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Everything posted by z929669
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Discussion topic: Picta Series - Improved Sky Meshes by TrueDraconis, Kettlewitch, & Odin Wiki Link r
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ACCEPTED Weapons Armor Clothing and Clutter Fixes (by kryptopyr)
z929669 replied to TechAngel85's topic in Skyrim SE Mods
@TechAngel85 @DoubleYou @Greg The wiki instructions are pretty outdated for this one, and will need to be revised. I'm thinking to install the main file and 4k-2k optional, but we may want the baseline to be 2k-1k optional.- 23 replies
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There are now ELFX and RS patches as well as Walkway Wall Fix, Missing Lights Fix, and ELF - Exteriors Mesh fix. Please advise. I will install all and inspect (except Missing Lights Fix, which will be incompatible).
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ACCEPTED Flickering Meshes Fix (by nicola89b and gururaj20000)
z929669 replied to DoubleYou's topic in Skyrim SE Mods
Updated wiki instructions- 64 replies
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- 04-foundation
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ACCEPTED kryptopyr's Patch Hub (by kryptopyr)
z929669 replied to TechAngel85's topic in Skyrim SE Mods
Yeah, I wasn't sure if it was that or redundancy with DR Patch. kryptopyr updated the FOMOD, so it may be a good choice again, especially given the new fishing patches for SAE. EDIT: actually, it seems like the FOMOD has issues. SIC patch has no 'None' option and there seem to be other 'intelligence' issues with this FOMOD.- 83 replies
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We don't call it out specifically, since it is taken care of by the mesh rules bundled with ACMoS and the CR patch. I will update the latest patches on the admin topic.
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ACCEPTED kryptopyr's Patch Hub (by kryptopyr)
z929669 replied to TechAngel85's topic in Skyrim SE Mods
It would be nice if the updated Main File patcher will work properly for us. We used to download separately, due to some things being merged into the CR patch, I think.- 83 replies
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FNIS Warning: Expected generator path not found
z929669 replied to Kattmandu's question in Mod Organizer Support
Probably fine, but I have plenty of disk space, so never use that workaround or config, since more chances of messing up the config. -
Use mountain mesh rule and se Level0/Level0/Level1. If you are using DY's map mod, it bundles the DynDOLOD mesh rules for that if you click 'high'
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Yeah, it's not clear. I did it just 'because' so had no issue
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Did you start a new game? Did you install DynDOLOD DLL at priority just higher than DynDOLOD Resources to overwrite those scripts? I am generating now with no issues, but have yet to test with a new game in SAE. EDIT: It seems to be working fine for me with Dynamic LOD having been activated during gen.
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FNIS Warning: Expected generator path not found
z929669 replied to Kattmandu's question in Mod Organizer Support
Yes, and see edit to my last -
FNIS Warning: Expected generator path not found
z929669 replied to Kattmandu's question in Mod Organizer Support
No, Profiles share mods, so each mod configuration and priority will be shared between profiles. Instances let you keep everything separated, which is necessary, since some mods may need to be configured differently. I use separate instances, too. It uses up double the space this way, but I see no other viable option. If you install MO in instanced mode (not portable), then you will have separate instances in %LOCALAPPDATA%\ModOrganizer but MO will be installed in a single location (F:\Tools\MO2Base\Skyrim). -
FNIS Warning: Expected generator path not found
z929669 replied to Kattmandu's question in Mod Organizer Support
You should rename the game folder for whichever instance you will be running at any given time. I use: Skyrim Special Edition-SAE Skyrim Special Edition-SSE ... for each game folder version and rename whichever one I am using to "Skyrim Special Edition" Then all tools will reference the correct path. -
Discussion topic: DynDOLOD DLL SE by sheson Wiki Link An alternative to generate dynamic lot without requiring PapyrusUtil SE. Could be useful for SAE ... testing.
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ACCEPTED Book Covers Skyrim (by DanielCoffey)
z929669 replied to TechAngel85's topic in Skyrim SE Mods
Fixed link. I missed the last digit- 6 replies
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ACCEPTED Book Covers Skyrim (by DanielCoffey)
z929669 replied to TechAngel85's topic in Skyrim SE Mods
There's a revised 'fixed' edition of this mod created by another author. Not sure about this one so will need to investigate: https://www.nexusmods.com/skyrimspecialedition/mods/58376 EDIT: Looking a tt he comments, there are likely issues with this mod. Both in terms of permissions as well as edits made.- 6 replies
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The xLODGen support forums are not in support of the Step guides, so I moved this to our guide support area. As stated in the xLODGen Wrap-Up instructions after generating terrain LOD: 5. Disable (TEMP) Terrain - xLODGen and (TEMP) Cathedral Landscapes - xLODGen mods (only needed as xLODGen resources). So only for terrain gen not occlusion.
