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z929669

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Everything posted by z929669

  1. But you posted this: There are no file paths to change if you use the same exact tools and the same exact game folder name for each version. You also need to launch both versions with the launcher on first launch to establish proper reg and INI settings. Check your game folders to ensure that they have all of the correct game files and that EXEs are correct versions (right-click > properties)
  2. Carefully read the relevant OP in the DynDOLOD forums, download the correct files, and install according to the documentation. Remove all 3rd party billboards if you are running DynDOLOD 3 (recommended). Read the instructions for using DynDOLOD DLL if you are not using Papyrus (both can be installed, but setup with DynDOLOD Resources is different). Get the correct DynDOLOD Resources for SSE from the MEGA link in the OP. Use the -sse game switch in MO executable config.
  3. You should not need different file paths for any MO-integrated tools if you install into a neutral location as we described in the System Setup Guide in Step 2. Once you have tricked Steam into thinking you have the latest version of the game, you simply need to rename the game folders. It sounds like you are using dedicated names of "Skyrim Special Edition-SAE" and "Skyrim Special Edition-SSE". So that means double the config, double the potential for issues, and double the headache. If you only use "Skyrim Special Edition" at any given time, then it's all much simpler. Just rename the Steam-game instance you want to use to "Skyrim Special Edition" and leave the other one named "Skyrim Special Edition-SxE". This way MO, tools and Steam only see and recognize one game folder at any given time. You really only need to configure BethINI for each instance when you want to use it.
  4. You will want to post on sheson's DynDOLOD 2 topic for assistance. He doesn't support the Step guide, so let us know what the issue is if it's related to the guide or a mod in the guide. I don't run SLE any longer, so I can't say for certain, but I think it has to do with the mountain mod not having LOD versions of the textures. It could also be a number of other things that I don't want to speculate.
  5. Given previous comments, if this is working as expected, I vote to accept (although I haven't tested)
  6. Anyone want to vote this one in for 2.0.0? I haven't tested it, but I vote for it if the glow works consistently with iconics
  7. @Greg Unable to check right now, but I don't want to forget: Is this working as intended with all of our new meshes this iteration? I know it's a plugin, but I don't know if it is relying on vanilla meshes or not. If working as expected, I vote to accept.
  8. Do we want to include this one? I will vote 'yes' if others don't disagree.
  9. I'm voting to include this one for 2.0.0
  10. This mod prioritization works fine and probably does reduce the need to hide files in some cases. Nevertheless, we try to keep the Foundation ModGroup limited to larger overhauls with many assets that should generally be overridden by other mods. This way, this ModGroup remains limited in size and relatively consistent. Hiding files only takes a few seconds and is now standardized in Mod Recommendations. That said, I'd support some arrangement limiting the need to hide files but the other admins will need to also express support without any objections.
  11. Looks promising ... I don't see any window glow in what I assume are the LOD screens though. I'm not at my gaming PC now, but is the DynDOLOD resources file replacing the full texture for this? That mod should only be providing LOD resources and should not affect the full textures at all. Marked for Testing.
  12. Yeah, I just fixed it ... I will be fixing them all over the next few days using the same format for consistency. Doing the same for disabling plugins. Both can be seen here.
  13. Updated changelog
  14. Just to affirm install options for this and Font Overhaul, I'm posting some screens. I agree with Mousetick that placement of this mod alphabetically is fine as long as we don't install the FO "Realistic Print" option. Most vanilla-like options for FO: Without this mod: With this mod (defaults for font size, adding Mousetick's suggestion for 'steal' font color, & reverting this mod's settings to Skyrim defaults [ bHideBookBG=true & bHidePageTurnButton=true ]): Step options for FO: Without this mod: With this mod (defaults for this mod's INI): My suggestions for both mods: Defaults for FO but using vanilla note font instead of the FO default. Default INI for this mod except for sBookStealTextColor=0xFF0000. Alternatively, we can consider using the FO default note font and consider setting bHideBookBG=false for better readability of the 'steal' option when it's present. I don't think the page-turn instruction is necessary, but I could go either way with these other settings.
  15. I vote to accept this mod for 2.0.0. It's definitely an improvement and vanilla-friendly. Also, I think the suggested options in the OP can be adopted.
  16. Is the issue caused by FO overrriding /interface/book.swf? I have this mod sorted just after FO in my MO left pane. We'll probably just use this ModGroup sort order if sorting alphabetically is the cause.
  17. Also as mentioned on the previous topic, if you are just helping out with updates to mod pages rather than installing the guide, then this is helpful. Just be aware that you will not likely have success installing all of them in the ModGroup listing for SkyRimSE (or any other game).
  18. Mousetick is correct. You should be using the guide mod tables. All game-mods pages are classified into ModGroup on the game home pages, but many/most of them are not used in a particular guide. However, if you are simply checking all game-mod pages for issues and not installing a particular mod build, then that's helpful. We appreciate the assistance
  19. Thanks for posting the compares. I guess I like larger or fullscreen, as those will have the least chance of wrapping or overlap.
  20. This has been fixed. Thanks. When posting about a mod, you should go to the mod page and click the forum link to post this kind of thing on the mod's forum. Otherwise, report it on the official feedback topic as described in the guide:
  21. Link seems correct to me. Looks like the mod page on Nexus may have had some unauthorized images though.
  22. Thanks. We'll give it a few and see if it pops up again.
  23. This makes sense to me, but hiding a single file is pretty simple as well ... one less to-do though.
  24. So here is the result with a patch I made ... AMM patch as Mousetick mentioned: Forwarded the placed objects like this: To give an ESL-flagged patch pluginwith Skyrim.esm as its master. Loading this just after AMM with "shalidor's maze fixes.esp" enabled gives the same result as essentially what I showed in my last post, but now this mod's other mesh fixes should prevail and use the MM meshes: shalidor's maze fixes.esp > shalidor's maze fixes.esp + patch (sunlight & MM meshes): Finally, I went one step further and added the double-sided flag to the relevant MM NIFs (no diff from second image above): This is all with no DynDOLOD output (not that it should matter, since there is no LOD in these screens), so unless the double-sided meshes impact something you might notice outside of this worldspace, I'm not seeing that the flag makes any difference for loaded cells. I suspect the flag was used for LOD so that this mod is compatible with the MAs other mod, No Sunlight Through Mountains and probably only for those that are not using DynDOLOD or not setting DoubleSidedTextureMask=mountain,mtn in DynDOLOD_SSE.ini and using Terrainunderside option. Of course, maybe I am still missing something, but it is likely too subtle for me to notice running around in here.
  25. Basically did that at lower angle sun, but didn't show those screens. Also, if you look in the foreground of those screens, the jagged shadow is from the mountains behind.
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