-
Posts
435 -
Joined
-
Last visited
-
Days Won
22
Everything posted by ButchDiavolo
-
Skyrim Landscape and Water Fixes (by Wizkid34)
ButchDiavolo replied to D1Z4STR's topic in Skyrim SE Mods
Can we please keep this conversation about the mod and not make it personal. There is no need for that. People have opinions and they don't always match your own. As (supposed) adults we can agree to disagree. On the topic: to me, whether or not SLaWF and USSEP overlap is a non-issue. Skyrim in all it's forms is flawed and both mods aim to fix the flaws. This is what modding the game is about in essence: getting the base game updated/ fixed/ working better. To me most mods that change the LOOK of the game are merely the cherry on top and a matter of personal preference. SLaWF may have started out as "just" a landscape fix, but over time wizkid probably saw other issues that weren't/ still aren't being addressed by USSEP. So he stepped in to fix them. Nothing at all wrong with that. More kudos to him I say. As for the overlap, using STEP as a mod guide and adding mods on top of it, invariably means USSEP/ SLaWF edits are being overwritten by other mods. In my modlist over half of USSEP edits are changed for various reasons, like I don't agree with what USSEP changed or another mod does it better. Again, a matter of personal preference. So in my opinion both these mods complement each other, despite the overlapping scope. Problems are fixed and the game benefits. As to how the overlap is handled is pretty much up to the player. Some will want to keep the USSEP edits and others the SWaLF ones. Everything is easily solved with xEdit, a merged patch and or a wrye bash. In my opinion people should really learn how to use Wrye Bash to fix issues. But that is a whole other discussion. -
The included eyecubemap.dds is way too bright. This can be cured by changing the settings in enbseries.ini under EYE, then changing ALL the "ReflectionAmountMultiplier" series from 1.0 to at least 0.2 or lower. Tinker with it until you are happy. Or hide the included eyecubemap and use a different one from an eye mod or i.e. Subtle Eye cubemap.
- 1 reply
-
- 1
-
-
- SKYRIMSE
- 21-post-processing
-
(and 1 more)
Tagged with:
-
Discussion topic: ENB Dynamic Cubemaps by themilkdrinker Wiki Link Cubemap textures to enable ENBs dynamic cubemaps on vanilla objects for the lazy. Overwrite everything, otherwise you won't have the effect. For ENB users. To activate the dynamic cubemap effect, set "EnableDynamicCubemap=true" in enbseries.ini located in the \Steam\steamapps\common\Skyrim Special Edition folder.
- 1 reply
-
- SKYRIMSE
- 21-post-processing
-
(and 1 more)
Tagged with:
-
Despite wanting to hold off until the above is sorted, I decided to try the mod anyway, to see if it is even worth using compared to the ENB setting and ENB Dynamic Cubemaps mod. My conclusion: it isn't. My explanation as to why: The plugin takes and adds the relevant "scenery" when entering an interior (i.e. a light source and wall opposite the reflecting item), instead of an image taken from the interior as ENB does. It does this by giving you a seizure a random camera movement when entering the cell at the moment. In the comments on the mod page is a link to a reddit post on how to add "fade in" to the ENB. I followed those directions, but the seizure camera movement still happens. After a few cell changes, the camera effect made me lose the will to live/ play Skyrim. True, this plugin makes the cubemaps a (slightly) better quality, but ask yourself, how often do you, for example, stare into a wine bottle, to see the reflection? For me personally, adding the cubemap effect in ENBseries.ini and installing the ENB Dynamic Cubemap mod work really well. And it won't cause motion-sickness whenever you switch cells/ interiors.
