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Everything posted by Nebulous112
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I have a question about sharing Presets. I looked through the manual and searched this thread, but I couldn't find an exact answer to this. My apologies if it is indeed covered. Say I download a Preset .ini and put it in DynDOLOD/Edit Scripts/DynDOLOD/Presets. I load DynDOLOD through MO2, and load the Preset in the GUI. My filepatlh is different from the person who uploaded the preset, so I change the output file path in the GUI. I save the preset. Looking at the preset I have saved, it has a valid filepath to my chosen output directory. However, the mesh rules under [Skyrim LODGen] all contain invalid filepaths that do not point to the included DynDOLOD rules (they have the filepaths of the person who uploaded the original preset). Is this an issue? I think that .ini might be how the rules load, so it seems like it might be an issue to me. Or do the rules dynamically change when starting to reflect the proper filepath of wherever DynDOLOD is installed? Or am I totally misunderstanding? For example, see the attached .ini of me trying the STEP 2.0 Optimal Preset on a different mod setup. Thanks in advance for your time. I appreciate any clarity you can offer. DynDOLOD_SSE_Optimal1.ini
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Master Cleaning and xEdit arguments
Nebulous112 replied to Nebulous112's topic in Step Skyrim SE Guide
I assume the latter, but I'm unsure for 100%. Many other guides use this argument just for xEditQuickAutoClean with no apparent issues, for whatever that is worth. I'm no longer staff, so I know I don't have a say in this, but I would strongly disagree with this move. The cleaning doesn't only get rid of ITMs, it gets rid of UDRs which do cause crashes. There are reasons STEP and over 90% of the modding community takes the time to clean the masters. I think getting rid of cleaning the masters because it seems we need a switch set on one of the executables is like throwing the baby out with the bath water. -
For completeness, here is the post I mention regarding Apply Spell Perk Entry Points (default: disabled)
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Thanks, Sheson. I spoke with Arthmoor and he confirmed the error in the background loader is a quirk in how xEdit reports things while it is loading. "Wait for it to complete and you'll see that the reference is valid and the error is actually bogus." I checked USSEP in xEdit, and indeed right-clicking the plugin and checking for errors doesn't show anything. Thanks, and sorry for the wild goose chase!
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I have been looking at this mod myself. My initial thoughts are that it would be a great addition to STEP. From the description page of v6. My comments are highlighted beside them: Summary Fixes Active Effect Conditions (default: enabled) Floating-point error will eventually begin to prevent conditions of active effects from being updated. The longer the effect has been active for, the more frequently this happens. You can read more about it in this article. ----------> This is an alternative to a similar Active Effects fix in Bug Fixes, but the author of Scrambled Bugs claims theirs is a better fix. They conflict, so one or the other has to be turned off in the respective .ini. I have read others that agree the Scrambled Bugs version is better, although I don't understand it well enough to judge myself. Harvested Flags (default: enabled) Flora and trees are saved when they are harvested, but not when they respawn. This means that flora and trees which have been harvested before will be harvested again when you save and load your game, if they are in a loaded cell at the time. ----------> This is an engine level equivalent of Wiseman's Flora Fixes or similar. Wiseman's Flora Fixes is incorporated into CACO, however it is safe (but redundant) to use both. As the Scrambled Bugs version is an engine level fix, it does not need patching or anything with other mods and is superior. Mod Armor Weight Perk Entry Point (default: enabled) Instead of modifying the weight of just the armor you are wearing, the weight of the entire stack of that armor is modified. If you are familiar with The Steed Stone or the Conditioning and Unhindered perks then you will have encountered this before. You can read more about it in this article. ----------> Good fix that I don't believe STEP covers elsewhere. Terrain Decals (default: enabled) Decals such as those used for blood, footprints, and magic impacts cannot be applied to terrain in cells that have been partially unloaded.