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Obsidian is the reason in conjunction with one of the cloud layers of Picta: Picta w/optional file + Obsidian Mountain Fog: Picta w/optional file - Obsidian Mountain Fog: Picta w/optional file + Obsidian Mountain Fog with inv_clouddistant01_50.nif hidden: So I imagine we could reduce the volumetric fog value of Obsidian affecting this mesh interaction or simply hide this mesh. EDIT: I'm still not clear on the optional file for Picta. It seems redundant with our setup (see previous compares). Of course, I have not tested without our lighting & weather and ENB, so that may reveal more. Picta w/optional file + Obsidian Mountain Fog with inv_clouddistant01_50.nif hidden and without CW, NO ENB: Picta NO optional file + Obsidian Mountain Fog with inv_clouddistant01_50.nif hidden and without CW, NO ENB: ... so the optional file doesn't do anything for us as far as I can tell.
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Oh, and the console feature works great.
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Can Not Copy Resource / The system cannot find the path specified
z929669 replied to ravenRpg38's question in DynDOLOD & xLODGen Support
You don't need to run these applications as an admin. You only need to turn off Windows Defender real-time protection and add exceptions for the executable 'processes' as explained in sticky posts in these forums. I personally use real AV like ESET, so it's much easier to avoid this stuff. -
Morekvior's SFO Pine Textures not showing up?
z929669 replied to Awareness's topic in General Skyrim SE Discussion & Support
Are you using Skyrim Anniversary Ed or have you preserved SSE prior to the update? If you are on SAE, then these mods should still work, but I wouldn't be surprised if there were some issues. Morekvior has no plugin, so it simply overrides Myrkvior models and textures. How do you know that your trees are not being affected by Morekvior? The diffs are only subtle unless you know what to look for. All you need to do is get Myrkvior working. Leave Morekvior disabled while you do this. Sort plugins with LOOT stand-alone (or use Vortex, which integrates latest version of LOOT). We advise to use Mod Organizer for much enhanced conflict discovery tools, but Vortex will work. Once you verify Mrykvior works, enable Morekvior and be certain that all of it's assets override Myrkvior's. Your trees will use Morekvior where it has replacers (it only replaces a subset of Mrykvior). EDIT: I think you also posted on the Morekvior Add-On mod page on Nexus? If you are trying to install SFO with Myrkvior, it won't work. They are not compatible. Myrkvior has snowy pines up on the southern mountain slopes though, and these are from SFO. If you are talking about LOD, then the Add-On DynDOLOD mod will only work with the models shipped with Morekvior. Myrkvior also has it's own LOD models, and I created hybrids for that as well. Read the Installation notes in the Description: https://www.nexusmods.com/skyrimspecialedition/mods/54141/?tab=description&jump_to_comment=101654428 -
I'm revising my opinion a bit on this mod. If DY's settings are used and I set TargetFps to a reasonable value (50) based upon my actual FPS in game where I struggle (40 FPS in places on the tundra), then this mod does a good job keeping me near 50 FPS. In these lower-performance areas, I spend most of my time switching among Level5-9. Indoors and in town, I spend most of my time in Level0-2, depending. I don't notice any real degradation while playing, so that's a plus. And shadows indoors and in town ARE very nice with DY's settings. I haven't notice shadows are bad outdoors, and tree skinning seems fine. This mod does not write to my Skyrim.ini or SkyrimPrefs.ini files, so it must be setting these INI values in memory. I have my 'blank' SkyrimCustom.ini set to read only, so it is never used (and MO doesn't care in the least about this, as I have mentioned. This file does nothing at all for me that I can notice). I will test with it at some point, but I'm not motivated to do so without good reason (i.e., something is not working).
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So here are the compares under SSE (not SAE). Each of the below has a set of four images in different locations. The first three images in each set are with ENB, and the last is the third of the set without ENB. All is Step base (Cathedral Weathers) with each of these two mods active as indicated: Step (CW) Improved Clouds Mesh (ICM) Picta Picta w/optional file If you examine the first of each set, you will see that Picta adds a lot of haze to the distance, which really obscures the distant tundra. This doesn't happen looking out to the edge of the map as in the other three of each set. To me, this is a deal breaker for Picta, but the edge of the map actually looks pretty good with Picta. Both Picta and ICM bring the clouds down to the horizon. CW does not. ENB has some impact (last image in each set), but it is just different and not necessarily better or worse with respect to the seam. It can exacerbate the seam a bit though. If we want the clouds closer to the horizon, then ICM wins. If not, I'd say to not use either of these mods (that's my preference)
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