- 9 replies
-
- 2
-
-
-
- SKYRIMSE
- 21-post-processing
-
(and 1 more)
Tagged with:
-
I think there is a bit of confusion about the term "ENB Dynamic Cubemaps". First and foremost, it is a SETTING in ENB Series 0.494 (the umpteenth update). But it is also the name of a mod on Nexus. The MOD adds dynamic cubemaps for several objects. I have no idea how the "magic" works under the hood, but a dynamic cubemap is a 1 pixel black texture file, which then gets dyna-magically turned into a reflective cubemap in game. As far as I understand it. I have been using the setting in ENB since it became available and later installed the mod as well. And it makes things look shiny and pretty [pupils dilate]. Ahem, sorry, anyway, I haven't noticed any weird or overly bright reflections in game, apart from the eye cubemap, which can be fixed with "subtle eye cubemap" (as mentioned by Mercury), or by adjusting the "EYE"settings in ENBseries.ini (see under spoiler). As far as the Ragged Flagon image goes: a check showed that the raggedflagon_e.dds I have, comes from ELFX. And I have never seen that hyperbright reflection. Now, about this mod (Capture Warmer): I have tried it briefly in game and it does this really weird camera "wobble" when switching cells. Apparently that is "supposed" to happen if you have "disabled the fade in effect that vanilla has". As you can see, very clear instructions from Doodlum on how to fix it. So, I am holding off until that is either clarified or fixed for ENB users.
- 9 replies
-
- 1
-
-
- SKYRIMSE
- 21-post-processing
-
(and 1 more)
Tagged with:
-
TESTING Compass Navigation Overhaul (by alexsylex)
ButchDiavolo replied to DoubleYou's topic in Skyrim SE Mods
*sigh* Disregard my previous post. It was late and got confused (and I am sticking to that excuse). I was talking about CNO-CoMAP compatibility, which is fine provided you place CoMAP after CNO. My loadorder: CNO 2.1.1 -> DDDM 1.1.1 -> (DDDM/ CNO Patch 1.0) -> CoMAP 4.0. But the incompatibility is between DDDM and CNO for which you do still need the DDDM/ CNO Patch .- 6 replies
-
- 2
-
-
- SKYRIMSE
- 16-interface
-
(and 2 more)
Tagged with:
-
TESTING Compass Navigation Overhaul (by alexsylex)
ButchDiavolo replied to DoubleYou's topic in Skyrim SE Mods
Just an observation: I have seen comments on the forums about CNO not being compatible with CoMAP. This isn't true. CNO was updated in june which brought compatibility back.- 6 replies
-
- SKYRIMSE
- 16-interface
-
(and 2 more)
Tagged with:
-
Dear Diary Dark Mode - SkyUI Menus Replacer SE (by uranreactor)
ButchDiavolo replied to Pug's topic in Skyrim SE Mods
I shall venture to test this setup, minus QuickLoot and Oxygen Meter, because I tried them before and I am not a fan of those mods. I already had most of these mods installed, with the exception of Extended UI and SkyHUD. As far as fonts go, I always use Sovngarde Light as my main replacer in combination with Font Overhaul, simply because I like it better. Question though about SkyHUD: how do we set it up? Just download and install without customisation in the config file? Odd. I never had to extract the BSA of UIExtensions and I have been using it since it came out basically. Maybe something else caused the CTD? In any case, it doesn't really matter since it works for you now. I just found it odd.- 27 replies
-
- SKYRIMSE
- 16-interface
-
(and 1 more)
Tagged with:
-
Thank you for your reply. Since you also didn't have this issue, I figured something in my set up was wrong. So I decided to reinstall the mods involved and DynDOLOD. I ran TexGen again and had no warnings! Then I remembered that I had forgotten to change the ini's to what STEP advises and re-ran TexGen, which promptly brought the errors back... Figuring the issue concerns trees, opaque pixels/ transparency (=alpha right?) and STEP advising to set "TreeMSAlphaThreshold=144", I changed that back to the original 96 and it works again. Still no idea why just those two billboards were affected though. I then ran DynDOLOD and again no errors this time. Thank you for pointing me in the right direction!