----------> Good fix that I don't believe STEP covers elsewhere. Training Menu Text (default: enabled) The cost of the lesson displayed in the training menu will be higher or lower than you actually end up paying if the relevant skill is buffed or debuffed at the time.----------> Good fix that I don't believe STEP covers elsewhere. Patches Apply Spell Perk Entry Points (default: disabled) Rather than only being able to apply a single spell at once using perk entry points, any number of spells can be applied. ----------> Not sure if STEP covers this or not with upcoming mods per the above discussion. However it seems like a good fix if it is compatible. It is worth reading one of the stickied posts on the Nexus page that discusses the potential issues with this fix interacting with other mods. Equip Best Ammo (default: disabled) Automatically equip your best arrows or bolts when you equip a bow or crossbow instead of your worst arrows or bolts.----------> Covered by Unequip Quiver that also has more functionality. Leave this setting off. Lockpicking Experience (default: enabled) Earn experience every time you pick a lock instead of only the first time.----------> Good fix that I don't believe STEP covers elsewhere. Multiple Enchantment Effects (default: enabled) Your skill in Enchanting improves each of an enchantments effects, instead of only the costliest effect. This affects enchantments with multiple effects such as Chaos Damage and Fiery Soul Trap.----------> Good fix that I don't believe STEP covers elsewhere. Underfilled Soul Gems (default: disabled) Trap only souls of the appropriate size in soul gems. See the optional downloads section if you want to change the "No soul gem large enough." notification to reflect this.----------> Covered by GIST that also has more functionality. Leave this setting off. Enchantment Cost Fix The value of player enchanted items and the amount of charge that player enchanted weapons drain is not saved. You can read more about it in this article. This is only available as a separate download because it is a SKSE64 plugin and not a .NET Script Framework plugin, which is necessary because it relies on SKSE64 co-saves. ---------> This is covered by Enchantment Reload Fix, but the Scrambled Bugs version is a better fix. Read the article mentioned for the differences. Suggest removing Enchantment Reload Fix if this is accepted into STEP. EDIT: I would also suggest changing an .ini setting in SSE Engine Fixes: [Patches] RegularQuicksaves = true This has the beneficial side effect of quick saves also creating SKSE co-saves (because they are turned into regular saves), which the Enchantment Cost Fix above says they use.
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Master Cleaning and xEdit arguments
Nebulous112 replied to Nebulous112's topic in Step Skyrim SE Guide
Hmm...I found this recent thread while looking at other things at the AFKMods forums. It seems this is still an issue in the public release of xEdit 4.0.3. https://www.afkmods.com/index.php?/topic/5748-the-dontcache-argument-for-the-quick-auto-cleaner/ The impact of losing cache in xEditQuickAutoClean is minimal compared to normal xEdit, as when cleaning a mod you should only be loading the mod and its masters. Alternatively, the xEdit beta is supposed to fix it, but I don't know if that is meant for wide distribution. -
Storm Lightning for SSE - FOMOD is outdated
Nebulous112 replied to Nebulous112's topic in Step Skyrim SE Guide
Sure thing, Z! All done. I couldn't find the wiki edit announcement you mentioned at a quick glance, but editing the wiki seems to be like riding a bike, lol. I think I've still got it. -
Hey Sheson, I had a couple errors when running xLODGen. Please see attached logs. The first is: [00:05] Background Loader: <Note: [REFR:0190001B] (places [050B1985] < Error: Could not be resolved > in GRUP Cell Temporary Children of WhiterunTempleofKynareth "Temple of Kynareth" [CELL:000165A7]) was injected into Update.esm> The second is: [58:59] Error creating textures for level 8 quad [-8,3] Access violation at address 000000000040EAF0 in module 'xLODGenx64.exe'. Read of address FFFFFFFFFFFFFFFF I was able to solve the second error by deleting the output textures for that world, and re-running that world without meshes. No error that time. The first error I'm not sure how to deal with. This is the USSEP Unwanted Effects book that they moved to be inside the Temple of Kynareth in the last update. Please see attached xEdit screenshot. Do you have any advice with regard to the first error? Thanks in advance. Of course my firstborn is yours. xLODGen Logs.7z
