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Everything posted by ButchDiavolo
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Ah ok, I checked that link in LOOT itself, which was very... underwhelming with information
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After weeks of rebuilding Skyrim after my, um..., "mishap", I just ran LOOT for the last time to see if I missed anything. And lo and behold, suddenly the Interior Lighting and Lighting Enhancer categories no longer exist (?). I went looking for information, but nothing to be found on it. *shrug* Checking the current categories, I guess they are now merged into Cell Weather & Lighting. So, if anyone is using custom metadata for plug-ins in LOOT, re-run LOOT and see if the categories are changed. Then change your metadata accordingly.
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ACCEPTED Better Dynamic Snow SE ( by SparrowPrince)
ButchDiavolo replied to TechAngel85's topic in Skyrim SE Mods
@TechAngel85 might want to have a look.- 13 replies
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WOOT! That is great to hear! Glad you got it working. Did you... blink... when it was generating?
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It looks like the same file as before, so I don't think there are new instructions.
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Do it. Talos compels you! Um, I mean... You could always try it. I am severely biased towards MO2 (see previous encounter with Vortex), so I will always encourage people to switch over to MO2. Vortex does look slick and such, but I find MO2 much easier to use. Oddly enough Vortex and MO (the original) were created by the same person. Yes, I am old enough to remember. *stares into the distance and remembers Morrowind* Seriously though, no single mod is worth switching mod programs. A much better reason would be the easy of use and control over how things are sorted, etc. There is a good article about how MO2 works and what to expect attached to the STEP guide. So you can always read up on it and then decide if it is worth it or not. If you do decide to try it, be aware that it is a massive undertaking, involving uninstalling everything Vortex related and then installing everything MO2 related. Which can include re-downloading all mods. I don't know if Vortex saves downloaded mods, but if it does, you could make a copy of that and use that to install mods from. I recently (still) did (doing) that after I cleverly managed to delete MO2 somehow. I blame lack of coffee. But doing it that way isn't easy and finicky. Anyway, only you can decide if it is worth the hassle. If Vortex works well for you and Pandora is the only issue, just stick with it and keep using FNIS or Nemesis. If you ever want/ need to reinstall Skyrim/ Steam, then you can always decide to try it, right? And.. MO2 also downloading mods while not actually using it is, once again, odd. Did you install it and forget about it? That would kind of explain it. Maybe that is somehow also the reason why Pandora won't work either? Just a thought.
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The only lists build in are always just Pandora Base and XMPSE. So it won't list the animation mods in its UI (because it doesn't know they exist yet). While running, the program goes through your mod list to find mods with animations and checks/ includes them when it finds them. Or at least it should. It is just weird that it doesn't for you. But I do agree there is very little (no) information to be found online. Perhaps because it is still being developed and pretty much an alpha. No idea why the creator isn't more forthcoming with information though. Anyway, I am inclined to think that the issue lies with how Vortex installs things? Of course I am not sure about that, because, after trying it once and Vortex messed up my Skyrim so bad, that I had to reinstall my whole PC, I have never touched it again. So I can only describe how to install it in MO2. The way to install it with MO2 is: download the latest release (v 1.1.8-alpha as I type this) install the file as a mod (make sure to activate the installed FNIS.esp!). The files MUST be in your mod list. create an empty dedicated output mod (i.e. Pandora Output) and activate this. use the Pandore Behaviour Engine+.exe in the mod or through the Data tab, to create the executable for use with MO2 tell the executable to put the output files in Pandora Output and save. start the program with MO2, select both the Pandora base and XMPSE options and run the program Blink* <-- * = optional (this is a joke, because it is so fast) close the program, which created the files in like 3 milliseconds, which it will list in the UI refresh the mod list and check the Pandora Output mod, which should have all the output files in it done. Obviously it doesn't work that way for you though. And I honestly don't understand why. It is probably some iddy-biddy tiny thing, as per usual in these situation. EDIT: Extra information for Vortex Users, as supplied by Monitor144hz via Pro-Worx: Vortex creates an intermediate folder when using Pandora. To get it to work properly, extract all the contents directly into the games "Data" folder.
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The aMidianBorn "issue" you can disregard. LOOT apparently does not take into consideration that people still use the "old" way (i.e. not installing ACE, CACO, CCOR and/ or WACCF), so they use the separate ESP's and BSA's from The Book of Silence. As for the Simple Children, if you installed Simple Children and TK Children as described in the install guide, this isn't a problem either. If you are unsure, double check the install guide for these.
