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Everything posted by z929669
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If you click the link in the error, it does how what the issue is and how to resolve. Moving to DynDOLOD support forum
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SSEdit copies are empty !
z929669 replied to F_Aureus's topic in General Skyrim SE Discussion & Support
When you copy as override into, are you selecting <new> under one of the available formats of interest (usually ESP or ESL) and then defining a plugin name without the extension? Otherwise, review our xEdit guide command line switches and general stuff to see if you need to apply any of those. -
3D Whiterun Trellis (by SparrowPrince, TechAngel85)
z929669 replied to DoubleYou's topic in Skyrim SE Mods
So looking more closely at this mod: It is closer to the vanilla original It's maybe slightly better than vanilla It appears to be made of rust-proof metal (like vanilla) ... pewter or lead from the look Vanilla got this wrong IMO. Outdoor trellises are almost always made of wood, and those made of metal are almost always wrought iron in RL. The vanilla trellis is unrealistic, IMO, and this one is an improvement of what I think was a bad original design choice. The scale of this trellis is significantly larger than vanilla. I think our current solution (just a retex with wood) is superior to this mod and vanilla This mod has a wood retex option that I think would be more aligned with the overall architecture of Skyrim, so any screens should show that option as well (vanilla, Step, this mod, this mod with wood option). I personally don't think this mod is better than current Step based on the mod page screens of each in comparison with vanilla, so if anyone disagrees, please post the screen compares to support your argument.- 5 replies
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- SKYRIMSE
- 06-models and textures
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ACCEPTED Consistent Older People (by Winterlove)
z929669 replied to TechAngel85's topic in Skyrim SE Mods
We can't provide mods outside of normal channels, but I assume AFK will be back up in relatively short order.- 9 replies
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- SKYRIMSE
- 08-character appearance
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ACCEPTED ElSopa - HD Keys Redone SE (by ElSopa)
z929669 replied to CorneliusC's topic in Skyrim SE Mods
This would give you this mod's keys with the vanilla ebony key mesh and the ElSopa - HD Keys texture. That would certainly work, and I honestly hadn't considered it (because the mesh-texture pairings are as each mod expects, so UV maps are as intended for each). This would be an option if others prefer it, but I like to avoid hiding files and using two mods instead of one if possible. So I still favor simply using this mod as is but am not against this approach. PS: I also think the ElSopa - HD Keys ebony key is not a good retexture. I prefer vanilla over that. I think this mod's ebony key has a better appearance than both as well even though it's design is a deviation: it still has the 'flavor' of the vanilla ebony key, IMO.- 19 replies
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- SKYRIMSE
- 06-models and textures
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Happy Little Trees Add-On - DynDOLOD 3 (by z929669 and T4gtr34um3r)
z929669 replied to DoubleYou's topic in Skyrim SE Mods
Mod updated to include a small fix for the Performance version- 13 replies
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- SKYRIMSE
- 06-models and textures
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ACCEPTED ElSopa - HD Keys Redone SE (by ElSopa)
z929669 replied to CorneliusC's topic in Skyrim SE Mods
Indeed. A (texture) atlas is a texture file containing multiple texture elements for different model (mesh) components. The each BiTriShape/NiTriShape node in the model points to the same atlas (file), but the UV map for each can 'map' to a different part of the atlas. This is typical for many textures, like trees: Texture: UV map:- 19 replies
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- SKYRIMSE
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ACCEPTED ElSopa - HD Keys Redone SE (by ElSopa)
z929669 replied to CorneliusC's topic in Skyrim SE Mods
I agree, so here's the comprehensive compares using NifSkope screens: Vanilla (256k) >> ElSopa - HD Keys (512k) >> ElSopa - HD Keys Redone (512k) This mod is obviously better in all respects (textures and meshes) but for the design deviation in the first set (which is still technically --if not stylistically-- 'better'). I vote to accept.- 19 replies
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- SKYRIMSE
- 06-models and textures
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ACCEPTED ElSopa - HD Keys Redone SE (by ElSopa)
z929669 replied to CorneliusC's topic in Skyrim SE Mods
It's fine, because this version replaces the vanilla meshes and point to the ../textures path. Vanilla meshes point to the ../textures/clutter path. Also, the keys are on an atlas, so my previous comment about hiding doesn't apply. We would need to accept this mod's keys all or nothing without customization- 19 replies
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- SKYRIMSE
- 06-models and textures
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ACCEPTED ElSopa - HD Keys Redone SE (by ElSopa)
z929669 replied to CorneliusC's topic in Skyrim SE Mods
I think we should pick this one up. We only need to decide on is the key @TechAngel85 mentions. Is it an acceptable deviation or not? I'm personally fine with it, but it would be an exception to the Step mandate. Alternatively, we could hide this model and either retain HD Keys version (and mod) or drop that and let this one key revert to vanilla.- 19 replies
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- SKYRIMSE
- 06-models and textures
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FEEDBACK "Your user account probably lacks permission"
z929669 replied to Berzerkernox's topic in Step Skyrim SE Guide
