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Everything posted by z929669
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They are very well done, but the only way to really compare them is to post the comparison shots. Just looking at the screens, I am guessing that these will seem a bit out of place in many situations, because they are so pristine and clean. Worn versions may be better suited to the game environment.
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I actually use SSE Nif Optimizer for NIFs. I recall not liking this one as much for some reason.
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ACCEPTED Cathedral Landscapes Complex Grass for ENB (by z929669)
z929669 replied to z929669's topic in Skyrim SE Mods
Decent DynDOLOD settings for matching Cathedral grasses UPDATE We have 'found' better methods for matching LOD when using ENB Complex Grass. The instructions further below can be disregarded in favor of the new method. enbseries.ini Original method (updated method above is better) Sun behind PC >> sun in front of PC Clear TU weather (10 AM) Cloudy TU weather (10 AM) The following settings (screens above) give reasonable results that vary a bit by weather (since ENB [COMPLEXGRASS] does not impact LOD grass). TexGen ..\DynDOLOD\Edit Scripts\DynDOLOD\DynDOLOD_SSE.ini- 7 replies
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- 21-post-processing
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Ditto
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That seems wrong to me. I haven't run LE for years though, so it may be fine. They are all ESM.
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mod organizer 2 mod problem
z929669 replied to user123456's topic in General Skyrim SE Discussion & Support
Be certain MO is set up correctly and that you are not installing into your 'real' game directory (MO uses a virtual file system). Also be sure to launch the game using MO with the mod ticked in left pane and plugin ticked in right pane. -
JS Mods (Dragon Claws, Circlets, Instruments, etc.)
z929669 replied to Cantus's topic in Skyrim SE Mods
If you want to suggest a mod, first see the forum instructions at the top of this forum. We can't really use this format for mod suggestions, and some of these are likely here already. Use the tool to create a mod topic. -
ACCEPTED Complete Alchemy and Cooking Overhaul (by kryptopyr)
z929669 replied to darkside's topic in Skyrim LE Mods
You can clean it or not. It probably doesn't matter. I would clean them and see what happens or check that mod post topic on Nexus and ask. -
Step Patch - Conflict Resolution "Missing Odin plugin"
z929669 replied to merrwel's topic in Step Skyrim SE Guide
Most simply (without considering all of the details of other mod interactions with ODIN athat may or may not be important), to remove "Odin - Skyrim Magic Overhaul.esp" as a master to the Step patch: Sort desired mod list plugins with LOOT Load xEdit through MO Right-click the list > "Select none" Type 'Step" in search filter, and select Step CR Patch from which you want to remove the master dependency Click the '+' node of "Odin - Skyrim Magic Overhaul.esp" while holding Alt key (opens all records) Examine each of the colored records (use arrow keys with record selected at left) and note each one that shows the CR Patch in right pane as rightmost (or near to last rightmost) column Right click column header of Step Patch, select "Remove" for all such records (removes the records from the CR patch and not Odin plugin). Once all are removed, right click the CR Patch > Clean Masters Exit xEdit with save toggled on CR Patch Done If you still get the MO Masters error, you missed a record in odin. -
Nice. That's what this forum is about. I don't really play Minecraft, but I have played it quite a bit in the past with my kids. It's definitely entertaining and addictive.
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SKYRIMSE Collections of Nexusmods is in open alpha
z929669 replied to framx2l's topic in General Skyrim SE Discussion & Support
MO is definitely better, IMO, but Vortex is what I would move to if MO becomes defunct. Vortex is actually a solid mod manager. It's just harder to do many of the same things and not as versatile ... again, there is bias in my position. -
I agree. Do you want to suggest the files to test once you have had an opportunity to look? I can take a stab at it if not.
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- 14-gameplay-quests
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FEEDBACK v2.0.0 - Feedback & Bug Reports
z929669 replied to DoubleYou's topic in Step Skyrim SE Guide
Thanks for that screen. I assumed it was glow in the air like fog and not embers. I will modify our instructions accordingly. -
FEEDBACK v2.0.0 - Feedback & Bug Reports
z929669 replied to DoubleYou's topic in Step Skyrim SE Guide
I honestly haven't even looked at the effect of the Helgen glow, since I never do the opening quest any more. I recall that there is a glow in vanilla though. -
ACCEPTED Cathedral Landscapes Complex Grass for ENB (by z929669)
z929669 posted a topic in Skyrim SE Mods
Discussion topic: Cathedral Landscapes Complex Grass for ENB by z929669 Wiki Link Shamelessly plugging this one ... well I made it specifically to see if it could be done, since the mod we had been testing just wasn't working out for Step. After much testing behind the scenes, this one is a good fit. Just install it with ENB and be sure to toggle enablecomplexgrass=true in ENBSeries.ini. Screen compares of the 'final' product. All of these shots have direct sunlight behind the player at approx 10 AM (i.e., sunlight reflecting directly on the grass for player to see with shadows apparent from trees in most) CG = complex grass Step = Cathedral standard grass + grass LOD The screens use the default ENB-CG settings. enbseries.ini (defaults): First, testing how close the CG grasses are to CL default (CG settings are at ENB defaults, so they can be improved by slightly increasing SSS and Fake Lights): Step >> Step + this mod No ENB Step >> Step + this mod ENB, EnableComplexGrass=false Step >> Step + this mod ENB, EnableComplexGrass=true So I think this demonstrates that this mod closely matches standard CL grass. Now here's compares with current Step (Cathedral standard grass + grass LOD): Step (ENB, EnableComplexGrass=false) >> Step + this mod (ENB, EnableComplexGrass=true)- 7 replies
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SKYRIMSE Collections of Nexusmods is in open alpha
z929669 replied to framx2l's topic in General Skyrim SE Discussion & Support
I don't know this officially, but reason dictates that the MO devs or a third party will write the plugin code for Collections eventually. Perhaps they mention Collections on their Git or Nexus page? -
ACCEPTED Vokrii - Complete Alchemy and Cooking Overhaul Patch (by Retrah)
z929669 replied to Halde's topic in Skyrim SE Mods
That explains it. Yes, now I know what you were saying. I WAS conflating CCOR with CACO. No wonder they don't have overlapping records! That said, I still think we should be using the Vokrii CACO patch mentioned above.- 12 replies
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- 20-patches
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ACCEPTED Vokrii - Complete Alchemy and Cooking Overhaul Patch (by Retrah)
z929669 replied to Halde's topic in Skyrim SE Mods
Kryptopyr's Patch hub provides a Vokrii-CACO patch. It does not touch the perk records or any of the other records that "Vokrii - Complete Alchemy and Cooking Overhaul Patch" touches or vise versa. That's what I mean. It looks like they are both 'compatibility' patches, but they do not overlap at all. Combining these two patches provides more comprehensive blending of the Vokrii and CACO, slightly prioritizing CACO features it seems, IMO. This patch author states that it should be less dependent on LO of Vokrii and CACO, but I haven't studied that explicitly.- 12 replies
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ACCEPTED Vokrii - Complete Alchemy and Cooking Overhaul Patch (by Retrah)
z929669 replied to Halde's topic in Skyrim SE Mods
So you think it's just a coincidence that both are doing the same thing but have managed to avoid editing the same records? Not a single conflicting record between the two, which is why I suspect the Krypto MA knows about this one .... perhaps it's mentioned on Krypto's topic or elsewhere.- 12 replies
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ACCEPTED Vokrii - Complete Alchemy and Cooking Overhaul Patch (by Retrah)
z929669 replied to Halde's topic in Skyrim SE Mods
@TechAngel85, @DoubleYou, @Greg I think we should consider using the Vokrii/CACO patch linked above. It does not overlap with Krypto's Vokrii-CACO patch and merges changes that seem logical (see mod description). I suspect the Krypto patch maintainer specifically patched around this one, but IDK.- 12 replies
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- 20-patches
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ACCEPTED kryptopyr's Patch Hub (by kryptopyr)
z929669 replied to TechAngel85's topic in Skyrim SE Mods
Thanks, that's what I figured but wanted to be sure that there wasn't anything else to it.- 83 replies
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ACCEPTED Major Cities Mesh Overhaul (by raiserfx)
z929669 replied to DoubleYou's topic in Skyrim SE Mods
Love this idea and kind of where I was leaning.- 37 replies
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- 04-foundation
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Oh, duh. That's what I get for assuming. In that case, the map will display textures based on your map mod I think. If you use ACMoS, then snow will look exactly the same, since it's based on your textures like all DynDOLOD output. Be sure to read the ACMoS instructions.