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Storm Lightning for SSE - FOMOD is outdated
Nebulous112 replied to Nebulous112's topic in Step Skyrim SE Guide
Sorry, Z, I don't mean to be a bother, but there are a few more typos / differences in the newest version of the FOMOD. Select Plugin --> (should be "Plugin Type") Select Plugin ◉ ESL Flagged Select Night Time Sheet Halo Select Sheet Halo ◉ Halo with Dimmer Lighting (Level 0) --> (should be "Lightning") Select Night Time Fork Halo Select Sheet Halo --> (should be "Fork") ◉ Halo Dimmer (Level 1) Select Day Time Fork Halo Select Sheet Halo --> (should be "Fork") ◉ Halo Very Dim (Level 3) That should be it. Sorry for the trouble -- I should have been more explicit from the start. Thanks again. -
Storm Lightning for SSE - FOMOD is outdated
Nebulous112 replied to Nebulous112's topic in Step Skyrim SE Guide
Please see examples below. Very minor, but I figured I might as well mention it. Select Game Select Game ◉ Skyrim Specicial Edition Select Night Time Fork Halo Select Sheet Halo ◉ Halo Dimmer (Level 1) Select Day Time Fork Halo Select Sheet Halo ◉ Halo Very Dim (Level 3) -
I'm assuming this is the thread for 1.0.0 as well. If not, my apologies for the wrong placement! 18 - Lighting and Weather Storm Lightning for SSE - FOMOD is outdated. The old version I think had a bunch of typos and wrong headers for some pages. New version seems to have fixed it. All options are the same, so this is low priority, but I thought I would mention it regardless.
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Master Cleaning and xEdit arguments
Nebulous112 replied to Nebulous112's topic in Step Skyrim SE Guide
Good to know it is no longer a relevant issue! Thanks, Z! -
ACCEPTED Simple Children (by Tetchystar)
Nebulous112 replied to TechAngel85's topic in Skyrim SE Mods
Sure thing, Z, I could probably get some compare shots. I'm in the middle of the guide installation, so I'll upload the shots when I'm done the guide and in a position to do so. I only thought it might be an oversight due to the fact that the version number of the update on Nexus was the same as the main file -- which I would normally interpret to be an update to that version (not for that version).- 21 replies
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Inaccuracies in STEP 2 and 3 in the guide?
Nebulous112 replied to Whitestar127's topic in Step Skyrim SE Guide
Good points. That makes sense -- I hadn't considered the fact that STEP uses a single installation for tools. Keeping that in mind, it now seems like a good practice to me. I personally use portable everything and have completely separate folders with MO and all tools for my various setups, with a shared download folder per game. So I hadn't really thought about that perspective. And thanks, Tech! It's nice to be back here. After being away from the scene for so long, I've recently been hanging out off and on at Lexy's Discord. You folks should swing by! Lots of old STEP community members, mod authors, and other knowledgeable people on that server. -
Hello, I've been somewhat involved with other guides for the last bit after I got back into Bethesda modding. I'm reinstalling STEP for Skyrim SE right now, and there is one big difference I noticed between STEP and many other guides when it comes to Bethesda master file cleaning / xEdit arguments. Many other guides use a -DontCache argument for xEditQuickAutoClean. Apparently this is because of a bug that can "destroy parts of Apocrypha during the cleaning of Dragonborn.esm". For example, see the xEdit instructions from The Phoenix Flavour here: https://thephoenixflavour.com/tpf/initial-setup/additional-tools/ I'm unsure if this is still an issue -- this instruction was introduced while I was away from modding for a couple years. However, I thought I would bring it to your attention, as I couldn't find any mention of a "-DontCache" argument in a quick forum search. Cheers
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Inaccuracies in STEP 2 and 3 in the guide?
