-
Posts
435 -
Joined
-
Last visited
-
Days Won
22
Everything posted by ButchDiavolo
-
FEEDBACK v2.0.0 - Feedback & Bug Reports
ButchDiavolo replied to DoubleYou's topic in Step Skyrim SE Guide
I get this error all the time as well when I re-run DynDOLOD. I also checked in SSEedit to see it could be easily fixed, but all the properties seem to be filled and no errors show up. So I guess it is a problem in the original script/ pex file. I have never been fortunate with fixing scripts in CreationKit, so I won't try to see if it is fixable that way. Maybe someone who is more script-savvy could fix it? But then again, I haven't played Almvisi yet, so I don't know if it needs to be fixed. (How is this for non-commital? ) -
In addition to Greg's answer: Use LOOT every time you install or remove mods. 99.99% of the time Loot will put the files in the correct order. DynDOLOD.esm should be listed as the last in the esm section in ModOrganizer (bold print names at the top) in the load order in the right pane. DynDOLOD.esp (and Occlusion.esp if you use DynDOLOD 3) should be the last two in the load order in the right pane. As for the overwrite: Some mods create "output files" only when you are actually playing in Skyrim. These output files get stored in the Overwrite folder. As Greg stated, these are usually SKSE files. The easiest way of dealing with SKSE and other "profile" files (Violens is one for example), is to create a new empty mod (like you did for the TexGen and DynDOLOD output mods), name it something like "SKSE Output", then open overwrite and drag and drop the files into the newly created mod. Make sure you have this new "mod" activated. From now on, any changes to those files will automatically be put into the new mod, instead of overwrite. I have dealt with those files like this for years and never had issues with it. Just make sure you keep this new output mod at the bottom of the list in the LEFT pane and activated.
-
GUIDE Newbie question, give it a peak.
ButchDiavolo replied to mulliganplummer's topic in Step Skyrim SE Guide
Before you start adding mods that are not included in STEP, first make sure the STEP set up works. The fact that you have a CTD when starting, indicated that something in your setup is conflicting/ missing. So fix that first. Also, once you have installed SKSE64, NEVER use the regular Skyrim loader again. The SKSE loader has functionality that is needed for mods to use. As for adding mods after STEP is complete and functioning: add the mods you want to use in the appropriate categories. i.e. CBBE in the "Character Appearance" section, City overhauls in either "Models & Textures" (if they only add meshes and textures) or "Locations" (if adding more like completely new places) etc. In such cases the install order (left panel in MO2) is important. You will have to decide which mods take precedence if there are conflicts/ overwrites (the +/- indications behind the mod name in MO2). Also only add one or a few mods at a time and test if the game still functions. This way, if you run into trouble, you will find out faster which newly added mod is causing the issues. Lastly, adding more mods will more than likely cause conflicts. To attempt to correct them, you should probably use Wrye Bash to make a "bashed patch" which can/ will correct the conflicts. Read up on how it works. To use, add Wrye Bash to MO2 with the gear icon (like for example SSEEdit) and run it through MO2. Let it load, then scroll down the mod list to the last line "Bashed Patch". Right click on that and select "rebuild bashed patch". Let it does it work and click save when asked. the output will be in your overwrite folder. Turn it into a mod (rightclick the overwrite folder and select "create mod"). Once the bashed patch is created (and activated in the right panel of mo2!), open SSEEdit. Load the complete modlist. When it is finished loading, scroll down the the bashed patch and check all the conflicts, especially the ones in red. You can solve the conflicts by dragging and dropping the functionality you want from the mod you prefer onto the Bashed Patch column. When satisfied with the results, exit SSEEdit and be sure to save the changed batched patch. Also be sure to rerun xLodGen, TexGen and DynDOLOD after adding mods! (safe this for last obviously). So yeah, as you can see, it is definitely possible to add extra mods to a STEP setup, but it take a bit of (advanced) work. It can be a real daunting process if you are (relatively new) to modding. And it is NOT supported here. STEP is "simply" a modlist to keep the vanilla feel of Skyrim, but improved. So added mods that go beyond "enhanced vanilla" are not supported. Please keep that in mind. Hope this helps. -
OK, cool. I shall follow your lead (and make sure to install them in the correct place... *sigh*)
-
Aaaand, the file has been updated again (to version 1.0.2). This time the Fomod gives the option between a BSA installation and Loose Files. The BSA installation give the Loot "error", the Loose files does not. Also, should the included custom textures be installed for STEP? And once again, I assume that the plugin needs to be disabled/ removed as per the enbdev site version?
