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Everything posted by z929669
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DROPPED FAR - Forgotten Argonian Roots (by redtox)
z929669 replied to TechAngel85's topic in Skyrim SE Mods
Instructions updated (with pleasure).- 28 replies
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- SKYRIMSE
- 06-models and textures
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DROPPED FAR - Forgotten Argonian Roots (by redtox)
z929669 replied to TechAngel85's topic in Skyrim SE Mods
LOL. The 2K file is corrupt. The 4K file is fine though.- 28 replies
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- SKYRIMSE
- 06-models and textures
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DROPPED FAR - Forgotten Argonian Roots (by redtox)
z929669 replied to TechAngel85's topic in Skyrim SE Mods
Yes, this is huge. Thank goodness for small favors.- 28 replies
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- SKYRIMSE
- 06-models and textures
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GUIDE v1.2.0 - Feedback & Bug Reports
z929669 replied to z929669's topic in Step Fallout New Vegas Guide
Looks like the mod is available again under Files on Nexus -
Manic and Demented - Elytra Nymphs
z929669 replied to Kattmandu's question in General Skyrim SE Support
Topic moved the the Q&A subforum, since here it will allow a "best answer" for posterity. -
I will definitely check it out ... so you are basically saying that this mod is uneeded if the MM 4.0 NIFs are modified accordingly and using that script made it fast and easy to do so?
- 36 replies
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- SKYRIMSE
- 04-foundation
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@sheson Just reporting back to follow up on my issues with TexGen bombing coming back to DynDOLOD after all relevant mods have finally been updated since 1.6.640. No logs posted, since I'm only reporting confirmatory findings FYI. See my system specs in signature. My TexGen OpenGL issue was resolved by downgrading to AMD v22.5.1 drivers (thanks to Windows Update for updating my system drivers without my permission. I disabled driver updates through GP and the relevant system process directly ... I should still get OS and MS software updates) My extreme processing times for a well-used and understood mod list with respect to DynDOLOD were resolved with aid of a statement in your FAQs that GFX driver bloatware can cause this issue (presumably by misidentifying one or more of the DynDOLOD processes as actual GFX processes and running some n/a routines during runtime) Note that I have used a couple of alpha versions in the past that caused similar or related performance issues without ever understanding why, but they were almost always resolved in the next alpha release. Since I only update my drivers once or twice a year (WU GFX driver update was only a recent Win 11 issue for me), I presume that something in (or not in) the app code might conditionally trigger this issue of "mistaken identity". Obviously, I'm grasping for anything sensible, since IDK. Cleaning out my GFX drivers and reinstalling using the AMD Adrenaline "Driver only" option completely resolved (Identical DynDOLOD runs that required well over an hour or more went back down to 37 minutes where they belong (including occlusion at 3 quality, terrain underside at 8 quality, and HD grass at 60%, mode 1). Arguably, this is the fastest I have experienced. Previous alphas (< 100) required between 30-50 minutes typically for the Step mod list (depending on if I ran occlusion). PS: I'm using DynDOLOD defaults for all of the memory-management and related threads settings ... and latest alpha 106.
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I use AMD too. Just google "AMD drivers" and use their website to look up your Adrenaline package and it will list various versions. Use only the "recommended" version, which is 22.5.1 now.
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Help finding cause of crash during save game load
z929669 replied to Kattmandu's question in General Skyrim SE Support
Test 6.03 and see what you get. Then we can decide what to do, but I hate to make a recommendation to all users if this is an edge case. Are you running pure Step 2.1.0 (with known changes)? -
Help finding cause of crash during save game load
z929669 replied to Kattmandu's question in General Skyrim SE Support
I wouldn't be surprised if it were SPID. Looks like v6.03 was the last 'good' version. v6.2 has a confirmed bug with long INIs and 6.1 has issues with at least one mod. -
It seems the mod has been updated for latest runtime if you want to test the bug discussed above.
