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Everything posted by z929669
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Firs are like spruce, but the needles point upwards from the stem. On spruce, they project out radially. Both have leaves that come out along the length of the stem. Like 'pinnate' form of angiosperm leaves. Pines often have needles projecting from a point in bunches along the stem, and they are usually longer and finer. Like 'palmate' form of angiosperm leaves. Last I checked, nearly every 'pine' tree in mods for Skyrim are either fir or spruce (or even cedar/juniper-like). HLT actually look more like pine in their branch layout, but with more spruce/fir like leaves. It's very easy to tell the three apart usually. As to the bark, it looks reasonably like pine tree bark from a Scott pine White pine and other conifers can have similar looks to HLT. Bark is highly variable and dependent upon the width of the stem, amount of water per season, disturbance, etc. I don't think it's unrealistic in HLT, but it is a bit low res to tell from the screens (and I don't have it installed now to check in game):
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If you use MO or Vortex as well as More Informative Console, you should be able to clearly see what is providing the texture and other relevant info. What is your mod manager? What is your mod list? A simple answer is not possible without more information. Unless you want guesses. My guess is that you have a mod incompatibility (which is probably as correct as it is unhelpful ).
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Not just third party tools either. It's also Windows Security, so if you have third-party security software, it can overlap and obfuscate ... and that's with Win 10, so Win 11 is likely even more secure/inhibitive:
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*SOLVED* Fireplaces in Inns are glitched
z929669 replied to Arel's question in General Skyrim SE Support
See OP edit @Arel You should mark "best answer" in all topics you create if your questions get answered. Thanks -
ACCEPTED Immersive Equipment Displays (by slavicpotato1)
z929669 replied to Ninjamonkey1037's topic in Skyrim SE Mods
Interesting. Thanks for the suggestion.- 28 replies
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*SOLVED* Fireplaces in Inns are glitched
z929669 replied to Arel's question in General Skyrim SE Support
Please make your question posts in the questions support forum just above this one. Those have "best answer" functionality and are more suited to your posts. -
This looks like a LOOT and environment configuration issue. It could also relate to your mod list. Rather than troubleshoot your specific issue, I think its best to point you to out System Setup Guide, especially if you are new to modding. Use this to configure your modding environment and install LOOT. This setup also assumes that you will use Mod Organizer, but you can also use Vortex, which is fairly similar to MO, IMO. This will provide basic instructions on where/how to install modding tools, prelaunching the game, and getting your environment set up. You should also consider using BethINI to get ahead of any INI configuration problems. The guide I linked includes installation of that, and this section of our dev guide goes through how to configure it. Once you have your environment configured properly, your issue will probably be either resolved or the potential causes will be narrowed down quite a bit.
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This is the only mod available for AE at the moment: https://www.nexusmods.com/skyrimspecialedition/mods/46536 For 1.5.97, you can still use: https://www.nexusmods.com/skyrimspecialedition/mods/8889 ... edit the INI as necessary.
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That does make sense. Thanks for letting us know.
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It sounds like you may be having issues in game and are using broad strokes to troubleshoot specific issues. I think it's much more constructive to research specific issues in a targeted manner. The issue above seems to be in the vanilla plugin, and it's a safe bet that we all should see such an issue were we to error check Skyrim.esm. This is the kind of stuff the USSEP targets for patching. Take this topic as an example. You are reporting all of these strings errors, but it isn't clear what exactly you are troubleshooting that landed you on checking all of your mods for errors in xEdit. This has lead you to find this other ?unrelated? issue, which is really a different topic (but it isn't clear if this is an issue that manifests in game as a specific problem).
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Issues with the game or issues reported in xEdit when error checking? Missing strings will mean that you have incorrect languages represented in dialogs, due to missing localization files and your language settings in the game. I don't think it has anything to do with the OS. It's about languages available in your vanilla version of the game. I'm not sure if all languages are packaged into the vanilla game (I thought so) or if there are language-specific versions of the game. language/localization in vanilla should be pretty much 'good', so I think Mousetick is on the right track. It sounds like your downgrade instance may have some issues either related to only a single-language version available with the downgrade patcher or a hybrid update of your game files. I use the American English version of the game and always have, so I haven't worked with strings much aside from specific mods.
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You need to search for the mod providing those references in xEdit. Loader: <Note: SigurdBurialUrnRef [REFR:01900011] (places WRBurialUrn01 "<Error: No strings file for lstring ID 0000265A>" [CONT:000E4258] in GRUP Cell Persistent Children of WhiterunHalloftheDeadCatacombs "<Error: No strings file for lstring ID 0000EA7B>" [CELL:00094BAB]) was injected into Update.esm> Then you need to look at those mods and their requirements. Post on that mod's topic if necessary. If these are also DynDOLOD errors, so you should be posting on those forums, depending on the version you are using.
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error no string file for string ID 000020E6
z929669 replied to yigidus's question in DynDOLOD & xLODGen Support
See forum rules in the parent forum or the DynDOLOD Alpha topic. -
error no string file for string ID 000020E6
z929669 replied to yigidus's question in DynDOLOD & xLODGen Support
It's best to upload your logs as sheson mentioned. He will be able to troubleshoot better than I. -
Projectile range
z929669 replied to anonymouselbow's topic in General Skyrim SE Discussion & Support
DY would know offhand, but it is in our Skyrim INI guide (or SkyrimPrefs.ini guide linked there as well). -
error no string file for string ID 000020E6
z929669 replied to yigidus's question in DynDOLOD & xLODGen Support
Mentioning this because I know you are following the Step SSE guide 1.0.0. For an identical mod list, you only need to gen occlusion once. If you wind up regenerating LOD again for some reason, just disable the mod containing Occlusion.esp, untick the Occlusion box, run DynDOLOD, and re-enable when finished. -
Latest alpha 65 crashed for me when generating object LOD. No bugreport. all logs attached.Logs.7z OS Event: Currently running again. PS: I normally don't report this issue, since running again usually works (it's never been repeatable). So reporting this time, just because Second run worked without issue.
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Acknowleged. I'm still going to hold off on the updated LOD though, since mindflux may make some tweaks to those meshes based on what he told me a few days ago.
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Dragon Wall Wisdom - Readable Dragon Walls
z929669 replied to ButchDiavolo's topic in Skyrim SE Mods
@ButchDiavolo Thanks for the suggestion. -
FNV crash at startup on fresh STEP install
z929669 replied to Drak's question in General Fallout: New Vegas Support
See this post. That may be the issue until @Majorman confirms/resolves. -
ACCEPTED Aspens Ablaze Add-On - DynDOLOD 3 (by z929669)
z929669 replied to z929669's topic in Skyrim SE Mods
I added some clarification about compatibility with the DynDOLOD add-on until I get that mod updated.- 15 replies
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I recommend using v2.32 if you want LOD. I also think it would be wise to compare 2.33 against 2.32, because my testing with EVT and my own mod have revealed that the FML fix for those trees is not an improvement. Sure, it fixes glowing trees slightly, but you trade off dark branches contrasting with brighter ones in daylight. You can mitigate this a tad with optimized normals, but it's still doesn't compensate as well as the vanilla lighting effect 1 values (or thereabouts). I suspect the FML fix will prove to be a 'good' one though for THIS mod, since this mod's normal faces are mostly pointing our/up I think. I will test it at some point and provide screens if someone doesn't beat me to it. Won't be for a couple of weeks though.
- 36 replies
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