-
Vanilla Cart Ride Very Dark with ENB
ButchDiavolo replied to Ynglaur's topic in Step Skyrim SE Guide
OK, I did some testing as you suggested. The areas I tested and where I first saw the bug are the stairs in the market at Whiterun and looking back at the gates at Whiterun. The only NON-Step mod I use is Illustrious Whiterun, but I doubt that has any bearing on it. I tested at 8PM So first test was with EVLaS disabled. The result was no bug at all. It all looked perfectly normal. So I guess the bug is indeed related to using ENB and EVLaS together. Second test: ENB and EVLaS enabled. Result: Sithis Void shadows (I like calling them that). Third test: ENB, EVLaS enabled and changed setting Skylighting= false. Result: no bug. Fourth test: ENB, EVLaS enabled and changed settings Skylighting=True and added EnableMultipleWeathers=false (wasn't present in enbseries.ini?). Result: darker shadows but not Sithis Void. I was able to see people and object. After this, I didn't test the Skylighting GUI setting, because I pretty much considered the bug solved at this point. If you want me to test with those settings anyway, let me know. I guess the only change would be, if I understand correctly, that the shadows would be lighter? Also, you mentioned the current default for the Sunset and Sunrise settings as being 0.55. However I just noticed that in my enbseries.ini the Sunset value is 0.35 and Sunrise is 0.3? I have not changed those values at all. They should come from the ENB 0.3.5 ini-file. So that is rather odd? Anyway, I hope this is somewhat helpful. If you want me to test anything else regarding this, let me know. And thanks for your help! EDIT: So yeah, I think I have once again proved what a complete dork I am Turns out that somehow I managed to install the STEP ENB in the main Steam-apps folder and not in the Skyrim folder... *grins sheepishly* So I installed it in the correct folder and it instantly worked without Sithis Void shadows without having to change any settings. *sighs* So sorry for wasting your time. [walks off to go hide in shame for a while] -
The file has been updated. The files have been packaged into a BSA and the plugin is ESL-flagged. (but we still need to disable the plugin right?) LOOT complains that ENB Light needs resources from "Skyrim Particle Patch for ENB-SSE", so the version from the enbdev site. Is it safe to just use the Nexus version anyway or rename the Nexus version to the old name? Or does a patch need to be made? EDIT: from Nexus: 02 April 2022, 11:35AM ENB Light throws this for me in LOOT when using this version of mod: "Warning: Requires resources (e.g. meshes, textures; not plugins) from Skyrim Particle Patch for ENB-SSE." Should I do something with that or is that ok? mindflux 02 April 2022, 1:07PM Should be fine since virtually everything relevant is still included. I suppose the warning is due to the assets now packaged in the BSA.
-
Mindflux just released the particle patch on Nexus. Maybe the link in the guide should be updated to this?
-
Vanilla Cart Ride Very Dark with ENB
ButchDiavolo replied to Ynglaur's topic in Step Skyrim SE Guide
Oh, so it is a bona fide bug? Is there a solution for it, besides turning of Skylighting? I am not (at all) familiar with how ENB's work, I just like the effects they (can) have on the look of Skyrim. Which is of course totally a matter of personal taste. And yes, I use the latest ENB Series, which is also somehow darker than it was before. I noticed this before I switched from the Cathedralist ENB to the Step Light one. So all combined is probably causing the Sithis Void Shadow issue for me? My hardware is in my signature and pretty decent if I say so myself. Also have the latest drivers. -
Vanilla Cart Ride Very Dark with ENB
ButchDiavolo replied to Ynglaur's topic in Step Skyrim SE Guide
Yep, that solved the problem. Thanks! I wasn't sure if it was caused by the ENB or EVLAS. Guess it was caused by both interacting with eachother -
Vanilla Cart Ride Very Dark with ENB
ButchDiavolo replied to Ynglaur's topic in Step Skyrim SE Guide
About the STEP ENB: I am trying out the Light version. Because of the above question, I discovered there was an update to 0.3.5, which I hoped would solve my "problem", but alas. My "problem" is that the shadows with the ENB are incredibly dark. With shadows I mean from buildings or under porches. During the day time and night they are OK-ish in that I can at least see if there are people there, because a silhouette moves. But during sunrise and sunset they are basically ink black. Is this caused by the ENB? If so, which settings can I change to make the shadows less like Sithis' void? -
While browsing Nexus, I keep seeing mods that mention parallax. I am completely unversed in graphical subjects, so I have no idea what is meant by that. What does parallax do and is it a good idea to use it in combination with the STEP 2 guide? Bearing in mind that I deviated from the guide enough that I don't use the STEP patches. Can someone please explain to me in 5 year old child terms?
