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ButchDiavolo

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Everything posted by ButchDiavolo

  1. When dealing with complex parallax, the first thing to download is Parallax Occlusion Mapping. Download and extract one of the ini's into the actual Steam game folder. I use the balanced one. Next download and install Auto Parallax and place it under Resources in MO2. And of course you will need the latest ENB files (currently v0.488) Next you have to adjust the settings in enbseries.ini so it looks like this: EnableTerrainBlending=true EnableComplexParallax=true EnableComplexParallaxShadows=true EnableComplexTerrainParallax=true EnableComplexTerrainParallaxShadows=true Now we come to the way I have set parallax mods up, which works best for me. As yet, there is no one-is-all mod, which has all the parallax meshes/ textures, so below is the list that I discovered and use, in order of installation. Tastes vary of course, so you can/ should move the installation around for different looks. Skyrim 202x and Skurkbro's mods are the largest files, so changing them around will significantly change the look in game. To keep things tidy, I created a new category in MO2 called "Parallax" and put all the parallax mods under there. Also, don't merge the parallax versions of Embers XD, Enhanced Vanilla Trees and Assorted Mesh Collection into the respective main mods! I placed the category under "Post-Processing", so parallax will overwrite the normal mods. Below the list will be some more information. EDIT: for people reading this later. This list is probably outdated. Parallax Mesh Patch Collection (Enhanced Vanilla Trees) Parallax Mesh Patch - Enhanced Vanilla Trees Fix (fixes the errors in TexGen) Assorted Mesh Collection - Parallax Better Dirt Cliffs and Alphas Shaders of Solstheim Ash and Moss - Parallax Castle Volkihar Parallax Mesh Resources CC's Fort Dawnguard Reborn Parallax Voeille's Soul Cairn HD Expansion Parallax Rally's Solstheim AIO Parallax Rally's Solstheim Landscapes Complex Parallax Skyrim 202x Fomod 2K Skurkbro's Retexture Project - Winterhold Skurkbro's Retexture Project AIO (2K for all options and fixes) Skurkbro's Retexture Project - Markarth and Dwemer Ruins Skurkbro's Retexture Project - Landscapes (2K, Hotfix and Additional) Simplicity of Snow Parallax Riften of Reverie - 2K + parallax meshes ProjectedDiffuse Patch Hub (for snow shaders, pick which you prefer; I use SRP Landscapes 2k) The Omnibus - Terrain Complex Parallax 2K Parallax Caves Nordic Mountains Parallax option Illustrious Whiterun Wood addition first, then Normal 2k (parallax comes later) Vivid Landscapes - Gildergreen Illustrious Whiterun - Parallax meshes As far as Parallax Mesh Patch goes, you can use the main mod as well, but you will need to remove quite a few files that will cause guaranteed CTDs. If you want to use the main mod, please use this guide by Brentw89 to find the files that need to be deleted. It is written for VR, but the same applies for SE/AE. Another kind soul on Nexus made a list of the offending files, so they are also under this spoiler: Personally, I don't use the main Parallax Mesh Patch mod and have experienced no issues. Again personally, I use Simplicity of Snow instead of Better Dynamic Snow (v2). You can use BDS instead. If you want to use SoS, you will have to remove the references to BDS from the STEP Conflict Resolution patches. After installing these mods, it is wise to re-run TexGen and DynDOLOD. I also re-ran LODGEN, but I am not sure if that is necessary. So, Wall of Text. But I hope it will help you. If you have any questions, just ask. I might even be able to answer them
  2. First some general info: there is a difference between the "old" parallax mods and the new complex parallax mods. The difference is mainly in how the parallax effect is achieved. The "old" parallax adds _p.dds files, the new ones work with "height settings" in the normals (_n.dds) files, as far as I understand it. And of course need the latest ENB versions, which add the complex parallax parameters, for it to work. More and more complex parallax mods are coming out now, but, apart from the Cathedral Landscapes one you mention, none are based on the STEP list so far. So unfortunately as of yet, you can't just plunk mods in to get more complex parallax and stay true to STEP. If you want to go beyond STEP and created a, what I call, STEP+ setup, I can provide a list of mods you could use to get a general setup with complex parallax. This will how ever completely change the look of the normal STEP setup, which is mainly based on SMIM. It also involves a bit of editing, changing out STEP mods, etc. And... you will have to rerun texgen and DynDOLOD...
  3. I have used this for a few months now and no issues to report either
  4. Yes, I figured that, so I never suggested them for STEP.
  5. I have been using it (along with all of Mandragora's mindbogglingly beautiful statue replacers) since it came out. It works without error.
  6. Hi Sheson, Just noticed something odd: I updated to Alpha116, but when I run TexGen and DynDOLOD, there is a message at the bottom of the window saying there is a new version available? There is a link to the Changelog, but that says Alpha116 is the latest version. Is this a problem or can I just ignore it?
  7. Remove: Leveled Item > CACO_IngrDamageHealth1st
  8. I had trouble finding these final references as well. Using Z's adjusted xEdit script I was finally able to find them. If I remember correctly these references are (sneakily) hidden in FormID and Level lists.
  9. From what I see in the crashlog (which I am no expert in reading though), is that there is an issue with Farkas and "MovementPathManagerArbiter". Not really sure what that means, but I am guessing that perhaps there is a conflict in Farkas packages? It also states that Farkas is modified by several mods: Modified by: Skyrim.esm -> Unofficial Skyrim Special Edition Patch.esp -> Unofficial Skyrim Modders Patch.esp -> Diversity - A Character Overhaul.esp. My suggestion is to load your complete loadorder in SSEEdit to make sure all edits are correct. Once loaded, open Diversity (apparently the last mod to make changes to Farkas) and find the Farkas reference. Check to see which references are (or aren't) added to Diversity (i.e. USSEP, USKMP and AI Overhaul references). If there are any missing, drag and drop them into Diversity. Don't worry about the "looks" since those will be different anyway as Diversity is an NPC overhaul. When done, exit SSEEdit and SAVE the changes made to Diversity (be sure to tick the backup box as well). Then check again in game to see if that fixes it. As for the SexLab mods, those aren't mentioned at all in the crash log, so they shouldn't be causing problems.
  10. NPC dark face is a notorious bug when playing Skyrim, especially when using NPC overhauls. STEP itself only uses the two kids mods, so if you stick to that there "shouldn't" be a problem. It is claimed that the dark face bug is caused by load order issues. In my experience this has rarely been the case though. And it certainly never happened to me with a "pure" STEP install. Or the kids replacements. Yet... here we are. But, here are some things you could try (if you haven't already) to get the kids with normal faces: Check and make sure nothing overwrites Simple Children. (except one file: eyeschild.nif by invisibility fix). Same with TK Children. Start a new game to see if the dark face issues is consistent across different games. Check if dark face is still present with the ENB disabled in game (Shift+F12) (as Z also suggested) (not advised) regenerated the facegen files of Simple Children in Creation Kit Accept (like I have) that Skyrim can be a mystery, throw up your hands in dismay and install Face Discoloration Fix and place it last above the temp and output files in the load order. This generates facegen dynamically, based on load order. Hope this helps
  11. I am not sure if this has been mentioned before ( a quick search couldn't find anything related to it ) ENB Series (currently v 0.484 SSE) has had quite a few "silent" updates since the initial release. For whatever reason, Boris hasn't adjusted the versioning, probably because they have been small updates. These updates are mentioned in the News section, but not in the ENB for SSE changelogs. Perhaps there should be a mention of this in the STEP Guide to make people aware that "silent" updates are a "thing" concerning ENB Series?
  12. I don't use DAR. I just happened to stumble across a post mentioning that it had been updated. And I remembered that there had been interest in it, so being the nice, amazing, sexy and modest guy I am, I decided to make a topic for it
  13. Discussion topic: Dynamic Animation Replacer by Felisky384 Wiki Link Apparently DAR has been updated to support 1.6.629+ I remember there was some interest in using this if it ever got updated to support newer version, so I am putting this here.