-
Hi Sheson, I am having an odd situation with TexGen for which I can't find any information forums. I downloaded a 3d LOD mod for Nature of The Wild Lands yesterday. I have been trying to run TexGen and DynDOLOD. For the most part it works fine, except for 2 billboards. TexGen does not give errors after the run, so it just gives the option to close. When I run DynDOLOD with the TexGen output activated, I get a "Texture not Found" report for 2 nifs. The DynDOLOD reports have no information about it, besides that the textures are missing. Checking the TexGen_SSE_Debug_log.txt, I eventually found two notices concerning the missing textures: [00:10] [TwbRender.SetRenderMax] <Notice: Skipping billboard C:\Games\Tools\DynDOLOD\TexGen_Output\Textures\dyndolod\lod\trees\nature of the wild lands 2.0 - deleted 3d lods\alnus_forest_shrub02_91ed5863_trunk_1. Not enough opaque pixels 0.01 < 0.01> [00:10] [TwbRender.SetRenderMax] <Notice: Skipping billboard C:\Games\Tools\DynDOLOD\TexGen_Output\Textures\dyndolod\lod\trees\nature of the wild lands 2.0 - deleted 3d lods\alnus_forest_shrub06_b0fc1baa_trunk_1. Not enough opaque pixels 0.00 < 0.01> I have never seen that message before and have no idea what that means/ causes it. Apparently I am (so far) the only one with this error and the mod author has been very helpful in trying to solve it, but he can't replicate it. So I am hoping you can give me some insight in what could cause it and how I can correct it. I have attached only the zipped TexGen logs, since DynDOLOD has no further mention about it beside the textures missing. Thanks in advance for you help! TexGen Logs.7z
-
Working with levelled lists. Help needed!
ButchDiavolo replied to ButchDiavolo's question in General Skyrim SE Support
Thanks so much. That explains everything nicely. And I am glad I didn't go with the "Just empty the levelled lists" lazy option now. -
Working with levelled lists. Help needed!
ButchDiavolo replied to ButchDiavolo's question in General Skyrim SE Support
Thanks for replying. I am glad to see it pretty much works as I thought it would, just needing a little extra work, like adding templates and facegen. As for the empty levelled lists: that is just a question for me wanting to be lazy. When I first thought up this, I thought I could just deleted all the entries in the female levelled lists, leaving them empty. But then I saw all lowered level vampires are female, so no fledglings etc would spawn. But I am still curious if emptying an NPC level list, for example emptying a male list, but leaving the female one in tact, would cause issues. I couldn't find any information about it. -
Working with levelled lists. Help needed!
ButchDiavolo posted a question in General Skyrim SE Support
As the title suggests, I am considering a project which most likely requires adjusting levelled NPCs, specifically vampires. It (only) took me until now to notices that basically ALL lower level vampire NPCs are female and ALL higher level vampire NPCs are male. Checking the levelled lists for Skyrim and Dawnguard, this is exactly true. This just seems odd to me. So I want to change this and make it more balanced/ "democratic". Only drawback is: I kinda know how levelled lists work, but not enough to be confident about messing with them. So if a kind soul could enlighten me about them, it would be very much appreciated. The way I think how it works is this: Both Skyrim and Dawnguard have a levelled list "LCharVampire01". This list is populated with respectively 5 (Skyrim) and 8 (Dawnguard) varieties of female (DLC1)EncVampire01. So when needed, the game will look on this list and pick one (or more) of this specific vampire NPC. Then look for the template in the Non-Player Character (actor) list for the look and behaviour of this NPC, which will then show up in the game and do her thing. Now, if I wanted to make, for example, a 50/50 spread of vampires by gender, I would have to make a patch with xEdit and "copy as overwrite (spawn rate plugin)" the levelled list that I want to manipulate. I then have to create the, now non-existent, templates for male varieties of EncVampire01 in the NPC list (i.e. EncVampire01MBreton), copied/based on the template for the females. And then change one (or more) entries on the levelled list to this new template. Please let me know if I have this part correct. Some general questions about levelled lists: Do the adjusted levelled lists have to have the same number of entries? In this example either 5 or 8? Do/ can empty levelled lists work for NPCs or will this (as I imagine) cause CTD and weirdness in game? I hope someone can help me and explain a bit. I tried looking for this online, but couldn't find specific information about this. Thanks in advance for any information you can give me. -
TESTING ERM - Enhanced Rocks and Mountains (by SparrowPrince)
ButchDiavolo replied to DoubleYou's topic in Skyrim SE Mods
Again, not a typical STEP setup, but I have been using this since it came out (see my previous post about parallax combinations). I decided to do away with MM and use ERM + ERM textures, 8K 4K Nordic Mountains and The Omnibus Terrain AIO, with ERM overwriting everything, which looks absolutely stunning. I did try the rough option, but the regular version of ERM has my personal preference. I wish I was any good at taking pics of things in game. I apparently have the "artistic eye of a cave fish" and pics never turn out resembling what it looks like in game. Hope this helps at least a bit.- 43 replies
-
- 1
-
-
- SKYRIMSE
- 06-models and textures
-
(and 2 more)
Tagged with:
-
ACCEPTED Fires and Embers Clipping Fix (by Diego2891)
ButchDiavolo replied to Mousetick's topic in Skyrim SE Mods
I have it in my STEP+ Parallax set up, so not a "typical" setup. In game I have noticed that fireplaces and the like are better placed. With Embers XD (which is compatible without patching) sometimes coals looked lopsided, which is corrected with this. So for me it is a "stayer". As far as patches go: I am using the Lanterns of Skyrim II and Relighting Skyrim patches. Since Enhanced Lights & FX is installed without the esp's, I am not sure if the patch for that would be beneficial. Besides in my load order, ELFX is mostly overwritten by other mods anyway. As far as loadorder goes, I have it very low in my loadorder (below all parallax mods), but I guess for STEP should place it under the Fixes section. -
* Riften
-
FEEDBACK v2.2.0 - Feedback & Bug Reports
ButchDiavolo replied to z929669's topic in Step Skyrim SE Guide
This line confuses me. I put my skse, mcm and ini files into a SKSE Output mod. And I only have to do that once when I start a new game, because any changes automatically go into that mod. I could even keep those files in there and start a new game which keeps those setting? -
DROPPED Faction Fixes SE (by acidzebra)
ButchDiavolo replied to TechAngel85's topic in Skyrim SE Mods
This is exactly why I never installed this mod.- 20 replies
-
- SKYRIMSE
- 11-gameplay-ai and combat
-
(and 2 more)
Tagged with:
-
Grouping mods installed after completing STEP
ButchDiavolo replied to VoltronGreen1981's topic in Step Skyrim SE Guide
Yes, I would. Separators are great to keep mods, well, separated. They really help you remember what section they belong to, especially if you have been playing for a while. However do keep in mind that the "output files" (Lodgen, texgen etc) should always come last. Nothing should override them. Also keep in mind that when you put extra mods into the modlist and they overwrite mods included in STEP, you will have to decide which mod will win. This is all down to your personal preference. Example: if you decided to add the extra mods below the standard STEP install, all those mods will overwrite the standard install (if applicable). In some cases the added mods will make the standard STEP mod redundant (signified by the grey lightening bolt icon in the left window) and may cause unexpected results (quests not starting, black-faced NPCs etc). So pay very close attention to which mods are overwriting each other. It can take quite a bit of "fiddling" with mods and load order to get everything to work together. Finally: xEdit (and Wrye Bash if you want to go that route) is your friend. If you get unexpected results, load your complete load order up in xEdit, and check which records are changed. Then adjust your load order (left pane in MO2) accordingly. Hope this helps. -
