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z929669

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Everything posted by z929669

  1. Then it doesn't matter, but that's the order of precedence if they did have conflicts. You can re-enable 21-Post Processing and use CS instead of ENB. If you do, post your findings on the Community Shaders topic.
  2. Discussion topic: Community Shaders by doodlum, Community Shaders Team Wiki Link A potential replacement for ENB. If testing this mod with Step, also install all plug-ins mentioned in the description. We suggest to keep them separate in the left pane and install under 21-Post Processing. Keep all of 21-Post Processing enabled but don't install ENB.
  3. He's gone AFK for a couple months now.
  4. When you first install a mod and enable it, MO always enables all corresponding plugins for the mod. If you ever do subsequent actions like merge another install into an enabled mod, or re-enable an 'optional' plugin, it populates plugins in disabled state. That's why in the guide we mention to be sure all plugins are enabled before sorting/playing.
  5. The Step guide for the game has the BethINI setup/config details. Whatever we don't mention in that is already generally optimized in the BethINI defaults (thanks to DoubleYou).
  6. Not sure about this other than some mod you have making changes to the game INIs via it's own INI modifiers. If you are using the strict Step build, there should be no issue like this. Other things I would check: Revisit BethINI config, SSE Display Tweaks, and config of relevant interface mods.
  7. Always use stand-alone LOOT. Be certain you have ownership of the instance/profile location (or at least "full" perms): <drive+path>\ModOrganizer\<instanceName>\profiles\<profileName> loadorder.txt may not be getting updated if you don't have modify perms.
  8. Those changes are specific to the Step build, so if you are not using that strictly, then you can ignore most of those changes. We have not yet tested CS beyond confirming it loads at this point. Many of the changes apply to ENB, so it's not clear yet which may or may not apply to CS. The DynDOLOD documentation and INIs have the details of what these INI settings do.
  9. Don't forget to enable FOLIP after DynDOLOD Resources and before IMR glacier LOD. Other than that, I still have no updates until we test the "ice build".
  10. We haven't finalized testing all this yet, so I cannot give you solid advice other than projectedduffuse.dds should be provided from whatever mod handles snow so that projected snow is consistent with the snow mod. BDS will use whatever wins. I also am suspicious of overriding meshes with FML versions before testing myself.
  11. Toggle ENB on/off using Shift + F12 to see if it resolves show. Then you can rule that in/out.
  12. If you are using ACMoS, then it correctly handles all LOD32 settings that really matter. The guide shows manual adjustments for those at the bottom if you want. The settings in the 2.4 guide are 'better' for both TexGen and DynDOLOD, but still not finalized. Just follow the instructions and optionally make the manual adjustments to match. This only impacts a few unique resources around WR that you likely will not notice unless you specifically look for them. Either way, you will be good.
  13. The flashes look to be torchbugs, I'm guessing. Probably the glow mesh interacting with ENB/weather or some texture incompatibility. It probably would happen without the LOD patch. Use MO data tab to filter textures/meshes for 'torchbug' to see what mod they are coming from. If using ENB, toggle it off for a while using Shift + F4 to see if that resolves.
  14. The CC download prompt happens if your skyrimprefs.ini has [General] bFreebiesSeen=0 Changing that value to '1' disables the prompt to download CC content. BethINI purposefully does not set that value to allow the game to handle it gracefully when needed. As soon as you click the 'OK' to download the CC content, the game itself sets the value to '1', and it stays there unless you re-validate files again via Steam. Your MO launch issue is almost certainly not caused by BethINI and more likely has to do with the apps you are using to launch under Linux (I can't help there). You may find some answers on the topics following:
  15. This template now points to Template:Hsg, based upon the update HighslideGallery extension.
  16. So are you assuming BethINI broke your MO2 launcher? That's not likely, but I have never used either tool under Linux. BethINI Pie should be launched from inside MO2 as an executable.
  17. You can try our updated TexGen/DynDOLOD settings in the dev 2.4 guide. It's expected you are using BethINI Pie earlier in the guide to establish correct game INI settings for visuals and distant objects. ENB grass will never blend perfectly with LOD grass in all weathers and all ToD though, but these settings should get you closer.
  18. I don't think its a 'bug' but rather an interpretation of how the plant might look after its been harvested.
  19. Yeah, lighting like this varies by each system/display/drivers, so what may not look too dark on one system may look too dark on another. The issue is with ENB ultimately. We could create a new "brighter nights and interiors" version of each preset, but we're in the midst of testing Community Shaders, which may ultimately be a simpler post-processing paradigm while also being better in many regards. TBD.
  20. Unfortunately, corporate interests always trump human interests. ...eventually, after initial success ...upper management focused on quarterly revenues, middle management bucking for position, people doing the actual work having little to no influence on the bigger picture (making a great game), yada, yada, yada
  21. The name is arbitrary. As long as 'SKSE' is in the name somewhere, it should be enough to tell you where to look for SKSE-related output.
  22. Thanks. We'll look into this, but these errors are only FYI in case there is an issue you notice with the LOD in the game. They can often be ignored. The conflicting MM LOD nifs use a different texture than vanilla, so that's probably why you are seeing the texture match warnings.
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