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CorneliusC

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Everything posted by CorneliusC

  1. Thank you both for this. I am having the exact same problem, which i couldn't even have begun to describe accurately, with following Step 2.3 and the latest DynDOLOD and RWT, and without using any ENB or Community shaders. Will these updated scripts/exes be made available in the next release of DynDOLOD? Thank you.
  2. The mod (and its files) is public again.
  3. The latest version seems to also address a visual bug mentioned in the v2.3 - Feedback & Bug Reports topic. "Version 3.0.8 incinerate spell no longer leaves lingering light spots behind. Added "Proper Wield" option for Medieval Torch (Torches Add-On)."
  4. Discussion topic: Misc Voice Consistency Fixes by Exalderan Wiki Link Fixes jarring voice actor mismatches for Astrid, Nirya and others in Skyrim, restoring immersion by correcting dialogue lines spoken in the wrong voice. (Mod description)
  5. Added one newly suggested mod ('Flute Animation Fix') to the main post, corrected some grammar and expanded on a few sentences to make them a bit more comprehensible.
  6. Might this be interesting to use as a baseline to potentially replace 'Skyrim Realistic Overhaul' to preserve some RAM? On the other hand, even 'Skyrim Realistic Overhaul' brings its own aesthetics to the game.
  7. Discussion topic: Flute Animation Fix by JaySerpa Wiki Link 'Do your male bards play the flute with their noses? Do your female bards play the flute with their psychic powers? Quick fix for both!' (Mod description). A mod that tries to fix one of these bugs which, once seen can never be unseen. Depending on the skeleton used, different animation replacers are applied via 'Open Animation Replacer'. My apologies for suggesting yet another mod with dependencies on another ('Open Animation Replacer'), which is also not in the guide, which makes this questionable as a suggestion to say the least.
  8. Discussion topic: Rally's Candlelight and Magelight Fix SE - VR by Rallyeator Wiki Link 'Fix for the Candlelight Spell and Magelight Spell in SE/VR.' (Mod description) An alternative to 'Battle Ready Candlelight Fixes' used in the guide. While both mods do more or less the same, re-position the Candlelight spell above and behind the head of the player and remove the haze/ particle glow around the light source, this mod also adjusts the other light spell, 'Magelight' with the same consideration to haze/ particle glow (there are options to choose full removal of the particle cloud or reduce half the glow), making both spells more consistent to use together and also, when not using ENB, they seem to align nicely with the recent updates to spells and lights emitted by spells by 'Particle Patch'. There are three meshes altogether, for example to set up alphabetically in 'Models & Textures' to overwrite the meshes in 'Particle patch'.
  9. In case of this now being a bit of an older guide, it might be good to also read the descriptions and mod pages for the relevant mods. This mod for example has been updated three times in the meantime, and it should be no longer necessary to modify the INI file in this particular case. From the mod's changelog (please see the last line): "Version 1.3 Fixed the missing Vorbis update and removed an unnecessary file. Version 1.2 Added an option to redirect output to a custom folder (it still defaults to Data like it used to). Made UI consistent with ESM Fixes. Removed archive invalidation BSA to let it be handled by Mod Managers. Better wording and fixed typos. Version 1.1 Meshes.bsa no longer gets split into Meshes2.bsa - its content gets directed to Misc.bsa instead."
  10. Maybe you'd like to consider using 'Skyrim Character Sheet', which provides also faction information and more in a custom, SKSE-configurable ingame window.
  11. Thank you, that makes perfect sense. It might be nice though to have this and Mercury's playstyle reflected in the mod's MCM recommendations, with something like maybe: 'Players may want to choose to activate the Bunkhouse chimney after the Bunkhouse being built later in the subsequent quest ...'
  12. Attached is a view onto the Goldenhills' yard with a pre-built (and smoking) chimney of a not-yet-built bunkhouse, which is a bit of an oddity when visiting Goldenhills for the first time. (I haven't yet tried to not activate the bunkhouse chimney on a new game and activate it only after solving the related quest, hiring a steward and renovating the place, if that is even possible?)
  13. If not added anything specific, you might have activated 'Survival Mode', which, I think, with a few tweaks added, makes the game more interesting.
  14. Using 'Flawed Varla Stones', which were one of the concerns when playing with GIST, are also working fine with YASTM, they are now stackable, separate as they should when one is in use, and re-stack again when all are in the same state.
  15. This might or might not be related to the last posts. At some point two years ago I mentioned a landscape visual bug in relation with the 'Fishing' CC, which is found here. Now apparently in CRF's latest version 'Frostbark Lumber Mill' and the wooden footbridge at that location has been removed by the author, which makes this 'Fishing' spot the only occurence at that riverbank just down the hill from Kynesgrove. The 'Fishing' spot is not only half flooded as before, but now also features a huge visible tear in the shoreline. I am playing Step 2.3, but started my game without SLSR and the SmoothShores - SLSR Patch. This is so far the only visual bug I encountered.
  16. Thanks. I was a bit too fast going through the installer. On the second FOMOD page titled 'Which versions of the mods do you have installed?' you have to confirm you use 'Metallurgy', then it will automatically be recognized as a patch for CCOR on a later page ...