DROPPED Lucien Lachance AE (by LeonardoTrote)
ButchDiavolo replied to TechAngel85's topic in Skyrim SE Mods
I would vote to just drop it (I already have). I mean, it is a ghost, so not a highly detailed NPC. Of course, remember to remove Lucien from the STEP Conflict Resolution patch with xEdit BEFORE uninstalling (unlike me *massive eyeroll*)- 24 replies
-
- SKYRIMSE
- 08-character appearance
-
(and 3 more)
Tagged with:
-
DROPPED Lucien Lachance AE (by LeonardoTrote)
ButchDiavolo replied to TechAngel85's topic in Skyrim SE Mods
Correct me if I am wrong, but isn't this plugin just an outfit change? If so, is it really necessary to even use it. For the ghost effect we use EVE Ghost mechanics and Shaders restored, right?- 24 replies
-
- SKYRIMSE
- 08-character appearance
-
(and 3 more)
Tagged with:
-
ACCEPTED AI Overhaul SSE (by mnikjom/SpiderAkiraC)
ButchDiavolo replied to TechAngel85's topic in Skyrim SE Mods
Mod updated on Nexus. Changelog: Version 1.8.4 AI Overhaul Main (AE/SE/Scripted): Forward USSEP changes Added AIOWinterholdMagicAlt package to Onmund (avoids hitting other NPCs) Avulstien Grey-Mane will now avoid Battleborn NPCs Updated J'zargo's practice package data Updated and Optimized AIO package data Fixed Danica getting stuck in water way Fixed NPCs with wood stuck to arms after stoking fires Lite Changelog: Added Captian Aldis to Combat Exclusion list Added Roggvir and Svari to Combat Exclusion list Added Roggvir and Captian Aldis to Weather Exclusion list Added Calixto to Combat and Weather Exclusion list Removed AIOFleeCreaturesOnly (Never in use)- 13 replies
-
- 2
-
-
- SKYRIMSE
- 11-gameplay-ai and combat
-
(and 1 more)
Tagged with:
-
Discussion topic: Arbor Philosophorum by ceiladoneiron Wiki Link "Arbor Philosophorum is a perk tree overhaul for Alchemy that combines the key features of Complete Alchemy and Cooking Overhaul and Vokrii - with a few tweaks. " As far as I can tell, this mod has only been mentioned in passing, on the Vokrii-CACO patch page. I would suggest to consider this as an alternative to the this patch, if using CACO and Vokrii. Why? In my personal experience using Vokrii and CACO together caused all kinds of mayhem. Most importantly, the Alchemy skill never updated. Using the Vokrii-CACO and/or STEP CR CACO patch didn't solve this problem for me. After discovering this mod and installing it all issues were solved. It does change the Alchemy perk tree slightly though, making it a blend of Vokrii and CACO. Load order IS important: CACO (and all patches) -> Vokrii (and patches) -> Arbor Philosophorum. Easiest way to achieve this, is by adding "load after" rules for the main mods in LOOT. For me that automatically sorts all the main mods and patches correctly.
-
ACCEPTED XP32 Maximum Skeleton Special Extended (by Team XPMSE)
ButchDiavolo replied to TechAngel85's topic in Skyrim SE Mods
FINALLY a straight answer from the MA! Thanks for posting this, Mousetick.- 52 replies
-
- SKYRIMSE
- 05-animation and physics
-
(and 3 more)
Tagged with:
-
ACCEPTED XP32 Maximum Skeleton Special Extended (by Team XPMSE)
ButchDiavolo replied to TechAngel85's topic in Skyrim SE Mods
I have had it installed since the "new" version came out and installed the updates when they came out. I installed it as basic and deleted the esp. Had no problems what so ever. (Except forgetting to re-run FNIS after updates, so getting T-pose in game *eye roll*)- 52 replies
-
- SKYRIMSE
- 05-animation and physics
-
(and 3 more)
Tagged with:

