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Everything posted by Nebulous112
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Hey DY, I finally tried out spINI...great program! You've definitely outdone yourself. :-) I've caught a few things I thought you should be aware of. Also, just so you know...I compared the Alpha and the stable versions, and the alpha seems pretty darn stable. There was a change to the mouse settings, which seems intentional. I did find an oddity with the stable version...it had somehow changed the audio uID values, but I couldn't reproduce it when I tried a second time a while later. Note that this did not occur with Alpha. I did not really try to break either version, and I never tried reverting to default settings. However, for (my) normal usage, Alpha seemed stable and pretty good. Possible Bugs: 1) When fixing the Creation Kit, SArchiveList does not put spaces in between the different items. SArchiveList=Skyrim - Textures.bsa,Skyrim - Meshes.bsa,Skyrim - Animations.bsa,Skyrim - Voices.bsa,Skyrim - Interface.bsa,Skyrim - Misc.bsa,Skyrim - Sounds.bsa,Skyrim - VoicesExtra.bsa,Skyrim - Shaders.bsa,Update.bsa,Dawnguard.bsa,Hearthfires.bsa,Dragonborn.bsa 2) You mentioned that you already know about this a few posts back, but the ENB Mode checkbox does not persist between sessions. You stated this is expected behavior, but only makes sense that it should persist, IMO. To me it makes more sense that a user would continue using an ENB if he has checked this box in the past, rather than assuming that the user will not be using an ENB. The checkbox should only cleared, if the user reverts to default settings (again, just my opinion). Also, as previously mentioned earlier, clicking ENB Mode checkbox and then clicking a preset (i.e. spINI "Ultra") does not keep the ENB settings.ENB Mode checkbox turns off AA, but should it not also make AF = 0 (but not grayed out; user can still adjust afterword if desired)? I think it should be assumed that the user will use ENB's AF, as it is defaulted on in enblocal.ini.It would make sense to me to rename the checkbox "Graphical ENB Mode" so as not to confuse newer users who may just be using ENBoost. 3) While Grass Diversity does persist between sessions, clicking a preset will revert grass diversity to the default of 3. Perhaps the tooltip should reference when this may be needed? I.E. for certain mods that add grass types, such as Skyrim Flora Overhaul? 4) The tooltip for "Background Mouse" is a bit awkward. The tooltip runs off the screen so that I cannot read the whole thing (monitor is 1920x1080). Also, it seems a little misleading. As I was unable to read the whole tooltip, I just focused on the first part "is recommended to be enabled". So I clicked it. Then I noticed it said in the bottom left of the window (where spINI updates you as to what it has done), that it said "Best use this only temporarily". I checked your Skyrim.ini guide for more clarification, and it mentioned you recommend it to be enabled, except in special circumstances (such as a multiple monitor setup or if windowed mode is used). So...what is the final verdict? I'm a bit confused with the "Use this only temporarily" indication... And what if a person is using ENB or ENBoost? I know that fixes something to do with mouse cursors, but I cannot remember exactly what. Also, if you do recommend it except in special setups, should this be defaulted to checked? 5) After opening spINI and closing it, without saving changes, the previous spINI backup files are deleted from the directory where the INIs are located. The backup INIs can still be found in spINI Cache folder. 6) After opening spINI and closing it, without saving changes, records are still saved to the spINI cache folder. This makes finding backups confusing...it would be better behavior, IMO, if it only saved the backups to spINI Cache if changes were made to the files. 7) Readme not included in Alpha 3.0. Question: Is it expected behavior that the Grass Fade Distance slider (or number in the preset) does not correspond to the number in fGrassFadeRange? This would make sense if you were adjusting multiple values for this result, such as fGrassMaxStartFadeDistance and fGrassStartFadeDistance, but I wanted to verify. The Ultra preset at 14000 seems to correspond to 10500 for fGrassFadeRange. I haven't checked with the other sliders. It does make sense, but in case it was not expected behavior, I thought I would ask. Request: After messing around and looking at all the settings (and comparing with your earlier STEP INI recommendations), I figured the spINI High preset was probably the best for me. However, I noticed the Particle setting was only set to 2000 in High (6000 in Ultra), but Vivid Weathers recommends this be at 6000. Is it possible for you to include a Particles option in the Details tab? Obviously, I can set it myself in the .ini manually, but this seems like a common setting people would want to change for mods / ENBs like Vivid Weathers. Edit: Request added. Edit 2: Added bugs 5) and 6), edited a "bug" to a question. Edit 3: Added bug 7)
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If you don't have Windows showing file extensions, that will happen automatically and you would never know.
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https://ck.uesp.net/wiki/index.php?title=TES5Edit_Documentation#Applying_Conflict_Filters Those are the filters I use. Now, I believe what Neo and Darth and Co. are saying is that they look at every individual record. This is the best way to determine conflicts, as you know that nothing will be left out, and you can look at records the conflict filter would filter out. If you see a record, and it conflicts, it will still have the same coloration as with the conflict filters. All the Conflict filter does is filter anything out that does not have that coloration.
