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Everything posted by z929669
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You are using the LE version for the SE guide? To install mods from our guides, please read the Mod Table Reference notes thoroughly to understand ...
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I added a bit of qualification to my last mot in previous. Looks like we both agree the fire glow options are not great (as if there was a lot of dust or fog in the air ... it's NOT like reflection from a light source. It's an unrealistic litesprite effect). I will update instructions like this: - red glow - yellow glow + embers glow Now, I did not notice any difference with the flying embers option, so I like the idea of reducing those just to prevent any ridiculous eruptions we saw in the past. I tend to not favor the idea of torch flying embers either. I don't know about the Helgen glow, but I feel like that should probably have the glow if that's how vanilla does it. I cannot recall.
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It's fixed now. I prefer - red glow - yellow glow + embers glow My second is + red glow - yellow glow + embers glow I think embers glow is more appealing than reduced embers glow, which looks a bit off to me. Reason I like embers glow is also demonstrated by Jorrvaskr. Reduced embers glow looks totally fake in the giant fire. Looks like the fire is behind the logs that are burning. Campfires also look off with reduced embers glow
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Latest compares for deciding on glow options for v2.5.6 Lite. ENB: All glow options >> Disabled/Reduced all glow options (only ember glow is visible here) No ENB: All glow options >> Disabled/Reduced all glow options (only ember glow is visible here) ENB: All glow options >> Disabled/Reduced all glow options >> Only ember glow option No ENB: All glow options >> Disabled/Reduced all glow options >> Only ember glow option NOTE: Yellow glow isn't noticeable in these shots, because it's conflated with enabled red glow. This is apparent in the following: ENB: All glow options >> enabled red & embers glow, reduced yellow glow >> Only ember glow option I prefer "enabled red & embers glow, reduced yellow glow" OR "only ember glow option". I think too much yellow glow is glow-overkill, and no glow is probably most realistic. I also think reduced embers glow is a little less realistic/appealing.
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I also think random is better. Sleepwalking isn't purposeful. It probably shouldn't make sense. Now small chance of death if sleepwalking to a distant stone ... that makes sense.
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ACCEPTED Static Mesh Improvement Mod Improvement Mod (by Novelyst)
z929669 replied to DoubleYou's topic in Skyrim SE Mods
Instructions updated- 23 replies
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- 04-foundation
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ACCEPTED SSE - Skyrim Sun Enhanced (by grvulture)
z929669 replied to z929669's topic in Skyrim SE Mods
Vote to accept this one for next update. Using "no lens flare" option- 6 replies
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I decided not to post those here, because the weather is not Step 2.0.0. Nevertheless, I don't see issues with eruptions of particles or red glow any longer at default. I think embers are a bit bright and yellow glow is too high though. Either way, we should probably confirm my suspicions with standard Step weathers.
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See admin compares. Only the yellow glow adds the haze around flames. Red glow looks fine, IMO I will post that topic here in a bit Changes reverted to previous until we have consensus
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Doh, yeah, my bad
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Mod instructions updated
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Mod instructions updated
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I installed the loose version of this and disabled the plugin in MO (set to optional). No LOOT warnings for me with ENB Light. Installing the BSA version invokes the warning, so yeah, it's just that LOOT rules need to be updated for this mod. Warning can be ignored. I installed with the custom textures option (default).
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LOL. OK cool. Well you at least have confirmed the 'bug' with ENB/EVLaS, but I don't really think it's a bug and is more just a synergistic shadow effect of the two, solved by bumping up Skylighting values. Glad you got it souted out
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ACCEPTED A Clear Map of Skyrim and Other Worlds (by DoubleYouC)
z929669 replied to z929669's topic in Skyrim SE Mods
Very nice improvements- 85 replies
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Spinning Circle When Launching SKSE
z929669 replied to philosophicalninja's topic in Step Skyrim SE Guide
When you run LOOT, do you see any warnings when you scroll through the list? You can share your SKSE logs, and I or someone else will have a look when there's time. Friday evening is looming, and I will be offline for a bit: \Documents\My Games\Skyrim Special Edition\SKSE\. Zip up everything in there and attach it -
Yes, thank you. We'll need to verify it's the same exact mod first. As I expected, it has at least 20-30 new files not present in the version we have been using. 11 of these will overwrite vanilla (without other conflicts) and come in two varieties. My assumption is that it's going to be preferred, so we should probably link to the new file if others agree.