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Hey Pro-Worx, Unfortunately I have no idea how Vortex works, but I think that shouldn't really matter. I guess you install it like you did FNIS. As far as the files you downloaded: the only on you really need is the first one. The second one is the source code, which is for modders and I am not sure what the 3rd one is. Perhaps an alternative install file. The first download should give you "Pandora_Behaviour_Engine_v1.1.8-alpha.zip". This is the file to install. This version also has the XPMSE patch included, so if you downloaded that patch before, uninstall it. As to why it won't work for you, I am not sure to be honest. You did Install it as a mod and not as an executible? The files need to be loaded by MO2/Vortex, so it uses the virtual file system. And most importantly: the empty FNIS.esp from Pandora needs to be loaded and activated. This is what directs to the skeletons to be used. Another thing to check is making sure all Nemesis and/ or FNIS files are deactivated, which includes the output files. If you did this, double check that the files aren't being blocked by either Windows or your anti-virus program. Just for the record: there is no need to reinstall animation mods. They are fine as they are. Other than the above, I have no idea why it doesn't Just Work™
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Looking at the image, I am not sure what you are asking? Do you mean the Worldspace list on the left? You can right-mousclick on that list and "select all" to get them all selected. Other than that, there is no mention of Seasons in xLODGen. Other than that, form that image, you still have to set the appropriate settings for xLODGen. You can find the explanation and settings here. Lastly, I see you have "Seasons of Nolvus" installed. If you are using Nolvus, you should be using the settings suggested from there. Nolvus is a completely different mod guide, for a different outcome. As such, STEP is more or less incompatible/ redundant when using the Nolvus mod guide.
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Discussion topic: FYX - Hrothgar Steps Collision by Yuril Wiki Link With the discussions about the High Hrothgar mesh fix mod, I realized I never put this mod forward for potential inclusion. Another QoL Fyx by Yuril, that fixes the collision on the 10,000 steps to High Hrothgar. I am sure we have all gotten stuck trying to get up there before. Now you can just walk/ run up there, without having to stop and find a way around those steps.
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um... ok? I wouldn't go THAT far?
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Discussion topic: Night Mother by Mandragorasprouts Wiki Link While re-installing again (don't delete files before coffee!), I remembered I hadn't put this awesome re-imagining of the Night Mother on the list. It is by Mandragorasprouts, so you know it is amazing quality. Unlike her shrines, this mod is vanilla-like, but so much better.
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Clarification on Mods with INI Configurations
ButchDiavolo replied to Brambleshire's topic in Step Skyrim SE Guide
I (vaguely) remember that during LE times there were many more mods that put files into Overwrite, not just SKSE mod configs. I believe Racemenu was one. So at that time it would make sense to keep an eye on Overwrite and move the output files around accordingly. But these days it is just SKSE outputs, so an SKSE Output quasi-mod would make more sense. After the first time of putting those files in SKSE Output, you can basically forget about it. Putting it in the SKSE64 mod is another option, but personally I think a dedicated output mod would make more sense. i.e. easier to find if needing to check the config files. And of course the naming is an instant reminder of what it is, for newer modders. As the original discussion above shows, the more technical elements of modding can be very confusing. So keeping it as simple as possible would be best. As far as the SKSE.ini goes, I am not aware that any other mod adds those details to the game? It could be added to SkyrimPrefs.ini, again, I think this is the simplest way of adding them. -
Clarification on Mods with INI Configurations
ButchDiavolo replied to Brambleshire's topic in Step Skyrim SE Guide
You are not being a pain. You have questions, we have answers. Except in this case: Delete all content under SKSE/Plugins/ except the INI file. I actually have no idea what is meant by that. It is very... ambivalent. I can't check in my loadorder right now, because I made a booboo and am reinstalling everything (again). But, the only thing that should end up in the CONFIG mod is the ini file. Nothing else. I guess that is what is meant. As for the Overwrite folder: it is considered "good modding practise" to have an empty overwrite. So yes, always make a CONFIG mod for every mod that puts files in Overwrite. There aren't many mods that put files in Overwrite nowadays and those that do usually put ini or other configuration files there. An alternative to creating separate config mods is creating an empty mod called SKSE Output and dropping all the configuration files in that. it as the same effect, but it is all in one place instead of separate CONFIG mods. But, STEP advises separate CONFIG mods so perhaps it is better to stick to the official line, especially if you are a novice modder. -
Clarification on Mods with INI Configurations
ButchDiavolo replied to Brambleshire's topic in Step Skyrim SE Guide
Adding my two cents. It looks like you misunderstood the directions (which is easy to do unfortunately). It is rather complicated for new modders. I will try to simplify it a bit. 1. You create the (CONFIG) mods and do nothing with them as of yet (so no moving of files). The reason being that there are no files created yet to put in them. The config files are only created after you run Skyrim the first time. <-- This is the part most people misunderstand. 2. *launch skyrim* 3. Go back to MO and you will see that in "overwrite" you now have the created config files. These are the files you need to move to their respective (CONFIG) mods, keeping the file structure (SKSE/plugin/...). And that is it. IMPORTANT: Never delete the dll files (i.e. SSEDisplayTweaks.dll) The dll files are what makes the mods work. In these case: no dll-files means no mod. -
Discussion topic: Completionist Addons by ElvanLady Wiki Link Adds Completionist tracking for Creation Club and mods not already supported by the framework. A new hub for patches for Completionist, which also includes my patch for Lost Library.