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ASUS ROG G750JX and STEP:Extended
Nebulous112 replied to natolars's question in General Skyrim LE Support
Should be fine. -
Mod organizer , Cannot find SKSE Data files.
Nebulous112 replied to neonxeon's question in General Skyrim LE Support
Remove the flag file from the SKSE folder. Extract scripts.rar that is installed with the Creation Kit in the same place. If it asks you to overwrite, NO to all. Directions on setup for all of this are in Neo's guide: https://wiki.step-project.com/User:Neovalen/Skyrim_Revisited_-_Legendary_Edition#Configure_The_Creation_Kit When you load Merge Plugins, wait for all of your plugins to load. Look on the bottom part of the screen. Once they have all loaded, THEN go to detect integrations. Refresh, and the integration for Papyrus Flags should be there. Then you can get MP to handle script fragments. -
SRLE Extended Mod Suggestions
Nebulous112 replied to Darth_mathias's topic in Skyrim Revisited (retired)
Hey Darth and Lexy, I noticed you guys added some of the Kajuan texture mods, but not all. Was this just a preference thing, or was there any incompatibilities? Just wondering for my own setup if maybe there were issues with SIC or something. You guys have: Giant Hagraven Troll Wispmother Don't have: Dragon Priest Draugr Falmer Skeleton Horncandles Thanks! -
Verify that your SKSE file structure looks like this: (From the STEP SKSE installation instructions)
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GOG has introduced something called "GOG Connect", which basically allows users to have a free GOG copy of games if they are in your Steam account. You do not lose access to your Steam games...nothing happens as far as Steam is concerned. You just get the games added to your GOG account. You have to link your Steam account to your GOG account, and this is permanent. Basically, this just means that once you link your GOG account to your Steam account, you cannot link your GOG account to a different Steam account. Nor can that Steam account ever link to another GOG account. It is 1 account to 1 account. Currently GOG Connect only has 23 eligible games, and GOG Connect is only available for a limited time on these games. This promotion started on June 1st, and I believe it lasts 5 days, so time is running out. Do this tonight or tomorrow, or possibly lose the ability to do so for these specific games. GOG has stated that they will make more games available for this in the future. Personally, I am going to check back on the 6th and see if they added any more. Or maybe they will just do it once a month or something...who knows. Last bit of relevant info is that you have to make your Steam privacy settings public for GOG to check what games you have and for the linking process to work. You can change it back to whatever settings you had it at before after you have finished linking the accounts and getting the games credited to your GOG account. I assume if you ever do the process again later, you will have to change your Steam privacy settings back to public until the process is again complete. Anyway, I should have posted this earlier, but I forgot about it. Better late than never! ;-) But time is running out on these initial eligible games, so again, get on it if you are going to take advantage. Credit to Gruftlord on the AFKMods forum for initially letting me know about this. Link.
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Common CTDs, Freezes, ILS and memory issues
Nebulous112 replied to hishutup's question in General Skyrim LE Support
SKSE file structure is still incorrect. If installing with MO, it should look like this: (From the STEP SKSE installation instructions) -
I had that issue as well. Right-click in the right window and make sure you don't have "view only conflicts" ticked. Because this is a single record, it has no conflicts, so you need to have that feature of xEdit disabled to view the record.
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Common CTDs, Freezes, ILS and memory issues
Nebulous112 replied to hishutup's question in General Skyrim LE Support
You don't have the skse.ini in the right spot or it has the wrong file extension, is my guess. Check the mod that you put the SKSE scripts and the skse.ini file in. Make sure the .ini file is not actually named skse.ini.txt (make sure Windows can see file extensions). It should have the icon of a gear or something similar, I believe. Then make sure skse.ini is in a folder named "SKSE". When I first started modding, I had forgotten to make a new folder named SKSE, and that was my issue. -
First, verify your skse.ini is in the proper location. It should be in Data/SKSE. I.E. in a folder named "skse". If you are sure that is correct, add the "-forcesteamloader" argument to SKSE. If using MO, go to Configure Executables, and select SKSE. Under argument include that text (without quotations). If not using MO, I believe you have to append it to the SKSE_loader shortcut name (I'm not 100% on that). When you do get it working, I would encourage you to stress test with MBL. 1280 is pretty high, and unneeded in most setups. If you can reduce that number without hitting the limit it will increase your performance dramatically.
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Look on the bottom of the MO screen, you may have accidently checked the sort by groups option. There should be a drop down list with two or three items near the bottom of the screen which will allow you to make it look normal again.
