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Everything posted by z929669
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FEEDBACK v2.0.0 - Feedback & Bug Reports
z929669 replied to DoubleYou's topic in Step Skyrim SE Guide
Quite right. I will fix it to be clear -
DROPPED NPC AI Process Position Fix - SSE (by maxsu2017)
z929669 replied to TechAngel85's topic in Skyrim SE Mods
Yeah, it's a bit silly to see that in-game -
DROPPED Enchantment Reload Fix SE (by egocarib/Vermunds)
z929669 replied to TechAngel85's topic in Skyrim SE Mods
Yeah, we were still flailing from the site move after 1.0.0 and cut some corners. We have solidified the process now so are sticking to it henceforth We will probably have 2.1.0 ready sooner than usual. It depends on how we want to do it. We could probably do it fairly quickly for the easy additions we don't need to test much if at all (e.g., AE-updated extender/resource/utility mods from previous game versions). I will guess release in April sometime. After that, it will probably take us at least two months to test/prepare all of the new stuff we want to incorporate. We are doing more mod work these days specifically for mods in our mod lists. -
DROPPED Enchantment Reload Fix SE (by egocarib/Vermunds)
z929669 replied to TechAngel85's topic in Skyrim SE Mods
By definition, doing that would force the Step version increment. You can enable it though. We just won't put it in the guide until we update. -
As the instructions clearly state: Download the Main File and and High performance configuration Optional File. Install the Main File first. Install the Optional File, choosing Merge to merge it into the Main File. ... Since the optional file is merged into the main file, there is really only one file and one INI.. Modify the INI as instructed
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So NOW I vote to drop this mod. It was good while it was needed, I'm sure.
- 7 replies
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- SKYRIMSE
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Testing this mod with Embers XD (all options active, no effects excluded) and no ENB active: With this mod active and Embers XD > With this mod inactive and Embers XD I captured several screens with each, and picked the one with the most glow for each ... I see only the slightest glow in the second shot beneath the ?sconce? (I forget the proper term for this). That said, I see the same in some of the shots with this mod installed ... It's just variation. So this mod is redundant with Embers XD, IMO. I vote to drop it. For good measure, I decided to test this mod without Embers XD: With this mod active > With this mod inactive So, for this particular flame, this mod has no impact with Step setup. now I guess I need to find a flame with this issue ... back in a while with that news.... Now Testing another location demonstrates that this mod does apply to specific flames with this issue, but not when Embers XD is used: Vanilla > this mod > Embers XD (yellow) > Embers XD (orange) [Embers XD has all "Further Customization" options unticked]
- 7 replies
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- SKYRIMSE
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ACCEPTED SSE - Skyrim Sun Enhanced (by grvulture)
z929669 replied to z929669's topic in Skyrim SE Mods
Yes, I do see the logic in that PoV. I never use screen effects outside of those that impact the sun (I also play in FP). Once could argue that subtle sun halo is apparent to the naked eye, depending on the eye. Especially unlikely to me are the dirt and blood lens effects. People that wear glasses may think differently, but I don't think anyone in TES games has glasses ... could be wrong on that though.- 6 replies
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ACCEPTED SSE - Skyrim Sun Enhanced (by grvulture)
z929669 replied to z929669's topic in Skyrim SE Mods
That one is the "no lens flare" option. The lens flare versions look good and just adds a subtle halo (or two) but is otherwise identical, but I suspect Tech and perhaps others will not want it, since it is not present in vanilla and we are disabling sunsprite in our ENB. I prefer the effect though. If we use this one, I'd say it should be user preference. I will grab shots of the lens flare versions this evening and post them if people want to see them. I will likely run with lens flare option (single) as well as ENB sunsprite in my game.- 6 replies
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- SKYRIMSE
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Discussion topic: SSE - Skyrim Sun Enhanced by grvulture Wiki Link I think it's an improvement. I tested several sun replacers, and this is the only one that looks better than Step 2.0.0 (vanilla sun). The others (Improved Vanilla Sun, Simply The Sun for Sse) make the sun much bigger and basically wash out the sky with our setup. The following were tested at about 8:30 AM in clear (81a) weather. Step 2.0.0 (vanilla) > this mod
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Note that Fire Halo Remover may be redundant with this mod. We should probably test that.
- 161 replies
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This mod may be redundant with Embers XD. I will be testing that mod with and without this mod.
