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sm0kem

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Everything posted by sm0kem

  1. You're not supposed to run bethini through MO. It will explicitly complain and tell you to close MO before making any ini changes
  2. You mentioned that MO profile doesn't exist... Could it be that you've accidentally deleted it, or perhaps Antivirus is blocking it (for whatever reason)? Can you try re-creating the profile?
  3. As a very basic step, try reloading MO or rebooting computer. Sometimes virtualization glitches in MO
  4. Isn't "shift f12" used to enable/disable enb? Are you using one?
  5. [Vivid Landscapes - All in One - Special Edition] - overrides Sublime Traps textures
  6. I am trying out Undergrounds by the same author as Majestic Mountains and Blended Roads. So far looking very nice.
  7. Better Dynamic Snow is causing some really bad snow texture stretching on walls of that fort right in front of bleak falls barrow (at the very top where the chest is). Does anyone else have this problem?
  8. Prometheus_No_snow_Under_the_roof.esp also had 59 ITMs
  9. Can you check what masters you have currently in DynDOLOD.esp? Maybe a screenshot? Thanks!
  10. Original source mentioned in above post (link at the end) is pretty old. Is this issue still relevant? Can someone who has ran plugins via CK without "esm-ifying" confirm missing masters?
  11. Shouldn't "Realistic HD Baskets, Realistic HD Food, Realistic HD Food and Beverages - Havok Physics Fix, Realistic HD Mushrooms" meshes be optimized?
  12. If i understand correctly by reading comments in ini, Billboard will be upgraded to Lod4 if you have TreeFullFallBack set to 1
  13. Does anyone know the reason for not using any of the CLARALUX compatibility patches? There are patches for majority of mods in this guide available on mod's page https://www.nexusmods.com/skyrimspecialedition/mods/2371?tab=files
  14. That's a question to Sheson. He is usually very responsive and helpful so i am sure he can point you to some dark magic you can do to pint point the root cause.
  15. For DynDOLOD issue, try setting TreeFullFallBack=0 and selecting Medium setting, see if it helps. According to Sheson, TreeFullFallBack=1 might produce huge models, which would explain your ever growing output sizes
  16. As for including certain mods, it's a personal preference, nothing more... That being said, from past experiences, i am cautious of the mods that require manual removal of 50+ form ids, missing meshes, etc... Can never be sure what other surprises you're going to get down the road. And debugging 200+ mods is not something i look forward to in the middle of play through. One of those cases where end result might not be worth the effort...So my comments were purely from this perspective. Maybe i worry too much ;) P.S. Check second sticky post here: https://www.nexusmods.com/skyrimspecialedition/mods/9223?tab=posts
  17. You will get the correct versions in MO once you install the mods
  18. I am actually thinking of removing both moon and star (don't like the fancy village in the middle of the lake) as well as undeath (playing as skeleton is not my cup of tea)... So hopefully there isn't much i need to remove from this new patch :)
  19. Do we really need this Undeath stuff? Given all the pain of making it work and probably a very limited audience
  20. Yeah, it's similar to what i did, although i think there was an easier way to create an empty plugin which i don't remember anymore lol. Maybe detailed guide for each and every entry is an overkill, but at least at high level i.e. records need to be carried over from such and such, or merged with such and such, etc
  21. Also, unrelated: how hard would it be to swap whole weather system for obsidian without enb? I would assume your weather systems merge is intertwined in CR patches? Perhaps, you could post a separate patch notes for those who want to make some changes to selected mods and to make their own patches (similar to what Neovalen did for his original guide)
  22. Can you expand on your workflow for merging plugins? After you created a merge specific profile in MO, do you disable all but mods that will be merged? And after merge is complete do you keep merged mods enabled in merge profile but disabled in main? Just trying to figure out best (most organized) way to maintain merges once updates come out and need to rebuild. This was always a PIA from what i remember
  23. ModOrganizerDevs. Invite below https://discord.gg/XPku72
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