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Spinning Circle When Launching SKSE
z929669 replied to philosophicalninja's topic in Step Skyrim SE Guide
There's nothing attached. FUz Ro D'oh should be disabled if you followed my instructions. Delete whatever is in your overwrite. Revisit Step 3 and beyond. You are missing something. What is "MO errors changed from 1 to 2"? What happened in step 4 and 5 above? Complete all steps, don't just jump to launch if you have errors before that. the goal is to find the source of the error. -
Thing is, I am not sure if the Skylighting bug is bona fide or not. I have only found old stuff from years ago on this and would not expect it to still be an issue. I have also not found anything about this relating to EVLaS, but obviously @DoubleYou has seen mention of it somewhere (and we have discussed in amongst our team). If it relates to EVLaS, I would ask you to tell us if you still get this bug with Skylighting turned back on and EVLaS disabled. This would enlighten me. I don't have the issue on my end. I also presume that certain display settings could cause it. I use AMD and have not experienced this issue outside of Skylighting being too low (and [ENVIRONMENT] ambientLighting* values likewise). To test: Enable EVLaS and ENB In enbseries.ini, set the following: EnableMultipleWeathers=false EnableSkylighting=true Load Skyrim and hit shift+enter to bring up the ENB GUI Go somewhere where you notice the bug Bring up the wait/rest window and wait until it's about 8 AM or 8 PM (whichever time is close to when you had the but at that place) Find the SKYLIGHTING section in the ENB GUI in bottom left panel and use the spinner to increase beyond its current default (AmbientMinLevelSunset=0.55 or AmbientMinLevelSunrise=0.55) If it gets better you don't have any 'bug', but do post back your value. I suspect it could also be dependent on your monitor, monitor calibration, or some GFX display setting in your software.
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I think you either have the bug or not, and it may depend on your hardware or drivers. 0.3.5 should show a big difference in these shadows if you don't have the bug, but probably no difference if you do. That said, it is still quite a bit darker with ENB that without (if using vanilla or Cathedral Weathers), which is really more of a 'fix', IMO. Vanilla uses an overabundance of ambient lighting for "playability" I assume so the player can see into all of the dark corners. CW does as well but not as drastically. The bug is the exact opposite problem. Also make sure you are running the latest ENBSeries 0.473
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It's the ENB settings. Are you using v0.3.5 of the Step ENB? This resolves it but it may still be a bit dark at the beginning of the cart ride. If it is still too dark as you approach the settlement, then you may want to calibrate your monitor. If it's still too dark, wait until you get to the courtyard and post a screenshot of that area.
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Spinning Circle When Launching SKSE
z929669 replied to philosophicalninja's topic in Step Skyrim SE Guide
If waiting takes more than 2 minutes .... If the Game Launch Test worked for you without issue, and you carefully read the instructions before the Performance Check, and you did not make any changes to the 02-Extenders, then your issue lies with one of the mods you configured. Pay attention to the MO warnings in log at bottom and the icons at upper right of MO window. If that looks OK, then you issue is most likely that you installed the wrong option for a mod related to SKSE or you missed a patch-related mod or the like. The fastest way to resolve is to disable mods after 02-Extenders. The most efficient way to do this is using the following algorithm: Disable ALL mods after 02-Extenders (select all, right click, "Disable selected") Rerun the Game Launch Test to verify that works. If not, your problem is with a mod in 02-Extenders. If so, read on ... Enable only the "Step Patch - Conflict Resolution" "Step Patch - Lighting & Weather" mods. The error triangle at upper right will light up. Click this and then "Missing Masters" in the window that pops up. Note these plugins, and enable ONLY the corresponding mods referenced. If you don't know which mod a plugin belongs to, you can search for it in your mods folder (click the folder icon at the top of the left pane, and click "Open Mods folder". Use Exlorer search to find the file and the mod folder it is under) Once all required masters are found and enabled, you should see the MO error go away. If not, you are still missing one. (If you cannot for the life of you find it, then you did not install that mod or the corresponding mod option. That will likely be your issue.) Sort with LOOT and try to start the game again. If it works, you need to sort our which of the disabled mods is the culprit: Begin enabling mods in blocks by selecting all 06-Models & Textures mods (these mods will rarely be the problem, so ignore them henceforth) and the first half-ish of all of the others after that. (again, select these, and right click > "Enable selected") Sort with LOOT, and test again. If it works, enable half of the remaining disabled mods and repeat LOOT > test until you find the issue. then you will know where the mod is in the enabled block. Use this same block-enable-disable approach of half and half until you narrow down the culprit. -
FIZZLE could be at play here as well. I believe you must successfully cast to gain XP
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Disable all mods after the performance check. Revert all settings likewise and get back to that setup. Then start over from that point once you verify it is all working as it was. Dyndolod will throw a single script error and a couple hundred warnings about large references. This is normal. Just revert and revisit each instruction carefully and ensure you have DynDOLOD installed properly and with correct resource version.
- 6 replies
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- SKYRIMSE
- DynDOLOD 3
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