- 7 replies
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- SKYRIMSE
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ACCEPTED Realistic AI Detection SE (by OlivierDoorenbos)
z929669 replied to TechAngel85's topic in Skyrim SE Mods
Mod name changed so added a note to replace previous version to avoid installing two instances. EDIT: I decided not to add a note. It should install using whatever name the user give the previous version. It's just that the version is in the name, which is a bit messy for people like me.- 32 replies
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- SKYRIMSE
- 11-gameplay-ai and combat
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It looks like the magic effects condition bug conflict with Scrambled Bugs no longer applies with this update (and the latest Scrambled Bugs update). Created Mod Version page without this tweak (see OP strikethrough)
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It looks like the ability condition bug conflict with Bug Fixes SSE no longer applies with this update (and the latest Bug Fixes SSE update). Looks like .NET 5.0 is no longer a requirement. Moved the Magic Effect Conditions fix from Scrambled Bugs to Bug Fixes SSE Mod version page created for 2.1.0. Mod page updated to reflect changes with this update that are most like our previous recommendations. Only config changes that deviate from defaults are noted.
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Moving the Cleaned Files confusion
z929669 replied to Slough_Monster's topic in Step Skyrim SE Guide
Please revisit those instructions and try again. They have been revised clarity. Also see comments on your other post. -
Go back to those instructions and carefully read them again. I made some modifications. You seem to have all the vanilla plugins again probably because you are using the Steam "Verify integrity of game cache" and overwriting the cleaned versions before moving them into the "Cleaned Vanilla Masters" mod. You should probably start from the very beginning, reading each step very carefully. EDIT: It's also possible that the 'Download' prompt in the game caused the CC content to be downloaded again. In that case, see the next post.
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ACCEPTED Worldspace Transition Tweaks (by AndrealphusVIII)
z929669 replied to DoubleYou's topic in Skyrim SE Mods
I don't think I was harsh, was I? Just saw that the mod hasn't been updated in nearly a year and it was cautioned as beta testing back then, so it seemed like the MA was leaving it alone indefinitely due to the AE update affecting his SKSE mods. Look at his forum profile bio. Just saying that I think the mod needs to mature a bit before it's ready for testing for Step is all.- 80 replies
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- SKYRIMSE
- 17-locations
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FEEDBACK v2.0.0 - Feedback & Bug Reports
z929669 replied to DoubleYou's topic in Step Skyrim SE Guide
That's vanilla lighting for the most part and too bright, but I have a fix we are testing now. ENB 0.3.5 update coming soon to fix this and some other things. -
FEEDBACK v2.0.0 - Feedback & Bug Reports
z929669 replied to DoubleYou's topic in Step Skyrim SE Guide
What is the ToD in that scene? With or without ENB? I think the ToD is around 9 AM in that scene(?), so I doubt it is ENB but rather EVLaS. Would need to test. I never run the intro, and I bet most authors don't either. Either way, I know our ToD is good in ENB, so I am pretty sure the occasional outdoor lighting glitches are from EVLaS in combination with CW. Again, need to test. Should be simple to see if it's ENB by toggling using shift+F12. Also should be able to check with EVLaS disabled w/wo ENB -
I think they look realistic but could be scaled down a bit for torches. The torch flames would look like that for a torch as big as a tree.
- 161 replies
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I told the author that any trees he does will break the DynDOLOD association where it exists. Maybe that's what he means. I don't see that this mod has the EVT files and last update is on March 2. Perhaps I am missing something?
- 32 replies
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ACCEPTED Worldspace Transition Tweaks (by AndrealphusVIII)
z929669 replied to DoubleYou's topic in Skyrim SE Mods
Hmmm. MA seems to have left this mod since July last year though. No update on the description about LOD compatibility, so I wonder if he even knows his mod works with LODGen? If you look at his Nexus profile, he is only interested in updating his SKSE mods for AE ... and by the look of it, he seems disillusioned by the AE update.- 80 replies
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- SKYRIMSE
- 17-locations
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ACCEPTED Worldspace Transition Tweaks (by AndrealphusVIII)
z929669 replied to DoubleYou's topic in Skyrim SE Mods
Looking more at this mod, I still like the idea, but I don't think it's ready for testing with Step at this time. There are xLODGen cautions, and the MA claims that DynDOLOD 3 should not be used to generate object LOD. I was all ready to test and generate LOD, but I don't want to mess with it until it is matured to the point that it is supported fully by DynDOLOD and xLODGen. Looks to me like it has a ways to go yet ion this and other respects. Definitely something I will be watching though.- 80 replies
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- SKYRIMSE
- 17-locations
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Updated FOMOD for new options and added to changelog.
- 161 replies
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- SKYRIMSE
- 06-models and textures
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