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Everything posted by z929669
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@Mousetick Thanks for the insights. It is now clear, sensible, and will 'stick' to my brain. @DoubleYou I think we should consider changing to Fullscreen mode in the initial BethINI setup and later instruct to switch to borderless as desired (with very brief explanation of the advantages). This alleviates the issue with the least disruption, I suspect. I have a 144 Hz monitor and my fully modded setup doesn't achieve that frame rate even with my decent hardware and no ENB/DynDOLOD (112 FPS peak), so I never experienced this issue in my testing. You didn't, because you were in fullscreen mode due to this issue. @TechAngel85 didn't, and I am not sure why.
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MO2 plus SKSE together crash my game.
z929669 replied to phdprincess's question in Mod Organizer Support
SKSE install/config instructions for MO: for Skyrim 1.6.xxx for Skyrim 1.5.97 -
Glitches at cave entrance terrain and a little more
z929669 replied to TaxTalis's topic in Step Skyrim SE Guide
As I mentioned in that post, you must first open enbseries.ini and set EnableDepthOfField=true under [EFFECT] Those are just modifiers of DoF once it is enabled. -
woohoo!
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I guess I should clarify: I mean the mod you just linked ... since I see now it's a synth patcher, I would assume its a resource for us to create a Step version to incorporate into out patches. I may try it out.
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Got it. I thought you had said you used vertex colors for painting the paths in SLSR. This mod sounds like something we should be testing at some point then.
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Then could you go back to borderless? Or are you stuck with fullscreen?
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Wouldn't this (visually) break Snowy Landscapes in Snowy Regions?
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Dimhollow Crypt No Cave Entrance
z929669 replied to uxnoel's topic in General Skyrim SE Discussion & Support
Alternatively, go to the location and pull up the map, zoom all the way out and capture/post a screen of that -
FEEDBACK v2.0.0 - Feedback & Bug Reports
z929669 replied to DoubleYou's topic in Step Skyrim SE Guide
It's explained at the top of the guide. We don't support anything but what it says; although, it's certainly possible to run with 1.6.xxx. We just don't offer guidance on that. The CC DLC costs $20 I think. -
Glitches at cave entrance terrain and a little more
z929669 replied to TaxTalis's topic in Step Skyrim SE Guide
DynDOLOD presets simply have the current mesh rules in the window along with all of the other GUI settings. If you don't load one, a 'default' preset is still saved and loaded each run for subsequent run. If you save a preset, then it allows you to load a known preset rather than the default. If you go through the process of toggling DynDOLOD settings in the GUI and hitting the low/med/high buttons, then run DynDOLOD, you will see all of these exact same settings and mesh rules are loaded next run. It only changes on loading a preset if you have a different preset. Just run DynDOLOD and play with it, running DynDOLOD and immediately quitting. When you reload, the settings will be the same. -
Check you video driver software for anything related to 'sync'. There may be a proprietary name for it. Hover over settings and note descriptions. Then also be sure that SSE Display Tweaks is configured for the performance test by disabling vsync as we describe. Also be sure that EnableFPSLimit=false in enblocal.ini. There are at least four places where frame rate limiting can be enabled ... at least two places vsync can be enabled. It caps frame rates to your monitor refresh (most often 60). You only need the set in SSE Display Tweaks, where you can toggle it.
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See the instructions for the launch test after 02-Extenders: As you can see, there is no mention of starting a new game. All you are doing is loading the menu to confirm things are working as they should be at this point. If you use the console command, you should be able to load Riverwood. If not, then there is an issue. You cannot start a new game because the mod environment is not configured entirely. I suggest you check that you complete steps 1-3 above exactly and didn't break anything by messing with reinstalling and changing things. From here, simply continue with the mod list. Also see the warning box following this instruction. Remember that each guide is different and the mod list and procedures change accordingly. Just because it worked in past guide iterations doesn't apply. You should not get the cart ride with this guide when completed.
