLogging=1 in the Papyrus section. Set this to 0 because papyrus logging is known to cause issues and hiccups.You have bEnableTrace=1 in the Papyrus section. Set this to 0 unless you want stuttering/lagging.You have bLoadDebugInformation=1 in the Papyrus section. Set this to 0.You have two Water sections at the end. This is mostly harmless, but I recommend removing the last one to avoid confusion and mistaken edits.Papyrus logging is the root of all evil stuttering/hiccups and often causes Sheogorath to take over all Skyrim. The reason I say this is because the Papyrus engine requires a significant amount of time to load the debug information, trace the script calls, and an infinite amount of time to log everything to disk. In fact, it takes so much time that there isn't enough time remaining to actually run the scripts after each frame is rendered. -
The first post in the STEP Compilation thread outlines all the mods that are required in order to install one of the patches.
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If I remember correctly, it basically enables extreme quality graphics for screenshots. It's not intended to be used for any purpose other than taking screenshots.

