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z929669

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Everything posted by z929669

  1. Well, they are slightly different, but MO(1) is obsolete.
  2. I believe that you need to choose ELE or Luminosity but not both. Once you do this, you should be able to add back those that you previously deleted. These mods essentially do the same thing (albeit with different results) Also, I suggest you follow our 1.0.0 guide, which will give you a great looking and stable SSE with all instructions necessary to both create the mod build AND teach you in the process. Most guides don't provide this level of instruction. EDIT: also remove the SoS Patch related to the lighting overhaul you drop
  3. Did you download (Part 1) Engine Fixes for 1.5.39 - 1.5.97 version? This one should use true/false, but the latest for 1.6.3xx uses the new numeric values I think. Please confirm if this is no longer the case. EDIT: Confirmed. Instructions updated
  4. Discussion topic: Universal Fog Remover by Elys Wiki Link I'd like to test this mod in the ENB/Obsidian Fog/Picta mix Requires SKSE
  5. MO=MO2 That's what I would use if you are following our guides or using our support, but Vortex will also work.
  6. Chrome is CTRL+Shift+r I think
  7. This is a caching thing with the site or your browser. When we make updates to the guide, a new cache can be triggered or data is still updating. All of these mods are populated in each table using semantic queries, so just hard refresh when you see things like that.
  8. As explained in Step 4 intro: "After installing a mod, enable the mod in MO." We are not going to instruct to enable a mod in each mod instruction. We only provide instructions for exceptions to this norm. How is this not clear? It even provides a link to the Nexus mod page, and the mod name itself is a link to the mod page. The 'W' superscript is a link to the wiki mod page. Also in Step 4 intro: "If no Notes or Step recommendations are provided for a particular mod, all options are good." ... so install/enable. I have updated the Step 4 intro a bit to more clearly address.
  9. ... so just like the USSEP, which we place in Foundation, since it should be overridden by other mods and whose changes are normally forwarded by other mods where conflicts exist. I remain perplexed. We can think of this as an extension to any USP, IMO. EDIT: I just looked at the file, and it's a patch, because it employs a FOMOD to install specific patches, unlike other USPs. My bad.
  10. I assumed we would want to override any changes though with other mods as in USSEP. And I also assumed MAs will forwards changes from this one in their mods likewise.
  11. Added wiki page Set ModGroup to 04-Foundation Added 2.0.0 tag
  12. Agreed. I am using it in 2.0.0 testing
  13. I'm not a fan of unfinished mods myself. Sounds like something you install when you are sick of playing the game and want something new, even if it's pretty much an 'alpha' mod XP.
  14. Arthmoor's post is agreeable and makes sense. He does not state anything there that is inflammatory, IMO. It's his previous comments inferring the irrelevance of 'obscure' SKSE-plugin mods that irked me a wee bit. Just because he doesn't agree with the methods by which these mods alter the game or the changes that they facilitate are not valid reasons for dismissing them, IMO. They are among the best mods around, IMO and playing without them is a major drag ... I wonder if he uses DynDOLOD. What ticks people off most though is his (and the USP Team's) stubborn refusal to accommodate use of the 1.5.97 patch versions. They go so far as to scour the internet to remove all traces of them and probably threaten litigation against those that make them available without consent. Fortunately, Nexus does not allow deletions of files any longer. You can still get USSEP v4.2.5b on Nexus, although they have made special allowance in hiding the USP archives (which I think is totally unfair). Doesn't matter though. The Nexus must adhere to their ToS, so the files are still available for download from Nexus. I have updated our USSEP mod page with one such link so that people can continue using our SSE guide.
  15. I stand corrected. The mod doesn't come with an INI, it is generated in the SKSE64 plugins folder (if you follow Step guides), otherwise, it goes into Overwrite in MO. Looks like all skills are capped at 100 and that one would need to modify this INI to go higher for any given skill. We should probably add config recommendations to the mod page on the wiki ... or at least instruct that this will need to be done.
  16. I just checked the ARMORS file, and the diffuse seem to be mismatched for male gauntlets/boots. Curiass and helmet seem to be the only ones that match looking at just diffuse textures. Some of the variation is likely caused by the normals and/or the masks, because boots/curass (male) diffuse look pretty similar. Female curiass matches gauntlet but both of these seem to be different than helmet/curiass (male), and all seem different compared to boots. I checked the COMPLETE file, and it has the same CRCs for the textures. The only way to resolve may be to go back to the SLE mod for the textures ... ugh. Otherwise, we'd need to ask krypto to fix, and I doubt that will happen.
  17. curiass.dds and helmet.dds for males are different in looking at the files. Female curiass.dds looks right though.
  18. Looks like this mod includes meshes/sky/atmosphere.nif which overrides that provided by Cathedral Weathers. This may or may not cause issues with certain weathers and possibly deferentially with/wo/ENB
  19. Fixed link. I don't think the INI matters for our purposes. This mod will still uncap max 100 though, which is why we use it.
  20. Thanks! We spend a lot of time on this stuff You can use More Informative Console to click on the meshes from the console (never tried that for stuff I am wearing, but maybe works with tfc console setting or in 3rd person ... or from inventory maybe). My guess is that either you have a mod prioritized incorrectly, we need to update instructions to hide a mesh or sort a couple of mods differently, or we need to modify the Step CR Patch to account for this item. If you have any armor mods or options that are not part of the guide, this could also cause this sort of thing. Regardless, it should be a simple fix. Let us know what you do to resolve.
  21. We should distinguish between Level32=1 in DynDOLOD_SSE.ini and setting a value other than 'None' on the mesh rule for '\' (Level0 recommended). The latter I believe is what sheson means by "LOD Level 32 files". By default, all mesh rules are set to 'None', so you will need to set this. As mentioned, I also set 'Level0' for mushroom trees and 'Billboard6' for all other trees with 'None' at LOD32 in the mesh rule. ACMoS sets LOD32 for treeaspen and maybe others it customizes.
  22. OP and wiki mod page updated to point at the version required by our 1.0.0 guide.
  23. @sheson I can't recall the reason for this issue, but you will know probably.
  24. In my experience, I have had no such issues with uLockedObjectMapLOD=32. I have even forgotten to set Level32=1 in DynDOLOD_SSE.ini and haven't experienced this issue (this just causes the map to look drab with ACMoS). You should point sheson to your post to provide the answer, because he will have the correct information and cause for this issue. I don't think it's the INI setting that causes this but rather some other behavior/setting (or lack thereof) in conjunction with this particular setting that is the cause. I just can't recall ATM. people deleting those settings are effectively setting uLockedObjectMapLOD=16 I think. EDIT: sheson's response seems to be that this might only be a problem if there are no object LOD Level 32 files and uLockedObjectMapLOD=32 . Since we should have such files with this mod (if setting LOD32 for '\' to Level0 as instructed), there may be no issue for most/all of us that follow that instruction. I also set LOD32 for all trees that aren't covered by the INI of this mod.
  25. Ahhh, I should have unfolded requirements.
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