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CorneliusC

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Everything posted by CorneliusC

  1. Discussion topic: Skyrim Objects SMIMed - Glazed and Nordic Pottery by wSkeever Wiki Link Suggested by the author of Static Mesh Improvement Mod Improvement Mod to use in combination with his own mod. This could be set alphabetically under 'Models & Textures'
  2. Small update: Version 1.4.3 Removed glazed pottery; use wankingSkeever's mod instead. Fixed AnimObject bread placement, for real this time. The author's suggested mod to use with pottery also looks nice https://www.nexusmods.com/skyrimspecialedition/mods/69487
  3. Great, thank you. I'll add all of these as per your edits
  4. The 'Odin' - 'Ghosts Mechanics and Shaders restored' patch seems to be working fine, the summoned familiar has the new shaders and mechanics combined with additional features like 'Regenerate Magicka' from Odin, really nice to have this improved familiar in early levels ... I have also attached my edit for 'Lucien Lachance' - 'Ghosts Mechanics and Shaders restored'. (Seemed to make sense here to omit the the skin tone tint colors from USSEP?). Have yet to encounter Lucien Lachance though ...
  5. I'll definitely will let you know if i'll have any 'odd' ghost encounters in-game. (With testing i meant specific methods to load and test via console, which i am not good at ...)
  6. Thank you. Though i am not sure i am the one who knows how to properly test this ... I actually stumbled across this because 'Ghost Mechanics and Shaders restored' is overwriting the 'Summon Familiar' changes from Odin and i wanted to patch that and add it to my STEP-CR patch. Would you be so kind to look if i've done this right? This would add 'Odin' as a master to the patch, which i am fine with ... ( 'Ghost Mechanics and Shaders restored' is also not applied to at least two? NPC's in the CC content 'Necromantic Grimoire')
  7. I noticed one line in the CR patch forwarding an entry from 'Lucien Lachance AE' (Non-Player Character (Actor) \ 000A0E49 <DBSpectralAssassin>) without the script properties and the new ghost shader from 'Ghost Mechanics and Shaders restored'. I am just curious whether this is intentional and why, otherwise i would forward the mentioned properties and shaders into the patch? Thanks ...
  8. Thanks for checking in on this, all good ...
  9. Many, many meshes ... 'markarthcliff04.nif' is one of the meshes which are set to be hidden in 'A Mountainous Experience', so this one here is relevant (I was just curious because i have no idea how important this mesh is overall and how often it is in use ...) Edit to myself: It's in landscape/unique, applying to one specific setup only, so ...
  10. Based on your screenshot, please try again, and in the first installation window for the 'main cities' please tick the second option 'no parallax version' for every city. this is easy to miss, nearly also happened to me when re-installing this morning
  11. While on topic, in the current setup of the guide, hide this one file ('markarthcliff04.nif' overwriting 'Patch for Dynamic Volumetric Lighting and Sun Shadows') or move the mod one row up?
  12. You should have a meshes folder with several subfolders there. Maybe removing the mod and the download and then re-download and re-install again? Edit: Just re-downloaded and re-installed, the file is fine
  13. Thanks. Haven't played through this content either, hopefully nothing quest-breaking ...
  14. I've also had these and didn't know what to do with them. Another one from my current DynDOLOD summary, which i also didn't quite understand or knew how to interpret; the mentioned plugin is cleaned and checked for errors:
  15. Great to hear, thank you
  16. Hi (again). Near the end of my 2.1 installation i seem to be having a somewhat similiar problem with the Lighting & Weather patch as in 2.0 (see the posts above). LOOT is sorting 'Realistic Water Two' right after the Lighting & Weather patch resulting in several CELL (around 45 entries) records being overwritten by RWT2, overwriting entries forwarded from 'Ambiance'. Based on your advice the last time i now added RWT2 as a master to the Lighting & Weather patch to keep the forwarding entries in the patch. I attached my current load order just after adding the new master and before starting generating LOD. Will i be allright with this? Thank you ...
  17. Updated to 1.7.0 Anybody had any experiences with the new functions/fixes yet? (For lack of better understanding these i'm inclined to stay with version 1.6.0)
  18. Thank you for the MCM recommendations. I assume i can install this and just sort alphabetically under 'Gameplay - AI & Combat'? (Mod is not in the guide or changelog yet, MCM settings are in the guide though ...)
  19. Author's sticky post
  20. I think this and also the next checkbox setting 'Equip Larger Amount' (its either/or with these two settings) control choice of the next ammo equipped when combined with 'Reequipping the Quiver/Bolt' setting set to either 0 (vanilla default) or 1 ('last one equipped' the mod default). So either of these combinations of choices negates 'equipBestAmmo=true' and yes, a setting of 2 ('the most powerful on the list') would be the same as 'equipBestAmmo=true', but would override it So it is a choice to either let one mod or the other control these parameters. For me personally the settings in 'Unequip Quiver SE' are more flexible Edit: Re-reading my own post two minutes later it sounds totally confusing, but i am simultaneously looking at MCM in-game, where this all seems logically structured ...
  21. Haven't tested any variants (alternate settings), but i played the last week with "equipBestAmmo": set to 'true' in 'Scrambled Bugs' while also having these settings (see screenshot in post above) in the 'Unequip Quiver SE' MCM and my ammo always stayed with the 'last one equipped' setting. I cannot say if the feature in ''Scrambled Bugs' works at all or is simply negated when using these settings in 'Unequip Quiver SE' Edit: Just tested setting "equipBestAmmo": set to 'true' while also resetting 'Unequip Quiver SE' MCM 'Re-equipping the Quiver' to 0 (vanilla) and un-checking 'Equip stronger'. Saving the game, quitting and then re-entering the game has the character equip the best available ammo. 'Scrambled Bugs' works whith these mentioned settings in the other MCM. I think there might be a choice here for the player to choose which mod controls this behaviour and how
  22. Sorry, i meant 'Unequip Quiver SE' of course and referred to the 'Advanced' settings in it's MCM Edit:
  23. Mod had an update a couple of days ago. Not sure whether the new main addition is relevant at all, but also included were some updated skeleton meshes With the main plugin disabled, my question about animations is whether the animations in '/animations/XPMSE' are still in use or is it now just the files in /animations that overide vanilla assets? (apologies for my clumsy english ...)
  24. "equipBestAmmo": set to 'true' doesn't seem to be working when using any of the advanced settings in ' Unequip Quiver SE'. 'Qiver' also offers more options here, which i prefer
  25. Patched ... (thanks again)
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