- 9 replies
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- SKYRIMSE
- 16-interface
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We tested thoroughly and determined that the changes were not a good aesthetic fit for vanilla (and for Step because of that). Weather is a beast, and I don't want to take that mod over anytime soon, but we'll definitely pick it up under our umbrella if anyone gets the urge. I was recently interested in checking out this weather mod: https://www.nexusmods.com/skyrimspecialedition/mods/32364
- 32 replies
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- SKYRIMSE
- 18-lighting and weather
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ACCEPTED Ambiance - A Vanilla(plus) Ambient Lighting Overhaul (by TheMilesO)
z929669 replied to z929669's topic in Skyrim SE Mods
A few lights were modified for consistency with Step (and some with Ambiance itself, IIRC). We also forward/merge select Ambiance weather changes to Blackreach that would otherwise be snuffed, since we are also making some weather changes to CW. I can't think of anything else offhand, but if you are running Step lighting, you will likely want those changes. Easiest thing to do is get the AE update. Otherwise, you will need to maintain your own versions of the Step patches with all of the CC stuff removed. Some people are likely doing this, but it's quite a bit of work first time around. Once you have it, it should be fairly simple to maintain in parallel to ours.- 52 replies
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- SKYRIMSE
- 18-lighting and weather
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I essentially do the same in this situation but incorporate a diff analysis (e.g., WinMerge) to see what is unexpected after generating a new preset using my typical DynDOLOD GUI selections and comparing to my previous. Otherwise, yes, this could be bad. I can further confirm that using an old DynDOLOD preset can occasionally prevent DynDOLOD from working (e.g., fails to load).
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Expanding on what sheson said in his response to this, it may be the root block type for the NIF. You can try editing the NIF yourself to use the proper type:
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Help finding cause of crash during save game load
z929669 replied to Kattmandu's question in General Skyrim SE Support
These are all normal and expected other than the Root Block errors, but that may be new to Alpha 106, which I have not completely tested yet with Step. -
My guess is that it's expected behavior because it's still an issue with the offending plugin (false positive for LO but not for the plugin), regardless of whether or not another plugin resolves it. More errors probably will increase the number of reports to the MA and potentially invoke education/understanding/remediation.
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DROPPED Raven Rock - Fix Exit on Horseback (by AndrealphusVIII)
z929669 replied to TadasTheLithuanian's topic in Skyrim SE Mods
Single usecase mod? Still worth a look. Tagged for testing. Since you have basically confirmed it works as expected, let us know if you encounter anything unexpected. I will look more closely at what it's doing once installed. -
ACCEPTED A Clear Map of Skyrim and Other Worlds (by DoubleYouC)
z929669 replied to z929669's topic in Skyrim SE Mods
Almost certainly will be included once I get to LODGen phase for testing.- 85 replies
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- SKYRIMSE
- 16-interface
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Encounter Zones Unlocked SE (by underthesky and z65536)
z929669 replied to Mousetick's topic in Skyrim SE Mods
Yeah, this is a good mod for those delving into their latest of multiple playthroughs, but not suitable for the guide, since it's arguably and intended vanilla expectation. In many RPGs, this is expected, and players often skip an encounter for later with the expectation that it will be easier than the first time.- 2 replies
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- SKYRIMSE
- 11-gameplay-ai and combat
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Another conceptually important 'fix' to a "vanilla oversight" that is tedious to test. Like the others, I will install it and let it run in the background without specifically testing it. If confirmation about this mod's efficacy in specific situations is revealed here, and I haven't had any 'issues' with it being installed, we can pick it up for Step.
- 3 replies
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- SKYRIMSE
- 14-gameplay-quests
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ACCEPTED Navigator - Navmesh Fixes (by tarlazo)
z929669 replied to Mousetick's topic in Skyrim SE Mods
Very interesting and worthy of consideration. Testing is a bit tedious though, so I'm not tagging it for consideration unless you can vouch any specific use cases confirming it resolves said specific navmesh issues and doesn't 'break' anything else unexpectedly? That's^ rhetorical mostly. I can check the Nexus mod page for details ... I just do not want to 'test' this one, since I don't know offhand of any particular use cases on which to test. -
ACCEPTED Skyrim Character Sheet (by mlthelama)
z929669 replied to Mousetick's topic in Skyrim SE Mods
Tagged for testing. Seems like an easy choice if it plays nicely with our mod list. PS: I love many of the SKSE mods, and my only gripe is how easily they are broken with game runtime updates (and varying versions in existence) ... and how long (if ever) the MAs take to update for the 'relevant' game version. Adding more to the mix protracts this versioning resolution.- 23 replies
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- 16-interface
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Seems like a great fix to a "vanilla oversight". Can anyone test it out and report back? I'm thinking this one is a no-brainer.
- 3 replies
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- SKYRIMSE
- 12-gameplay-economy
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