Nebulous112 replied to Whitestar127's topic in Step Skyrim SE Guide
Hey folks! I found it odd as well to have an xEdit output folder. I understand it is to capture the xEdit cache per the changelog, but why not use startup arguments in MO? Much easier, IMO. To automatically redirect cache, add this argument to xEdit in "Modify Executables" in MO (the slash at the end is needed, btw): -C:"(Drive Letter):\Modding\Tools\xEdit\Cache\" Same thing, but for xEdit backups: -B:"(Drive Letter):\Modding\Tools\xEdit\Backups\" -
ACCEPTED Simple Children (by Tetchystar)
Nebulous112 replied to TechAngel85's topic in Skyrim SE Mods
Hey folks, it's been a loooooong while. I hope you're all well. I'm going through and installing STEP 1.0.0 for SE just for kicks. There is no mention of the update file for this mod. I checked through the Nexus posts, and it does seem like it is a "new" texture update compared to the main file. I just wanted to check and see if this was an oversight, or if it was intended that users not install the update file. Thanks in advance!- 21 replies
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The SSE version incorporated the fixes. The classic version hasn't gotten the update yet. To me that goes under the "patches" advice. The filename lists it as the Noble Skyrim / Static Mesh Improvement Mod patch. So per the advice, I would install it as a separate file. Mod authors don't always put things in the right sections in the file list on Nexus. It is good advice by the way. Keeps everything nice and organized.
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SRLE Extended: Legacy of The Dragonborn
Nebulous112 replied to Darth_mathias's topic in Skyrim Revisited (retired)
LotD got a big update in the last couple days: [spoiler=v19.3 Changelog] Well here it is folks, V19.3 after a long time in the waiting. This update is HUGE, adds new features, optimized mechanics and improved scripts. Thanks to Picky for his help with some of the scripts and fixes and for his updates carried back from SSE. PLEASE READ UPDATE NOTES COMPLETELY as this update does require some special cleaning and console actions if upgrading your game in process. Without further ado, here is the list of what V19.3 is packin' V19.3 update - Added kitchen cabinet and liquor cabinet lockup fix button (to the right of cabinets in kitchen) - repaired incorrect item assignment to snow elf statue display - fixed missing craft station type for much ado green and blue key recipes - fixed bug with rogvir's essence not being added to coffin (hand of glory quest) - fixed issue with hand of glory quest not progressing after obtaining both materials. - revised supply sort and sorting spell to NOT activate the display process. To update displays of food and liquor in the safe house, simply open and close the container - Fixed missing line at Karagas' maze entrance - fixed madras follower recruit line - Disabled Rkund Karagas tower airship flag until Rkund completes. - Cleaned property for elder scroll: dragon display - Fixed cleanup script for windcaller refuge dragon cleanup - Added new audio line for Azura's blessing in Shattered Legacy quest line - Fixed bug in shattered legacy end scene - Modified gift of ancient tongues weapons to draw 20% of a slain target's soul charge into the weapon charge (if enchanted) - Added a bypass trigger to Dragon's Fall that progresses the quest if you don't go to windhelm first. - Missing explorer's knapsacks now have a cache of archeology fragments to reclaim - Optimized Male/Female mannequin control scripts to avert enable state parent bug that could cause CTD - Added Konahrik's Accoutrements mannequin enabler to the KA handler script to avoid enable state parent bug that could cause CTD - Replaced several safehouse static objects to prevent unexpected havoc (permormance improvement) - Updated models of soul extractor and soul gem transmorgraphier stations - Added a new fix for hotsprings NPC pathing bug which rescues any NPC that is in the area when the front area of the museum is loaded - Fixed Hoarker display script (maybe lol) - Set up an explorer reset script that clears all follower statuses of explorer members when excavation quests begin and also prevents madras from being a follower during the planetarium quest. - added extra step in Rkund to opening doors into the maze which requires accessing the sepulchure - Reduced some lighting in Karagas' tower to prevent some flickering - Fixed Fafnir's missing