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MO: Installing Improved Closefaced Helmets
Nebulous112 replied to CacklingIdiot's question in General Skyrim LE Support
Yes. The prompt to merge the files will occur if MO detects they are from the same Nexus page. If you change the name when you go to install the dragon priest update file to the same name as you used for Improved Closefaced Helmets, you will force the prompt to appear. -
Druid's Den - Map Marker - Enable Parent links
Nebulous112 replied to Nebulous112's question in General Skyrim LE Support
It does, thank you very much, sir! :-) -
Druid's Den - Map Marker - Enable Parent links
Nebulous112 replied to Nebulous112's question in General Skyrim LE Support
You are truly a gentleman and a scholar, Astakos. :-) -
Druid's Den - Map Marker - Enable Parent links
Nebulous112 replied to Nebulous112's question in General Skyrim LE Support
Hey guys, Thank you very much for all the help! :-) So I looked at the XMarkerHeading that you mentioned, Astakos. It seems to be already persistent (there is no "initially disabled" flag), and the enable parent link references something else called "Den Stuff". This "Den Stuff" seems to be a catch-all to enable everything in the Druid's Den once a person has possession of the house. I have added the images of the XMarkerHeading to the end of the Imgur Album. Because this XMarkerHeading record is already persistent, with no initially disabled flag... what do you think? Thanks again! :-) -
Druid's Den - Map Marker - Enable Parent links
Nebulous112 posted a question in General Skyrim LE Support
Hey guys, I'm wondering if anyone would care to help me with a slight issue I have. Not STEP related in the slightest, but you folks are some of the brightest people I know, so I am hoping someone may be able and willing to help. I am using Druid's Den - Collector's Edition. Great house mod. However, there are still a couple minor bugs, one being that the map marker doesn't enable. The mod author that is currently active, Icecreamassassin, has mentioned that the map marker was not set up properly. However, he has stated that it can be fixed in the meantime if we are savvy enough with xEdit. Just "set it to enabled from the start and remove any enable parent links." I asked for further info on the mod page, but ICA is busy with Legacy of the Dragonborn, and Saerileth has stepped back from the mod, so understandably I didn't receive a response. I found the map marker and have removed the "initially disabled" flag. However, I am unsure what the "enable parent" links mean...can you tell I am not a coder? ;-) I am not sure if it is safe to leave these enable parent links active, so I am hoping someone can elaborate on what these might be so that I can disable them. Just from the language, I assume "enable parent" means that this map marker is a child of some other record. I assume when the map marker is enabled, it will enable some other property in the mod via this link. However, looking at the xEdit records (and having utterly no idea what most of this truly means), I am not sure with enough certainty what I should disable without breaking things. I can forward records, and make basic patches in xEdit...but this seems to require a little bit of actual, real modding knowledge, and that is where I hit a wall. ;-) Anyway, the map marker is referenced by four other records. Two of them relate to the house itself - one the interior, one the exterior. The other two are the quest where the map marker is supposed to be enabled, and the specific dialogue within that quest. I have made an Imgur album with screenshots from xEdit and basic descriptions of the screenshots. If anyone has any idea what these enable parent links might be, I would really appreciate any help! Thanks, Nebulous Edit: "Reference" --> "Referenced by" -
Skyrim Revisited: Legendary Edition News
Nebulous112 replied to Neovalen's topic in Skyrim Revisited (retired)
Hey Neo...I'm wondering if this needs inclusion in the guide: Apparently there is an issue with some CCOR unique cloaks from Cloaks of Skyrim not being added to the game. It has been confirmed by Kryptopyr in the posts section on the Nexus page. In the bugs section, for the bug report on this, it is advised to either console: prid XX2637C2 enable(where "XX" is the CCOR load number) Or just remove the initially disabled flag from the record in xEdit. CCOR page for easy reference: https://www.nexusmods.com/skyrim/mods/49791/? -
Just ditch Safety Load. Others are fine.
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Just to be clear, it is still worth it to use other skse.ini tweaks, though. Only the [Memory] section is useless with the SKSE Plugin Preloader. [General] ClearInvalidRegistrations=1 [Display] iTintTextureResolution=2048These should still always be used.
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Congrats, Darth and Lexy! :-)
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Dyndolod which files?
Nebulous112 replied to Bircangelo's question in Guide Support & Bug Reports (retired)
If you are using Neo's guide and he doesn't mention something, you don't need it. I have no experience with SR:LE Extended, but I imagine it is the same. If you are adding mods besides what is listed in either guide, then check out what the DynDOLOD patches are and if you need them. When you download the v2.07 Beta there will be a manual included. Look there. -
Skyrim Revisited: Legendary Edition News
Nebulous112 replied to Neovalen's topic in Skyrim Revisited (retired)
Also, the link to the DDSOpt quick start guide (Configuration and INI) at the beginning of the guide is out of date. The link changed when the DDSopt guide got updated. It should point here: https://wiki.step-project.com/Guide:DDSopt/Skyrim I also noticed that Wet and Cold is missing a mod dependency listing for RS Children (due to the modified children's hat meshes option in the FOMOD).