-
oooh... you had me at Stay at System Page...
- 19 replies
-
- SKYRIMSE
- 16-interface
-
(and 3 more)
Tagged with:
-
Nature of the wild lands has been updated. It now has support for Seasons of Skyrim as well.
- 8 replies
-
- SKYRIMSE
- 06-models and textures
-
(and 1 more)
Tagged with:
-
Skyrim SE | SKSE64 not working
ButchDiavolo replied to Mocha's topic in General Skyrim SE Discussion & Support
The major difference between SE and AE is that AE includes Creation Club mods and has updates to the game engine, which causes the incompatibility between the two versions. Once you have installed the bundle (=AE version), you can no longer use pre-AE mods that use SKSE or other so called extenders. Mods that don't use extra functionality, like cosmetic mods, are usually fine in either SE or AE version. Just read the description of the mods thoroughly. The difference in mod versions is usually explained by the SkyrimSE.exe version number: everything below 1.6.x.x is considered SE; everything above is AE. I hope this makes it a bit less confusing. -
Since it gives me the Missing Masters error, xEdit won't load the Resolution Patch. *shrugs* It is ok though, I will do without the patches.
-
Skyrim SE | SKSE64 not working
ButchDiavolo replied to Mocha's topic in General Skyrim SE Discussion & Support
Congratulations, you are now the proud owner of the latest Skyrim Anniversay Edition. This means that you should update every mod to the latest AE versions and hope that the ones you want to use have indeed been updated to the latest AE. You mentioned you already downloaded the latest SKSE64 for AE, so that is indeed the right version to use. Take a look at the new Step Guide 2.0.0 to see if your favorite mods are on that list, how to install things etc. Be warned though, the new STEP guide assumes you have the FULL version of AE (meaning: all the Creation Club addons). If you don't have this version, some patches will not work. -
It does say "Creation Club Plugins" under the Loot sorting, but I didn't realize it meant ALL of them. Maybe that should be made more obvious? And yeah, I understand that patching for all possible combinations of the CC content would be... undesirable to say the least. So I will do the xEdit route and figure it out
-
Well, I finally got around to installing the Conflict Resolution Patch, but it is giving me Missing Master errors on the creations that I don't have installed. Is there an easy way to fix this or should I just go without the resolution patch and make a Bashed patch?
-
Yeah... no. That is exactly NOT how you solve it. The whole purpose of MO(2) is to NOT mess up the Skyrim/ Date folder... This is how you install SKSE correctly with MO2. if you did that and still have issues, check and follow the System Setup Guide.
-
Woot! I downloaded it and no complains from MO2 about missing masters. Thanks!
- 10 replies
-
- SKYRIMSE
- 20-patches
-
(and 3 more)
Tagged with:
-
Perhaps it is an idea of making it separate patches for those who don't have all affected Creations? For example, I only have Bloodchill manor installed. And what is the difference with this one if I may ask: https://www.nexusmods.com/skyrimspecialedition/mods/59802. EDIT: sorry, just noticed the mod I asked about was also added to the forum, so I know the differences now.
- 10 replies
-
- SKYRIMSE
- 20-patches
-
(and 3 more)
Tagged with:
-
35639 Discussion topic: No Grassias - A Universal Grass Fix For Grass Mods by Knight4Life Wiki Link Mod blurb: "This is a grass fix for overgrown grass and grass clipping issues caused by grass mods adding grass to land textures that aren't suppose to have grass. It can be used to fix issues in areas that other mods do not fix. All options are light plugins (ESPFE/esl flagged) and can be added or removed at anytime." Until .Net Script Framework gets updated to support AE, which would make No Grass In Objects work again, maybe this could be a viable alternative? Obviously it isn't as thorough as NGIO, but it does a decent job in my set up to remove the grasses poking through things it shouldn't. I use the No Grassias - Extended (land textures) in combination with the No Grassias Lite (path and dirt textures).
-
See what you've done to me, Mousetick? Are you proud of yourself now? Hmm?! And I already got More to Say when I went on a dialog mod binge after your offending post.
-
Yes, I just noticed he logged into Nexus today. So we will just wait and see, right?
- 8 replies
-
- 1
-
-
- SKYRIMSE
- 06-models and textures
-
(and 1 more)
Tagged with:

