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Everything posted by z929669
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We no longer maintain support for LE mods, since none of us runs LE these days, and we don't have an LE curator (position is open for anyone interested that runs LE). If you provide the details for each step of the FOMOD, I can update the mod page. There are likely many LE mods with small changes, so we aren't committed to checking and updating them all (visiting/validating each mod page/link, updating install instructions, downloading/verifying FOMODs, etc.). We'll take care of this though, given legit info.
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This is fine and expected. Most executables won't have libs or associated programs, but it's handy if they do exist and are needed (example: Python modules/libs). It won't affect anything.
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Revisit Tool Setup spoiler instructions. I just updated it.
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Our LE guide probably needs an update to the xEdit setup as we did to our SSE guide. I will take a look when I have time. Changing your folder structure won't matter much as long as you account for it in all path references elsewhere and you are not installing tools into UAC-controlled paths. See the System Setup Guide in Step 1 for more detail on that.
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As mentioned in the guide section on when to regen LOD, occlusion only needs an update if you install a mod that dratically changes the landscape (new lands, terrain/landscape mods, mods that change water bodies/paths or mountains, etc.). Just be sure to disable Occlusion and untick this option in DynDOLOD. Then reenable Occlusion mod when done regenerating.
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Just wondering if the consistency check file paths/reference issue was addressed in Alpha 93, as it's not obvious to me in the changelog. If it has been fixed, I will test sooner rather than later. I'm in the midst of creating my own complex grass versions for Cathedral Landscapes to see if I can't make the normals behave a bit more predictably.
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Most likely it's Whiterun Metropolis messing with landscape or objects in those areas. Verify by checking a new game without that or any added mods in the LO. Until grass precache can be generated in AE, it must be done in 1.5.97, and we only support our mod list for that.
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Can i use lanterns of skyrim II instead of I ?
z929669 replied to DangerousDeraz's topic in Step Skyrim SE Guide
The Step patches are required for stability and conflict resolution with out guides. Although we keep them to a minimum, the patches use several mods in the guide as masters, so you will get errors if those plugins are missing from your LO. The Lighting and Weather patch forwards changes made by Lanterns MCM version in the guide and NOT Lanterns 2, and you should not substitute that or any other mods with plugins in the guide as a general rule of thumb. If you use Lanterns 2, your lighting will be inconsistent wherever Lanterns makes changes. -
I would not leave it disabled and would opt to fix any large ref issuess instead. The trade-off is worth it, IMO.
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Incidentally, I created a less saturated version of RAID Weathers that the MA posted, so you may want to try that version our first to see if the effects are at least reduced. The fog distance settings impact quite a lot in weathers. FNAM record, I think, but I may be misremembering. xEdit comes with a weather editing script I think, but DY's reference is probably better if it's not the same thing.
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Mod organizer suddenly rearranged my mods
z929669 replied to DangerousDeraz's question in Mod Organizer with STEP
It's governed by %LOCALAPPDATA%\ModOrganizer\{INSTANCENAME}\profiles\{PROFILENAME}\modlist.txt, so if you can restore that, you are back in business. -
Thanks You can copy this out there if you like so I don't forget about it.
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ACCEPTED Elytra and Bliss Bug ENB Light (by wSkeever)
z929669 replied to z929669's topic in Skyrim SE Mods
Tagged accepted for 2.1.0- 2 replies
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ACCEPTED Saints and Seducers Flora ENB Light (by Mur4s4me)
z929669 replied to DoubleYou's topic in Skyrim SE Mods
Tagged accepted for 2.1.0- 9 replies
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Thanks. I will join you in your vote. Tagged accepted for 2.1.0
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Thanks. I will join you in your vote. Tagged accepted for 2.1.0
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Agree and tagging accepted for 2.1.0. Thanks all.
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ACCEPTED Particle Lights for ENB - Nordic Ruins Candles (by RemmyKun)
z929669 replied to DoubleYou's topic in Skyrim SE Mods
Tagged accepted for 2.1.0.- 10 replies
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As I mentioned: There is something else causing the issue, you installed Lanterns MCM incorrectly, or there is another incompatible or corrupt plugin or artifact causing the issue. This build was made for Lanterns MCM, and many people are running this build. It's your call, but just be warned that the issue you are having is not due to this mod. Be sure to sort plugins with LOOT and review your setup further if you want to find the true issue.
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Some look better and others look worse. Maybe I will try doing the CL tundra grasses to illustrate how this can be mitigated. I added a screen to the first row of the second set with much lowered specular multiplier ... but I still think the effect could be improved with changes to the normals. This is the specular and normal for one of the shiny tundra grasses (specular is the alpha of the normal): The leaves are fine, but the MA placed a halo of brightness that might reflect light in a halo around each leaf and essentially wash out the leaves. Not sure why they did this or if the alpha of the diffuse will block this. I don't fully understand how exactly Skyrim interprets or renders this stuff. My specular and normal would look like these and use the same alpha as CL provides for this one (which I assume is same as above): The specular alpha dictates what of the normal shines through. Again, I don't know if the diffuse alpha governs the entire set, but I would assume so. I will recreate these using my algorithm and see what it looks like in comparison. Probably not till Monday:
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Agreed. This is why I kept the specular maps brightness down on the vanilla complex grasses. I learned this when I created the one CL grass a month or two back. The author of this mod used lower values in the lower left pixels, evidently to tell ENB to "tone it down". A value of 127,127,127 RGB supposedly yields full ENB effect. Some have a value of like 103. But it's better IMO to keep the specular from being overly bright. Load up vanilla and check out the ones I created. They don't have this problem so much. You can also reduce the ENB subsurfacescatteringamount to like 0.1, and that helps but at the expense of the overall effect. Best to keep control of the alpha in the normals.
- 23 replies
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No, I have the brown tundra installed for both CL and this mod. I just verified by installing duplicate mods of each and comparing dirs in WinMerge to be certain. It changes loaded grass with or without ENB enabled because of the added normals as I mentined in my post after the first screens. If you add normals to the grass via atlas, it's bound to have an impact. As you can see, the impact is mainly in lighting, but it does impact tint to a small degree, making the brown grass a tad bit greener. Probably due to weather/lighting enhanced by normals. This is precisely why I included the first compare set. It illustrates the impact of adding normal maps via atlas. The game just uses them, and it makes me wonder why Bethesda never did it. Here's how CL compares to this mod in Explorer. These are thumbs of the actual files, and it's clear that the diffuse are both using brown. So the diff has to be the normals/lighting: CL >> This mod
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ACCEPTED Major Cities Mesh Overhaul (by raiserfx)
z929669 replied to DoubleYou's topic in Skyrim SE Mods
I just PM'd him- 37 replies
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