-
Posts
13,028 -
Joined
-
Last visited
Everything posted by z929669
-
ACCEPTED Audio Overhaul for Skyrim SE (by DylanJamesWasTaken)
z929669 replied to TechAngel85's topic in Skyrim SE Mods
Thanks @Greg. These are good points. I never checked this in the patches so will do so for 2.2.0.- 25 replies
-
- SKYRIMSE
- 07-sounds and music
-
(and 1 more)
Tagged with:
-
That seems like a 'good' practice for those NOT using BethINI, but I wish we had an easy way to disable SkyrimCustom.ini in MO. Thanks for reporting. I also have this installed and no issues thus far --but not really tested much, as I'm holding for Bug Fixes and Srambled Bugs updates.
- 23 replies
-
- SKYRIMSE
- 02-extenders
-
(and 2 more)
Tagged with:
-
I don't play beast races, but I could see this having clipping issues. Do you play a beast race, and have you confirmed this resolves with a 'better' result than if using current Step? If so, we can pick this up with a simple screenshot compare of Step > This mod (replacing default)
- 11 replies
-
- SKYRIMSE
- 06-models and textures
-
(and 2 more)
Tagged with:
-
I did tick the patch for this in the instructions, as I think it applies, but I haven't checked exactly what it's patching. It should apply though, since it's CC content that all whould be running if using the Step guide. It's such a long list that it may be missed, so I will make it a bit flashy in this case. Woops, I had updated the base version of the instructions rather than the 2.1.0 instructions, so fixed now. Thanks!
- 161 replies
-
- SKYRIMSE
- 06-models and textures
-
(and 2 more)
Tagged with:
-
CK doesn't see mods installed in Mod Organizer
z929669 replied to ipmlj's question in Mod Organizer Support
This should no longer be problematic with SSE, so not sure if you are running LE and that version of the CK? The SSE CK should be installed via Steam and then you need to add the CK fix patch. Then it should all just 'work' without any need to mess with the appID and such. If this is still relevant to LE though, I think your post is a good reference. Not certain if LE has any 'fixes' on Nexus at this point. -
Updated wiki instructions to new FOMOD
- 161 replies
-
- SKYRIMSE
- 06-models and textures
-
(and 2 more)
Tagged with:
-
Bard's instrument playing animation bug?
z929669 replied to MisterMorden's question in General Skyrim SE Support
It seems like a mod conflict. You could try to find the plugin record governing this using MIC and xEdit, but it may be easier to root out the source by disabling all but your runtime mods and seeing if that fixes it. If so, then you can re-enable half of the disabled mods and check again, doing this iteratively in blocks until you find the culprit. I would always test with a new game in this manner to rule out any savegame nonsense. -
With all the testing you have done (including baseline vanilla INI settings using preset(s)), I'm assuming your issues are hardware related (or hardware compatibility with software), and all of your issues will go away with the new system. It may be your HW memory modules/GPU/system bus-related compatibility. Possibly drivers. I have an AMD rig (see specs in sig) and had some historic mysterious issues with xLODGen and occasionally with the DynDOLOD runtime apps, but nothing about the game itself like this for me. Issues like yours are almost always game INI related, but again, you seem to have ruled this out. If your new box doesn't resolve it, then I must assume it is game INI related after all. Also, if you aren't using it already, I suggest you use BethINI to ensure there are no wild settings lingering. Even with the baseline vanilla presets, the mysterious SkyrimCustom.ini could be overriding something, so if you use MO, you may want to give that a check. IIRC, nobody on Earth has sufficiently explained that file, what triggers it's generation, or why it exists in the first place. It has caused me issues in the past. Assuming you use MO, also check if any mods you have are overriding INI settings. This is how you can find those: Runtime mods (SKSE related usually) also can dynamically set stuff I think. Those won't show up here. You need to check each of these.
-
DyunDOLOD doc has FAQ with "floating objects" addressed, so you may want to check that out.
-
SkyrimCustom.ini is auto-generated by MO I think. I don't know what triggers it to autogenerate. It's a mystery settings file that is somewhat bewildering, and I think it overrides any game INI setting, but not sure. I would use BethINI to manage any INI settings that are not set by a mod plugin. This will probably be added to the guide if DY agrees. I never set anything manually (outside of quick testing), and SkyrimCustom.ini usually behaves or at least is 100% redundant with game settings, but sometimes it conflicts, which is a problem, IMO. I personally hate that file.
- 23 replies
-
- SKYRIMSE
- 02-extenders
-
(and 2 more)
Tagged with:
-
DROPPED Coverkhajiits (by mrLenski and XilaMonstrr )
z929669 replied to z929669's topic in Skyrim SE Mods
Yeah, we'll need to work that all out base on findings.- 15 replies
-
- SKYRIMSE
- 08-character appearance
-
(and 2 more)
Tagged with:
-
Got it. Just saying that this works because it overrides a standard game setting that should be attributed to either Skyrim.ini or SkyrimPrefs.ini (I assume). Ultimately, I believe that all INI settings can be ascribed to Skyrim.ini, but I'm not 100% certain. DY is our authority on this (given all of his work with config settings via BethINI). But some are meant to be user level (SkyrimPrefs.ini) versus game level (Skyrim.ini), IIRC. Then we can update our INI guides likewise: https://stepmodifications.org/wiki/Guide:Skyrim_INI https://stepmodifications.org/wiki/Guide:SkyrimPrefs_INI
- 23 replies
-
- SKYRIMSE
- 02-extenders
-
(and 2 more)
Tagged with:
-
DROPPED Coverkhajiits (by mrLenski and XilaMonstrr )
z929669 replied to z929669's topic in Skyrim SE Mods
The OP was still linking to the LE version of this mod, so updated that. Please try the recommended textures and let us know what you think or maybe post some compares (vanilla > current Step > this mod + current Step > this mod + recommended body textures)- 15 replies
-
- SKYRIMSE
- 08-character appearance
-
(and 2 more)
Tagged with:
-
@DoubleYou Is the best person to confirm what INI these belong to. There's console commands that can be used to determine this stuff, but I am not sure how to use that offhand. iMaxAllocatedMemoryBytes belongs in Skyrim.ini but not sure about the other one. probably same, so I think SkyrimCustom.ini works for both. Thanks for testing this.