MO2 installs exactly as the System Setup Guide indicates if you follow those instructions. The MO guide has some pieces that are outdated, but it's mostly the same. If you installed as portable, it will not "match" the guide (in which case you didn't follow our instructions exactly). Regardless, it's a permissions issue probably due to multiple versions of MO installed. Hide the Wabbajack stuff, ensure MO is installed according to the Step guide, and maybe reboot. -
FEEDBACK "Your user account probably lacks permission"
z929669 replied to Berzerkernox's topic in Step Skyrim SE Guide
I can't speak to how Wabbajack manages MO. It's probably a portable install and shouldn't be needed at all, but they probably include it for people that want to avoid any config stuff (then they wind up doing so anyway and breaking things). This error indicates that one or both of the MO instances are inside a UAC path or some other location ... or the Wabbajack instance is running as a lower-privilege user. See the MO install/setup instructions in the guide for reference. The Wabbajack stuff is likely causing the issues, but it should be simple to resolve by removing (or archiving) the Wabbajack folder and ensuring the MO instanced install used for Step is set up according to our instructions. -
You should report any errors/bugs or preferences to the mod author(s). That said, #1-#2 are good callouts. I cannot speak to #3, but you should report to the USSEP team on that mod page on Nexus
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As with MO, you can use Vortex to check for file conflicts among enabled mods. You will find that these two files have none and can be merged into a single mod (they are components of one mod), so mod priority doesn't matter between the two. Install this mod after DynDOLOD Resources (this mod should have higher priority).
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Please always create a new mod topic instead of posting the mod on an existing mod topic. Then you can link to the other mod topic from the first one (rather than linking to Nexus mod page like this). Once the topic is created, let us know what you think of the mod (particularly if it does anything 'extra' or if it isn't vanilla friendly per the Step mandate). We will likely pick up this version, since the meshes are better. Thanks!
- 4 replies
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Mod page updated (conservatively) to latest FOMOD
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The excluded mods are only a few SKSE mods, so nothing should be an issue but for a few dynamic behaviors reliant on those settings. Best to just disable the 3 or 4 mdos that won't work and see for yourself.
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Current instructions are probably still applicable
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GUIDE UIFramerateLimitMap=141?
z929669 replied to Berzerkernox's question in General Skyrim SE Support
You can change those as well or leave them at defaults. It usually doesn't matter much for these unless you have visual glitching in those interfaces. -
GUIDE DLL's failed on test launch
z929669 replied to Berzerkernox's question in General Skyrim SE Support
As has been mentioned on another topic, some engine-level mods are not updated to the latest game. You need to disable those mods for now. -
GUIDE No skse64_steam_loader
z929669 replied to Berzerkernox's question in General Skyrim SE Support
The latest version of SKSE no longer requires this file as indicated in the Changelog on this page. I will update our instructions. -
MO installs and keeps it's files and mods in a default location as indicated. The VFS uses this location. If you type %localappdata%\Modorganizer into your Explorer address bar or via the 'Run' menu, you will be taken to the MO files location. See https://stepmodifications.org/wiki/Guide:Mod_Organizer#Updates Just follow the guide instructions and don't go further than this by changing MO's internal file org. All is as it should be.
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Yes, there is contradiction because there are many places where we are referencing this structure in the Setup Guide and on some mod pages, and it keeps getting 'fixed' by different people and thus the inconsistencies are fixed in some places and made inconsistent in others. The folder structure is only a recommendation, and no matter what games are installed --be they Bethesea games or not-- EITHER structure works: ../Games/Modding/. ../Modding/. No difference but for path length, so we are going with the shorter path. The same is true for modding 'tools' used by ANY game: They can be in either: ../Games/Modding/Tools/. ../Modding/Tools/. ../Modding/<gameName>/Tools/. ../<gameName>/Modding/Tools/. ... nearly limitless alternative choices We are using the second convention. The point is to be consistent and follow a standard of your own (and don't do this under UAC-protected paths). We are only providing a 'good' and viable example. The wiki has been updated (again) to make everything everywhere consistent, so let us know if anything remains.
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The only rule of thumb for interpreting these crash logs that I can thin of is to pay attention to the "Possible relevant objects" part at the top and begin looking at those formIds in xEdit. From what I can see, you are running Simplicity of Snow along with BDS, and they likely aren't compatible. I would drop Simplicity of Snow and use BDS unless there is some requirement that you have the former.
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Agree. The ELFX - Exteriors patch changes a mesh to fix holes. It is overwritten by flickering mesh fixes though. Difficult to check this one, since it's a huge mesh. No idea if they also applied the FMF changes to this. Simplest way would be to check in game if you know what FMF fixes and where the 'holes' are. I can't check this anytime soon. Same goes for the walkwaycwall01.nif fix for SMIM, which is overwritten by BDS in Step