voice issue - Added revised fate card deck build script that reports missing cards to make a set Schnieder's Sextant: If your sextant is not functioning and you have archeology skill 10 or better and you stole the sextant, there is a fix. Just clean the script DBM_SextantScript and the console STOPQUEST DBM_SEXTANTHANDLER and RESETQUEST DBM_SEXTANTHANDLER. Drop the sextant and pick it back up and it should work as intended. New Additions! - Research Station: Auryen has added a personal research station to the alcove in the library where the hatch to the book stacks rests. Using the station to begin a research quest requires "Research Points" which are gained by reading any books in the game. The first time you read a title, you gain a RP. The station requires 10 RP in order to begin the quest for finding more books for the museum, or 20 RP for artifacts. The player sits at the station and control is taken. The script then searches most of the museum's display lists and adds each one you do not have on display to a list which then randomly becomes the target of the quest, listing artifact name and location. The station can only start one quest at a time and abandoning the quest forfeits your RP spent. NOTE: The research process takes a minute or so to complete, in the meantime you will sit and write and make on screen comments. - New Explorer Relic! Arkayn's Tool Bag: This knapsack can be activated inside your inventory and upon exiting your inventory screen, will open the knapsack, providing an alternate storage space in your inventory. (note that all weight is transfered to the bag itself so your carry weight will not change by moving items into it). The bag allows you to place all Legacy artifacts which have passive "while in inventory" abilities inside of it and maintain those bonuses. This helps prevent items which cannot be favoriated from being sorted (Fate decks, lucky coin, ice's stalhrim spoon of assassination, etc). Additionally the pack can be loaded with explorer relics and then activated in order to access an activation menu to utilize the relics with greater ease. Visage of the Dragonborn set revamp! The set has been altered in extensive ways: - Stripped down and more simplified script - Original versions of items have no special scripted effects, but rather a set number based standard enchantment and cannot be disenchanted - Evolved Visage set has NO built in enchantment (so players have more versatility), and have special scripted abilities that scale based on number of equipped set items as follows: ALL BONUSES ARE PER EQUIPPED SET ITEM (up to 8x total, includes gift of ancient tongues weapon) - Miraak reborn: increases skill XP gain by 1% per equipped set item - Amulet of Kings: Enchantment power, weapon charge amount, and recharge rate of using soul gems +5% - Moon and Star Ring: 1 extra minion summon max (not scaled) and +1 max enchantments on all items (requires full set including weapon of ancient tongues) - Grasp of the Qahnaarin: enhances lock picking sweet spot by 25%, increases attack damage slightly and magic spell cost is reduced slightly for each set piece equipped.*** - Reman's Shield: 10% stagger reduction when blocking and spell reflect power. - Armor of Tiber Septim: 3% reduction to damage and critical strike chance from foes. - Treads of Wulfharth: 5% reduction in fall damage and 5% increased run speed - Changed initial planetarium quest start stage to resolve bug - Fixed Dragonmail Cuirass full fire immunity effect *** Grasp of Qahnaarin can be reforged at the dragonsoul forge to match a finesse, might, or arcana specialty: Finesse: Enlarges lock picking "sweet spot" for each set piece equipped. At 3 set pieces, gain +1 poison dose usage, and at 6 set pieces, gain 50% more ingredients from harvesting. Might: Increases melee damage, critical damage and stagger by 3% per set piece equipped. Arcana: Reduces spell cost by 5 percent per set piece equipped. With 4 pieces equipped, Recharges enchanted weapon with 10 percent of slain target's soul charge value (20 percent at full set). IMPORTANT!!!!: If you have completed the Shattered Legacy quest and are using the Visage set rather than merely displaying it, you must use a console command to switch out the set as existing versions do not appear to clean and upgrade properly. Simply add all items of the set to your inventory (making sure weapon of ancient tongues is unequipped if you have it) and console SETSTAGE DBM_VISAGERELOAD 100 