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z929669

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Everything posted by z929669

  1. Sorry, my bad. I thought you meant "this (other) website" in that sentence and not "this (our) website". We often get questions from people following other modding guides (since many of those 'guides' are more mod lists than guides).
  2. Seems like it may be related to Papyrus version update. Also see DynDOLOD DLL topic, which supports all historic SSE game versions, AFAIK. It is all a moot point if sheson is not supporting SSE 1.5.97 any longer (if older version of DynDOLOD Resources is needed).
  3. Sounds like general plugin conflicts (sound issues) and havok problems (INI issues). We assist people with general modding and provide the Step guides as a tool to learn how to mod these games correctly. If you are using a general guide from elsewhere and you are not a seasoned modder of Bethesda games, you have a very long road ahead of you. Rather than waste your own time or that of others, please consider carefully going through our current Step guide, which will give you a stable build and teach you the best practices in the process. Then you can tuck this build away using an MO instance and proceed with the off-site build you mention using the modding environment we recommend. It will ultimately save you time and provide you with most of your answers before you even ask the questions.
  4. Could you provide links to the guides you are reading? Our INI guides are a bit of a confusing mess (IMO), and I don't have the game INI expertise of @DoubleYou, our resident Bethesda INI guru. We probably just need to get all of our Skyrim INI articles consolidated/parsed/moved to disambiguate. Same goes for the forum links they are pointing to. Things are confusing due to SLE vs SSE. I would love to have a single article for all Bethesda games, with game references within each section/setting (since all Bethesda INIs have a very similar core, I think), but not sure how practical that is.
  5. Sounds like the one we've been waiting for. I personally have been using reduced glows, embers, and particles. This version may change some of this stuff. We have plenty of testing yet to do in order to fine-tune this mod for Step, but I don't think we should bother until Mindflux is finally happy with his mod ... hopefully this year!
  6. Since most of us don't use SLE any longer and don't have it set up for testing, it would be great if you could help us out with the following. Screens would be great wherever practical: Please test Fire halo Remover (SSE version). It should work fine for SLE, since it's just a texture. Let us know if this isn't the case. Font Overhaul - As mentioned, test SIM - Skyrim Interface Makeover for SkyUI, Font Replacement, and Main Font Replacement and let us know what you thing is best and why. Gildergreen Regrown - fixed Point the Way - fixed (thanks Majorman) KenMOD Time On Loading Screen - Found two sources that seem reasonably legit, but the ModsSkyrim source has a SSL issue. The curseforge.com link seems ok though. I don't think it's our job to validate the hosting rights of these sources. If we learn that they are in dispute, we can always remove the link and drop this mod.
  7. Yeah, that FOMOD is huge, and writing the markup was probably a PITA, as is following it! I just reinstalled SMIM last night to be certain I had the correct setup, and it took me about 7 minutes and significant eye/brain strain.
  8. SMIM install instructions updated to account for latest findings
  9. Based upon the screens (thanks for this context), we would want the RCI lanterns, so we should update that piece of the SMIM instructions (anything to reduce the number of options to tick in SMIM is great!) SMIM install instructions updated to account for latest findings
  10. Thanks! I will take a look and the stuff Majorman didn't address. I suspected the same as @Majorman is thinking with respect to Font Overhaul. It has no plugins or meshes, so it looks like it could be used on SLE. But I assumed there would be issues with SkyUI, so didn't mention it. Probably worth a try though. If not, then please try the others mentioned and let us know what you prefer and why.
  11. This means that DynDOLOD won't impact this. It appears that the mesh change is only to allow sunlight into that area without passing through it ... I assume to prevent it from being seen from outside that area (and in LOD via DynDOLOD). It sounds like the author is pretty familiar with how DynDOLOD addresses this, as we use those settings in DynDOLOD_SSE.ini: (TerrainUnderside=1 and DoubleSidedTextureMask=mountain,mtn) ... TerrainUnderside may be redundant now in DynDOLOD 3. ... Well, I do, but we should probably add those to our instructions explicitly, since they are not default. As far as No Sunlight Through Mountains, I haven't seen a need for it with DVLaSS, and I think DynDOLOD will take care of this where it might be noticed. I'm not sure what MM does, but it may set mountain meshes to be double sided. I haven't tested this mod yet to see this in game, but the mesh corrections for the maze seem like a no brainer, and the double-sided mesh from this should be easy to deal with by prioritization rather than hiding anything if it doesn't look right for some reason. I suspect it will be fine though.
  12. Yeah, I assumed as much. I think one of the screens over there showed that option.
  13. Cool, then we must swindmill.nif and keep SMIM instructions like they are (but without that horrid Dungeons 3D Ropes and Glorious Scaffolding option.
  14. This is the question for all then. I like them either way. Sails are more practical though. Ideal would be variation: sails, tattered sails, no sails. Also, probably should check if we have any flickering or other potential mesh bugs with whatever is chosen.
  15. Also true. But they still could have juxtaposed the releases and loosed the CC content as DLC. More deliberative (and considerate) approach it would seem.
  16. I didn't think it was the LOD versions he was referring to.
  17. This, I cannot say. Depends on if any of them do not have meshes with sails using those textures. Maybe some/no other windmills don't use the same mesh-texture combo, IDK.
  18. I can confirm the issue. I think we should modify the SMIM instructions to include: Windmills ◉ DynDOLOD/SkyMills Compatibility Sails ... that fixes this issue.
  19. Yeah, this is the fast track.
  20. I believe xLODGen works just fine with SLE, but you should check the topic on sheson's forums to be sure. Terrain LOD just isn't very exciting. It more fixes potential issues than it does improve upon the landscape. Color and meshes are more accurate. Use a good grass mod and then run DynDOLOD before you judge.
  21. True. But they did release a raw update to SSE just beforehand. If that happened 6 months ago, then the CC content would be a DLC if introduced last month, no?
  22. No alternative, but it just gets a lot of complaints, and has caused issues for some in the past. I think the instructions are easy enough to follow, but I am familiar with it. I'm all for finding something or a better solution though. This one is just a nag is all.
  23. xEdit agrees, I think. See changes to wiki instructions. The mod file descriptions do mention these as well, just not consistently.
  24. OK, got it. We want those meshes to keep the lighting in that specific area. I haven't played with it yet.
  25. I would root out any mods you may have installed that modify the console or anything related to the console (like More Informative Console). Perhaps disable these or check their INIs. Maybe try a different keyboard to rule that out.
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