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Glitches at cave entrance terrain and a little more
z929669 replied to TaxTalis's topic in Step Skyrim SE Guide
Still a persisting question I have: Hitting one of these preset buttons loads up all relevant rules from relevant paths, but once done, this shouldn't be required in subsequent runs unless the underlying rules change 9DynDOLOD update, mod list changes, mod updates, etc.). DynDOLOD always loads most recently-run rules config, and if you save the preset, you can always retrieve it. I have always done this, but I thought you said that one must hit the preset button every time. Since you have tested this piece more extensively than me, I just want to confirm that you agree/disagree. All data for rules from all possible paths in DynDOLOD install location and mod list are applied on hitting the preset. Once applied, they all 'stick' in my XP (I have diff'ed presets in ..\DynDOLOD\Edit Scripts\DynDOLOD\Presets\. to confirm that this is true. Maybe I'm missing something less obvious though. -
Glitches at cave entrance terrain and a little more
z929669 replied to TaxTalis's topic in Step Skyrim SE Guide
Open enbseries.ini and set EnableDepthOfField=true if you want to play with DoF. You can also see settings further down once that's done. [DEPTHOFFIELD] ApertureTime=5 FocusingTime=0.5 -
Tons of work to mod this one. Tons. Great concept though
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Glitches at cave entrance terrain and a little more
z929669 replied to TaxTalis's topic in Step Skyrim SE Guide
Could be, but I still suspect not. It looks like ENB effect ... but maybe exacerbated by RWT normals -
Seems right, but I haven't gotten into SoS
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Agree. I can see no diff in those screens. Probably same in game unless the normals are better and lighting is better at higher res
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Skyrim SE | SKSE64 not working
z929669 replied to Mocha's topic in General Skyrim SE Discussion & Support
This is a misnomer that was caused By Bethesda's sloppy rollout (undoubtedly to rebrand Skyrim as being all new). It's all SSE ... AE is just their brand name for 1.6.xxx with CC DLC. hopefully this will go away later this year. -
Me too. I plan on supporting the LOD trees at some point for existing mods. I should be able to do this without the seasons mod I think
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Glitches at cave entrance terrain and a little more
z929669 replied to TaxTalis's topic in Step Skyrim SE Guide
Ouch. I have to say that I don't prefer Rudy's water setup. It looks a bit like blue paint to me. Just my subjective opinion though. -
That is a misnomer introduced by the public (due to somewhat misleading marketing tactics by Bethesda and similar to many milked games released as 'compilations' these days). As of today: Skyrim Legendary Edition (SLE): Most updated version of the original game (deprecated) Skyrim Special Edition (SSE): SLE + 1.6.xxx update + DLC + enhanced textures and some additional/fixed content + free Creation Club DLC (if you already owned SSE on Nov 11, 2021). Skyrim Anniversary Edition (SAE): SSE + the additional pay-for Creation Club DLC (aka, the Anniversary Upgrade, which includes the otherwise free CC DLC in #2). The guide has been re-labeled for clarity, but it will still be referred to in parlance as SkyrimSE (wiki namespace) and SSE occasionally. The new guide is technically SAE though. https://elderscrolls.bethesda.net/en/article/5esC91g2ABY1jQ97uq39zW/skyrim-anniversary-edition-faq https://elderscrolls.fandom.com/wiki/The_Elder_Scrolls_V:_Skyrim_Anniversary_Edition https://en.wikipedia.org/wiki/The_Elder_Scrolls_V:_Skyrim
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'AE' is a synonym for 1.6.xxx; although, it's a bit of a misnomer. The 2.0.0 guide is compatible with 1.6.xxx and patches were created with all CC content expected. All you need to do is patch 'out' the CC masters if you want to run the guide. We just aren't supporting multiple versions of our patches so all CC is required to use them. @easyrider1988 posted some detail about how to do that. If someone were to take the initiative, that person could post variants of our patches or any other content on Nexus or anywhere as long as the licensing is honored.