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Completionist - BCS Lost Library Patch
ButchDiavolo replied to ButchDiavolo's topic in Skyrim SE Mods
My patch has been included in Completionist Creation Club and Unofficial Patches mod. Which has been updated for Completionist 4.0.0. -
TESTING Completionist - Skyrim Completion Tracker (NG)
ButchDiavolo replied to Mercury71's topic in Skyrim SE Mods
It took a while due to extensive rewriting and the mod author getting Covid, but today Completionist 4.0.0. has been updated. Version 4.0.0.0 Fixed mod added Spell Tomes not updating due to missing event registrations. Added a new MCM page for official & unofficial custom patches. Added shout tracking support to custom patches. Added a new hook for full Yes I'm Sure compatibility, now works with enchanting hooks enabled on both mods. Added tracking of player kills with funny little auto generated death scenario text in the mcm. Added MultiPage MCM support to custom patches. (One MCM page with unlimited entries). Added an option to automatically set books as collected when picking them up for people that hate reading them Added UI Support to the Crafting Menu, C.O.C.K.S Compatible, Patches found in FOMOD for UI Overhauls Fixed an error where highlight text would not pull through on mcm page entries if there was another entry with the same name on the same page (Oblivion Artifacts) While optional, New Horizons UI is now recommended for Completionist, Its beautiful and really brings the Completionist MCM to life https://www.nexusmods.com/skyrimspecialedition/mods/87113 Updated Fancy Fishing Patch to forward changes from Fancy Fishing 1.2 Major re-work of core systems new game recommended for 4.0.0.0- 14 replies
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Will the Step guide be updated for the newest patch?
ButchDiavolo replied to Ellie's topic in Step Skyrim SE Guide
The current guide is still based on the stable 1.6.640. As I understand it, the guide will not be updated to the latest version until all the mods listed are stable/ updated. Step Guide 2.3.0 was basically 95% complete when the new updates hit. So once all the mods in de guide are updated (and working, there is a difference unfortunately), a new guide should be out relatively soon. You can of course still use the guide for the newer versions of Skyrim. Just use the 1.6.1130/ 1.6.1170 versions of mods where available. Just be aware that some mods haven't been updated yet. Or have been updated, but are unstable. I hope this helps a bit. -
Update: I took the leap and did away with ENB altogether and I am now trying out Community Shaders (and it's add-ons). So far it works well and no real issues. EXCEPT this one. Despite claims by doodlum that it has been fixed in the recent update, it still has the weird seizure effect.
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Discussion topic: Pandora Behavior Engine+ by Monitor144Hz Wiki Link "A modular and lightweight behavior engine for TES Skyrim SE, for creatures and humanoids. Built with backwards compatibility in mind for Nemesis Unlimited Behavior Engine and FNIS, Pandora is an alternative engine streamlines both the author and user experience through a simplified UI, robust logging, intuitive formats, and fast patching times." I just tested this out and it works like a charm. In fact, it worked so fast and effortless, that I thought it didn't so anything, until I checked the output folder... Currently only on GitHub (I adjusted the hyperlink). I think this is a good (to me preferable) alternative for Nemesis. It has built in compatibility with Nemesis and FNIS. It recognizes human and animal animations. And it is very actively being worked on. As far as I can see, the "issues" page mainly lists "niche" animation mods. Other issues are solved fast. Installation/ use: download from GitHub install as a mod point MO2 to the exe file create a dedicates output "mod" (i.e. Pandora Output) and point MO2 to that for output. Keep output active! disable FNIS and Nemesis run Pandora within less than a second (for me) it is done! EDIT: I lied! It is 2.6 seconds. Sorry. More information on GitHub at the link.
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New version of ENB Series: 11 february 2024 Updated ENBSeries 0.499 for TES Skyrim SE without version change. Fixed bug of indirect lighting when sun or sky intensity is huge. Fixed bug of the game volumetric rays when big values of their intensity makes picture darker.
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ACCEPTED XP32 Maximum Skeleton Special Extended (by Team XPMSE)
ButchDiavolo replied to TechAngel85's topic in Skyrim SE Mods
Don't ask me how I know, but this update is really only relevant if you use Animated Beast "dingdongs" from LoversLab. Groovetama's message on it:- 52 replies
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