  17. Just looked trough the FOMOD installer. The 'Kryptopyr's Patch Hub' installer seems to be missing the mesh replacer files for 'Metallurgy - Ingots and Ore HD' in the 'CCOR' section of the FOMOD. Is it possible to do this switch, update Kryptopyr and Step patches, mid-game? Do I need to check every new file/esp for changes/conflicts on already running quests?
  18. Animation in Skyrim is a rabbit hole of its own. This is an annotated list of the 'Animation and Physics' Mods currently in discussion on the SE forum, listing their respective forum links but also their (possible) prerequesites and dependencies with other mods. This is for me to keep track of developments and the mods i am already using in addition to Step as well as for others to add another perspective on how to test and play with different compilations of animation mods. Hopefully this also might restart some of the discussions on the forum and possibly contribute a bit to the next iteration of Step. The (yellow) color-coded annotations signify the mods I already play with as an extension to current Step 2.3 without any further conflicts or need for patches. Thank you. Open Animation Replacer The open-source successor to 'Dynamic Animation Replacer' which lets you organize, prioritize and replace animations based on configurable conditions. This is the suggested baseline mod for the following list to work. This would be set up in category '02 - Extenders'. Animation Queue Fix A prerequisite for 'Open Animation Replacer'. Since this mod also works independently to handle queueing large amounts of animations, this is set in category '09 - Fixes'. Paired Animation Improvements A second prerequisite for 'Open Animation Replacer'. This could be set up in category '02 - Extenders' as well as alphabetically in category '05 - Animation and Physics'. Category 05 - Animation and Physics Arm Movement Animations (OAR) Variants of NPC arm movements, gestures and animations. 'Open Animation Replacer' is required. (This is an example mod for altogether three mods by the same author expanding on NPC animations and idles, 'NPC Animation Remix' and 'Gesture Animation Remix', which can be used together or as separate mods.) Assorted Animation Fixes A variety of separate animation replacers. One module requires 'Open Animation Replacer' to function. Divines Prayer Animations Variety of prayer animations. Requires 'Open Animation Replacer' and 'Keyword Item Distributor' to function. Flute Animation Fix Fixes the wrong positioning of flutes played by bards via different animation replacers depending on the skeleton used. 'Open Animation Replacer' is required. Ice skating fixed for real - No more attack sliding movement Already in Step. Might be noteworthy that with its latest version the mod can function as a simple animation replacer without the need for 'Nemesis'. Jarl Sitting Animation Replacer Alternating and randomized animations for Jarls sitting. 'Open Animation Replacer' is required. No More Swimming In Air Simple 'SwimIdle.hkx' animation replacer. Open Animation Replacer - IED Conditions Prerequisite for 'Weapon Styles - Draw-Sheathe animations for IED'. 'Open Animation Replacer' is required. Stronger Swimming Animation SE Already in Step. In its latest version 'Open Animation Replacer' is required for alternating between different swimming animations. Take a Seat - New Sitting Animations for OAR or DAR New sitting animations for Player and NPC. 'Open Animation Replacer' is required. Weapon Styles - Draw-Sheathe animations for IED Style-fitting animations for 'Immersive Equipment Displays'. 'Open Animation Replacer' and 'Open Animation Replacer - IED Conditions' is required.
  19. Discussion topic: Weapon Styles - Draw-Sheathe animations for IED by GiraPomba Wiki Link Utilizing Open Animation Replacer, this mod will provide you with equip/unequip animations to be used with Immersive Equipment Displays. (Mod's description) Requires Open Animation Replacer and Open Animation Replacer - IED Conditions.
  20. Discussion topic: Open Animation Replacer - IED Conditions by SlavicPotato Wiki Link A SKSE64 plugin that adds new conditions to Open Animation Replacer for use with Immersive Equipment Displays and Simple Dual Sheath. (Mod's description). Enables the use of style-fitting animations for Immersive Equipment Displays and Simple Dual Sheath. Open Animation Replacer is required.
  21. Discussion topic: Arm Movement Animations (OAR) by CHIMgarden Wiki Link Adds over 80 variants to "folded arms" animation overlay (offsetarmscrossed.hkx) according to NPCs armor type, personality or role in society. Works with NPC from mods as well. Open Animation Replacer folders with .hkx files, no esp/esl! (Mod's description). Open Animation Replacer is required.
  22. Discussion topic: Take a Seat - New Sitting Animations for OAR or DAR by JaySerpa Wiki Link 14 new sit-on-the-ground/meditation animations that will play at random for you and the NPCS (Mod's description). Absolutely seamlessly blends into the game. Open Animation Replacer is required.
  23. Yes, it is fixed now and working with the latest version. I think the initial bug is best explained on the first page down of the mod's bug reports, titled ""Validate Screenshot Location" does not account for filename prefix" on https://www.nexusmods.com/skyrimspecialedition/mods/51073?tab=bugs
  24. Mod updated today to version 1.12.0: Fixes: Add MagicItemFindKeywordFunctor crash fix Fixes [Screenshot Validation]: Fixed issue where validator would treat screenshot prefix as a directory Tweaks [Faction Stealing]: Now checks if ALL (unique or persistent) actors are friendly with the player, instead of just the actors currently present in the area. The Screenshot directory validation fix is now working, so there is no more need to modify the mod's INI when using BethINI Pie for setting a screenshot directory path. (See posts from August)
  25. With the recent update (Alpha - 33) there is no more FOMod installer for this mod, there is one DLL for all versions.
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