  14. Well, I finally finished reinstalling Steam, MO2, Skyrim and STEP 2.2.0. This time I installed ALL CC content (despite finding most of them severely underwhelming) so I would be able to use the STEP patches. Of course, me being me, I didn't install all the suggested mods, because I personally don't like how they change the game. And I added a ton of the new Parallax mods, quest mods, dialogue mods and the like. After finding Z's post of how to remove patch master (THANK YOU for that Z!!), I am still able to use the STEP patches (YAY). Expecting many issues and problems starting my brand new shiny install... There were none! So far it is all smooth sailing with just 1 (one) missing nif file! Skyrim is looking amazing and running extremely smoothly. So once again, my sincere thanks to everyone putting in the effort to keep Skyrim relevant and a joy to play.
  15. Well, my game SSD got fried, so I will be reinstalling Skyrim... again *eye roll* But just in time for the 2.2.0 version. Maybe it is fate? Maybe it's Maybelline? Anyway, congrats on the release of the new guide!
  16. I had noticed this behaviour and personally I prefer it. The way it is set up, you can pick the main quest back up when/if you want, by following the hint in the quest journal. If you want to speed it along, you can. If you don't, you can as well. The example Tech provided, to me at least, seemed logical. If you progress the quest immediately, Ireleth will come barging in screaming about dragons. Whether or not there is a meeting going on, the jarl would run up to his "strategy room" immediately I would think. But... this highly personal I think. I haven't noticed any jarring events with the other AYOP modifications (so far) either. The game just smoothly coasts along.
  17. In essence, mods made for SE are 100% compatible with AE, EXCEPT when SKSE dll's are involved. So mods like Breezehome are no problem. A mod like DAR is a problem, because it hasn't been updated to the latest SKSE version. However most SKSE mods have by now been updated. Some mods have been updated to an NG version (NG = Next Generation) which are less prone to breaking in case Bethesda decides to update Skyrim again. So when having the option, download the NG version. EDIT: You were adding a message while I was typing this Yes, you did well installing Whose Quest is it Anyway NG.
  18. If I remember correctly, the specific dll's that are mentioned are from Complete Alchemy and Cooking Overhaul. Please make sure you are installing the correct version of CACO in the FOMOD (1.6.640+)
  19. Welcome to STEP. We don't trash people for asking questions or help. I agree with you that the patch you mentioned should perhaps have a "warning" that informs people that it will take you to a different site than normal. But this problem will most likely be solved entirely when/ if this patch will be merged into the STEP Patches on Nexus or hosted on the STEP nexus for the STEP 2.2.0 modlist. This updated list will be officially released soon. As a general rule though, it is safe to download files which are linked in the modlists., no matter where the link takes you. If you have questions or need help, just post on the mod page in the forums, just as you did now.
  20. Yes, where applicable, mods with an NG version will be preferred.
  21. Oops... well, it wasn't a critique about the mod in question, it was just early and before coffee. Anyway, been playing with this mod for a while and it seems like a nice upgrade to farms. The farms do make more sense now, as far as producing enough food for the population. I haven't tried it in depth yet, because I have been busy sorting out complex parallax mods.
  22. Discussion topic: CACO Farm Overhaul by Teabag86 Wiki Link CACO Farm Overhaul is a complete, lore-friendly upgrade to the farms across Skyrim. The aim is to make the farms feel alive and capable of sustaining the local populace. CACO plants and new vanilla crops have been added and are neatly planted in rows. Farms have been specialized and new work areas added. The Gather Wheat quest has been completely overhauled. SUMMARY Lore friendly farm overhaul Farm Stay Quest; chores in exchange for food and lodging Unique feel and purpose to farms Organised crops in densely planted rows CACO planted crops: onions, cabbages, peas and blueberries New plant models for vanilla ingredients: apples, garlic, frost mirriam, elves ear and tomatoes All crops marked as owned New livestock: pigs, piglets, rams, sheep, lambs, calves Varied vanilla livestock: 3 cow colors, 4 chicken colors Integration of Heathfire ovens, butter churns and apiaries Lots of idle markers so the farmers stay busy Insect spawn points added to crop areas CACO Absolutely Definitely Required
  23. Ha! You beat me too it. I was just going to list these issues as well, after posting on CACO's page. Thanks for saving me from having to type it out here as well Anyway, give it a bit of time. In my experience, DrMonops will correct the problems asap.
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