-
Posts
2,934 -
Joined
-
Last visited
Everything posted by Greg
-
ACCEPTED Audio Overhaul for Skyrim SE (by DylanJamesWasTaken)
Greg replied to TechAngel85's topic in Skyrim SE Mods
At least SPID and Sound Record Distributor have configuration files so these are not quite as obfuscated as scripted injections into leveled lists.- 25 replies
-
- SKYRIMSE
- 07-sounds and music
-
(and 1 more)
Tagged with:
-
You can follow this topic to track the status of the affected mods. You can play without Unique Map Weather Framework, Bug Fixes SE and Scrambled Bugs installed. These are really nice to have because they allow nice weathers on the map and fix a lot of bugs, but they aren't hard requirements. This topic also lists some alternatives to some of the other mods that have not updated yet.
-
You can install mods on top of the STEP guide, but you'll have to resolve any conflicts and troubleshoot any issues on your own. If you do so, you should get the STEP guide completely installed and verify it is fully functional without any issues. Once you are comfortable that everything is working, I suggest copying the STEP profile to a new profile and doing any customizations in the new profile. This way you can easily revert back to a clean and working STEP profile if you want to start over for some reason.
-
ACCEPTED ElSopa - HD Keys Redone SE (by ElSopa)
Greg replied to CorneliusC's topic in Skyrim SE Mods
If I remember correctly, an atlas is a texture composed of multiple objects (e.g. all four keys in one texture file) and I think the mesh specifies the portion of the texture to use. A lot of the clothes, for example, actually have the have separate textures for the shirt front and shirt back, pants front, accessories, etc. stored in a single texture like the one shown here. Hopefully I got this right. EDIT: I think these keys are good addition as well. They do deviate from mandate, but these are so small that it shouldn't be a significant issue.- 19 replies
-
- SKYRIMSE
- 06-models and textures
-
(and 2 more)
Tagged with:
-
A lot more information has been discovered since this was originally posted. The general recommendation is to use BethINI to optimize the settings for a smoother experience, but you may still experience stutters and poor performance in areas such as Hangman's Alley and Downtown Boston due to poor previs/precombine performance and Corevega Factory due to generally poor optimizations in the vanilla game. The recommended solution is to use Unofficial Fallout 4 Patch along with Previsbines Repair Pack. Unofficial Fallout 4 Patch fixes a lot of issues in the game but it does not touch anything that may break previs or precombines. Previsbines Repair Pack corrects all of the issues in the game that affect previs or precombines and rebuilds previs and precombines for these affected areas.
-
How do I actually create a custom plugin load order with MO2 and LOOT ?
Greg replied to Lucas2703's question in Mod Organizer Support
I think the conflict you are running into is that you either use LOOT to sort your load order or you follow the method and never use LOOT for any reason. I think you're on the right track by grouping e.g. all of the JK interior mods together and then ordering the mods within each "group" to resolve as many conflicts as possible. The elephant in the room (so to speak) is that you never start the method with 875 mods in your load order because you'll just get lost and can't figure out what to do next. The method recommends going through the initial pass with nothing more than the base game DLCs and Unofficial Skyrim Special Edition Patch and add one mod at a time. You'll also need to create a mod group after creating each patch to assert you have viewed and resolved all conflicts with plugins in this mod group and this generally means you'll end up with a lot of small(ish) patches instead of one big patch. For more information, read The Method. You may also consider join the xEdit server and following the cathedral-of-the-method channel. It's a lot of information to wrap your head around.- 2 replies
-
- mod organizer
- loot
-
(and 1 more)
Tagged with:
-
Can I get Xedit to work with both GOG Skyrim and Steam Skyrim? UPDATE: Fixed
Greg replied to Hilda1007's question in xEdit Support
I'm glad to hear you solved the problem because it sounded as if you were doing everything correctly. -
I've never used the transfer saves feature either. Most of the time I just configure a new profile to use profile-instance saves and start a new game. On rare occasions I'll set a new profile to use profile-instance saves and then copy the save I want to replicate into the new profile. Where you put it should be relatively obvious once you are looking at %LOCALAPPDATA%\ModOrganizer. Getting into C:\Users\[username]\AppData\Local can be a pain since Microsoft created AppData as hidden folder. The easy way is to open File Explorer and type %LOCALAPPDATA% into the address bar.
-
Wrye Bash doesn't list plugins for patching (FO4)
Greg replied to Martial_Law's question in Mod Organizer Support
I recommend installing F4SE and all F4SE plugins as separate mods in Mod Organizer. This helps keep the mods nicely organized and it makes it a lot easier to detect when updates are available and makes it a lot easier to update these mods. The only items I put in the game folder are files that must be in the same folder with Fallout4.exe. If it goes in the Data directory, install it as a mod in Mod Organizer. It's rather unfortunate that infinite load screens can be a right pain to troubleshoot because there's not much to go on. I think the limit has been somewhat illusive because it doesn't seem to be a concrete you cannot exceed xxx BA2 archives. The actual limit seems to somehow be tied to the number of BA2 archives per plugin. You shouldn't need to worry about the limit in most scenarios with 212 plugins given most plugins have one BA2 archive and the occasional exceptional plugin having more than one BA2 archive. -
Wrye Bash doesn't list plugins for patching (FO4)
Greg replied to Martial_Law's question in Mod Organizer Support
I'm afraid this is going to be really difficult to pinpoint because you have 212 plugins I'm getting lost looking at the load order. You have Sim Settlements 2 along with a lot of Sims Settlements 2 add ons. These are probably fine, but keep in mind that Sims Settlements 2 is very script heavy so you need to be careful what mods you add with it in your load order. I also see you have Tactical Reload and I hear a lot of people say this one can be painful to get working with some gun mods. I'd start by deactivating (uncheck) all mods in the left pane. Verify you can get the vanilla game working as expected and then activate (check) five or 10 mods at a time and verify the game is still working. Given all the mods you have installed, I also suggest using xEdit to check for and fix conflicts with these mods as you go. You might also consider reording some of these plugins. For example, you have FlaconOil about midway in your load order. This provides optimized vanilla textures, so I'd put it near the top after all the masters (*.esm *.esl with the ESM flag). I also just noticed that a lot of the plugins appear to be in alphabetical order. -
You can use either option for the leveled list depending on whether you want Imperial soldiers to use swords and bows or only swords. I was just questioning why CCOR has this change since it has nothing to do with crafting.
-
For this one, I'd use the SolitudeInteriorShops lighting template from Ambience. My reasoning here is that Ambience should set the ambience in the interiors it edits whereas TorchArrow likely has nothing to do with lighting or ambience. This seems to be confirmed by TorchArrow carrying forward the vanilla lighting template.
-
This looks good to me, although I'm shaking my head wondering why CCOR is editing that leveled list.
-
I had this one installed at one point early on. I think it's good, but I switched it out for LOST Audio Tweaks and Reverb and Ambience Overhaul.
- 3 replies
-
- 07-sounds and music
- FALLOUT4
-
(and 2 more)
Tagged with:
-
Put your cursor in the blank space just above where you see "Profile [Adventurer]" and right click. You should see a menu open containing Menu, Main Toolbar, .etc. Click Menu to make the File View Tools Help menu reappear. Right click again and click Main Toolbar to make the toolbar reappear. You should now be able to select the game to manage.
-
Discussion topic: Rusty Face Fix Redux 2022 by Sranger Wiki Link This is an alternate take on Rusty Face Fix in which the player can mouse over an NPC and press a hotkey to fix the rusty face. The Rusty Face Fix mod runs a script on cell load that applies a cloaking effect to all NPCs around the player. This is inefficient and does not fix rusty faces on NPCs that appear after the cell loads. This mod allows the player to dynamically fix rusty faces on only the affected NPCs. One caveat is that some NPCs that wear clothing with cloth physics may "explode" so sranger provides a secondary hotkey that unequips chest armor, corrects the rusty face, and then re-equips the chest armor.
-
You might consider installing both versions as separate mods, renaming one of the plugins and comparing the two in xEdit. You can also load just the old plugin in xEdit, right click and Compare To, then browse to the new version to compare the two.
-
ACCEPTED XP32 Maximum Skeleton Special Extended (by Team XPMSE)
Greg replied to TechAngel85's topic in Skyrim SE Mods
I tend to agree that main mod page is no longer NSFW so we could link directly to the mod page now. I suggest including a note that the Images tab is NSFW so users know to stay away from that tab just to be safe.- 52 replies
-
- SKYRIMSE
- 05-animation and physics
-
(and 3 more)
Tagged with:
-
The guide requires purchasing the Anniversary Edition on Steam that includes all CC content.
- 10 replies
-
- SKYRIMSE
- 06-models and textures
-
(and 2 more)
Tagged with:
-
The plugin is only for compatibility with mods that are dependent on FNIS. We aren't using the XP32 Maximum Skeleton plugin so I wouldn't worry about it. EDIT: This is just a hunch, but I suspect Nemesis may have check that determines if it needs to create the fnis.esp and it is not necessary since we are hiding the XP32 Maximum Skeleton plugin.
-
Discussion topic: HelpExtender by shad0wshayd3 Wiki Link This makes the help command in the console significantly more useful
-
- SKYRIMSE
- 02-extenders
-
(and 1 more)
Tagged with:
-
ACCEPTED powerofthree's Tweaks (by powerofthree)
Greg replied to DoubleYou's topic in Skyrim SE Mods
I just merged the changelog with the description further down to make this easier to see what's new. Fixes: Added Toggle Global AI Fix TAI console command/Debug.ToggleAI() function disables/enables all loaded NPC AI Fixes: Added Use Furniture In Combat Use furniture in combat and prevent getting forced out of furniture when attacked. Default is player only Fixes: Added Offensive Spell AI Check spell condition validity before NPCs equip offensive spells (mages won't keep spamming sun spells against non-undead) Fixes: Added Flag Stolen Produce Mark flora and tree items as stolen, when pulled from leveled lists Tweaks [Grabbing is Stealing]: Fix bug where containers and other non carryable items could trigger stealing alarms Grabbing owned items counts as stealing Exposed GetEditorID function for SKSE plugin developers -
I like the cleaning mode to at least remove some of the corpses that seem to stay in the game forever (like the raider and dog just across the Sanctuary bridge), but I'm not so sure about harvesting and reward.
- 3 replies
-
- 12-gameplay-economy
- FALLOUT4
-
(and 1 more)
Tagged with:
-
Comparison between weather effects (with pics)
Greg replied to Majorman's topic in Step Fallout New Vegas Guide
I agree. The difference is amazing.