- 23 replies
-
- SKYRIMSE
- 02-extenders
-
(and 2 more)
Tagged with:
-
Visual Difference Between Old Version of the Guide
z929669 replied to Cloudisms's topic in Step Skyrim SE Guide
Yeah, I understood what you meant If you used it way back in 1.0.0, then lots has changed, including some weather records, so that's probably partly why, but I suspect you could have some changes due to either changes in Ragnar's preset or in the binaries since then. Try out the Step ENB with this setup first to get some save games and screens, then compare that with your own preset to see the diffs due to ENB. -
Visual Difference Between Old Version of the Guide
z929669 replied to Cloudisms's topic in Step Skyrim SE Guide
Are you using your own ENB or the Step ENB? What previous version of Step are you comparing current version with? The 2.1.0 updated guide comes with changes to lighting in terms of some weather imagespaces and we dropped Luninosity for Ambiance. There are other changes as well, but those are what I can think of off the top of my head. The game looks great for me using 2.1.0 and the Step ENB, so if you are using a custom ENB, you might want to reference our ENB settings to make similar changes to yours. -
Makes sense then.
- 4 replies
-
- 13-gameplay-immersion
- FALLOUT4
-
(and 2 more)
Tagged with:
-
How is this prohibitive of including in our guides? I think the MA is talking more about Wabbajack/ Collections types of 'automation'. I don't think exclusion from the guide is enforceable as long as it's available to the public.
- 4 replies
-
- 13-gameplay-immersion
- FALLOUT4
-
(and 2 more)
Tagged with:
-
I'm guessing this is more related to DynDOLOD rather than xLODGen, no? DynDOLOD generates the terrain underside, AFAIK. Just to rule out a wild goose ... Be sure you aren't running a mod that provides the underside mesh (like EVLaS, I think), so that the DynDOLOD version is all that is installed in your mod list at very high priority in your mod manager. If you use the default terrain height (500, I think), there should be no issues unless you are running landscape/terrain mods that deviate a lot from vanilla.
-
Crash Logger and Scaleform Translation fail?
z929669 replied to YamiJustin's topic in Step Skyrim SE Guide
A few of he Extenders haven't been updated for 1.6.640 yet, so leave them disabled for now. The next guide release will come out as soon as all of these mods are updated to be compatible with the latest game version. Hopefully soon. -
A lot of people seem to think that mod content needs to be archived into 7z or zip files, but it doesn't. This adds extra time and work for the mod manager to extract the information, so with a huge archive, I can imagine things wouldn't work as smoothly. None of my mods are archived in MO outside of BSAs shipping with a given mod. When I tested Vortex, it worked the same way (none of my mods were archived into 7z or zip files). More space consumed but no extraction overhead. Just copy the DynDOLOD Output directly into a mod, and prioritize it highest in your mod list. Do the same with terrain LOD output and TexGen output. I know mods are downloaded as archives in 7z format (or could be zip or rar in rare cases), but the mod manager extracts them and the relevant content on 'install' if you go into your mods folder: Vortex: %APPDATA%\Roaming\Vortex\{gameName}\mods\ MO (instance): %LOCALAPPDATA%\ModOrganizer\{instanceName}\mods\ ... so archiving generated LOD output into a mod without using the mod manager to 'install' (i.e., extract) it is probably not ideal.
-
I can't make any suggestions outside of what I have mentioned previously about added mods. With respect to the Step guide, if you will be eventually obtaining AU, then you should consider installing the entire Step mod list 'as-is' and for any mods you won't be using (since they depend on AU or UNP, etc.), you can simply rename these mods as (STEP DEFAULT) {modName} or something and leave them disabled. Then install the alternative form of the mod at adjacent priority in MO using the default mod name --or prefix with (Custom) {modName}-- and leave the step default ones un-prefixed. This way you can easily disable/enable the other versions if/when you get AU. Using a different profile won't help, because profiles under same MO instance get same mod list but different priorities. To have separate mod lists, you would need separate MO instances. Either way works, but using a single profile and renaming mods is probably least work. The game will most likely not be updated again any time soon.
-
ACCEPTED Sound Record Distributor (by doodlez, Dylan James)
z929669 replied to CorneliusC's topic in Skyrim SE Mods
I don't think it's extreme at all. Why provide a mod and immediately declare "no support from me in the future". Put it up and assign an admin at least, or don't bait people with another unsupported mod.- 18 replies
-
- SKYRIMSE
- 03-resources
-
(and 2 more)
Tagged with:
-
bethini How do I change my language ini?
z929669 replied to demonhunter's question in BethINI Support
It should conform to the ISO-639-1 https://www.loc.gov/standards/iso639-2/php/code_list.php