Explorer Relics: If you have not completed tools of the trade but HAVE started the quest, you should clean the scripts below and then in game use console to STOPQUEST DBM_ExplorerRelicFindQST and RESETQUEST DBM_ExplorerRelicFindQST then setstage 1 on the same quest. Clean Scripts: (note, replace XX with your legacy load order prefix) defaultsetstageonplayeracquireitem (Instance XX5A0002) DBM_EquipScript DBM_KeyDisplayScript (Instance XX7F2FE5 and XX57F3003) DBM_MiscDisplayScript (Instance XX7F2FEE) DBM_SupplySortScript2 (all) DBM_BookDisplayScript2 WIDeadBodyCleanupScript (Instance XX194389 and XX194348) DBM_DragonsoulForgeScript DBM_TiberSeptimArmorScript DBM_AddAbilityOnItemAdded DBM_AddSpellOnItemAdded DBM_ScalesScript DBM_PerkOnItemAdded PDBM_SpiderDeckScript DBM_DragonmailScript DBM__QF__057BFED0 (only if you have not completed "tools of the trade") DBM_ExplorerRelicFinder (only if you have not completed "tools of the trade") DBM_MCMScript2 DBM_MannequinToggleScript2 DBM_SoulExtractorScript DBM_HoarkerDisplayScript DBM_HoarkerDisplayScript2 PDBM_CardScriptArms PDBM_CardScriptBuilders PDBM_CardScriptDemons PDBM_CardScriptDraconians PDBM_CardScriptFortune PDBM_CardScriptMystics PDBM_CardScriptTraveler PDBM_CardScript PDBM_SpiderDeckScript PDBM_WallCardScript These scripts do not need to be cleaned if you have finished these quests, and should NOT be cleaned if they are currently in progress. dbm__qf_dbm_excavation03a_052702ee (only if Trial of Trinimac is not yet running) dbm_qf_dbm_excavation01_054d1811 (only if wind caller pass excavation is not yet running) dbm_qf_dbm_excavation02_0558b96a (only if excavation of Rkund is not yet running) pky_qf__0600aa10 (only if planetarium quest is not yet running) And a couple minor updates: [spoiler=v19.3.01 to v19.3.03 Changelogs] Version 19.3.03- Packed missing meshes and texture for Arkayn's Toolbag.Version 19.3.02- packed missing static meshes for safehouse blacksmith station area - fixed madras vial holder slot assignment to avoid conflictsVersion 19.3.01re-upload of the core which was corrupted by BSAOpt and then further re-upload when Nexus' servers messed up on the cross cluster posting of the re-uploaded file. -
SRLE Extended: Legacy of The Dragonborn
Nebulous112 replied to Darth_mathias's topic in Skyrim Revisited (retired)
Hey Lexy, A couple engine fix mods you should really take a look at. I got them from this performance guide by LordOfLA, which was linked earlier in the thread by bekcicandrej. 1) Load Game CTD Fix - preemptively prevents crashes due to a race condition bug the developers didn't catch. As LordOfLA puts it: 2) Disable Process Windows Ghosting v2 - Optional file on NVAC page - works for SKSE as well. Not packaged correctly for Skyrim, see LordOfLA's notes below: -
ACCEPTED Clothing & Clutter Fixes (by kryptopyr)
Nebulous112 replied to z929669's topic in Skyrim LE Mods
I believe Hishutup confirmed in the SRLE - LotD guide forum thread that they are the exact same files (hashes match), so it does not matter. The important thing for those three mods is that the plugins load in the right order, but LOOT takes care of that. -
Free (or Cheap) Games & Giveaways
Nebulous112 replied to EssArrBee's topic in General Game Discussion
Yeah, Icewind Dale: EE also has this. I also only have the Steam version of it. It is on sale right now on GoG for 66% off ($8.49 Canadian). Haven't decided whether to buy it or wait for it to go on GoG Connect. I think I will probably wait, though...might as well get it for free. And I don't see myself playing original Icewind Dale anytime soon. It's just collecting it for nostalgia's sake for me. :-) -
SRLE Extended: Legacy of The Dragonborn
Nebulous112 replied to Darth_mathias's topic in Skyrim Revisited (retired)
I removed the link to the old version of Wyrmstooth. The site looks sketchy and doesn't even mention the mod author. Not to mention it is an old version. Obviously not approved by Jonx0r. The second link I'll leave to wiser heads than me. I believe that Jonx0r updated it to 1.17A on Archive.org here. That is linked to from the stable version that you linked, exus (also on Archive.org). To me that says that Jonx0r is fine with it being redistributed on that platform. But again, not really my call. -
SRLE Extended: Legacy of The Dragonborn
Nebulous112 replied to Darth_mathias's topic in Skyrim Revisited (retired)
Looks pretty good, I just made a couple minor wording / typo changes for extra clarity. Thanks, Lexy.