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Everything posted by z929669
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Discussion topic: SSELODGen by AUTHOR Wiki Link sheson's xLODGen Support Topic
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- SKYRIMSE
- 19-utilities
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REL/Relocation.h(567): failed to open file
z929669 replied to irisquexo's question in Mod Organizer Support
Those are sheson's instructions on the xLODGen topic, which are accurate but not aligned with the Step SSE 1.0.0 guide I linked previously. Just follow that guide I linked from top to bottom. if you are on xLODGen piece, then you should be all the way down at utilities in the guide (much further than I would suspect). I suggest you start at Step 2 and reaffirm you have all of your tools and modding environment set up correctly. For this mod, all you need to do is follow our instructions but only once you have gotten through most of Step 4. In Step 5, you will be instructed how to use this mod. -
Good to know. I will still check it out, but we can remove from testing if you like.
- 2 replies
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- SKYRIMSE
- 10-gameplay-general
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REL/Relocation.h(567): failed to open file
z929669 replied to irisquexo's question in Mod Organizer Support
See edits to my previous post. Also 'AE' and SSE use the same version of Skyrim.exe, which has been updated by Steam. You will need the latest versions of SKSE and other mods supporting this either way. See the links in the warning at top of the guide I linked in my previous post. This will also show you how to properly set up MO (and every other thing you need to do for modding the game) -
Discussion topic: Skyrim Skill Uncapper(fixed) by vadfromnu Wiki Link
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- SKYRIMSE
- 15-gameplay-skills and perks
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Good find. I will create that mod page for some basic testing. Then we will likely switch this out for that.
- 13 replies
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- SKYRIMSE
- 15-gameplay-skills and perks
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What Manager would be best for Oblivion?
z929669 replied to FuzzyDuck's topic in General Oblivion Discussion & Support
Well, they are slightly different, but MO(1) is obsolete. -
REL/Relocation.h(567): failed to open file
z929669 replied to irisquexo's question in Mod Organizer Support
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 -
ACCEPTED SSE Engine Fixes (by aers/Nukem/Ryan)
z929669 replied to TechAngel85's topic in Skyrim SE Mods
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- 28 replies
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- SKYRIMSE
- 02-extenders
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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
- 2 replies
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- SKYRIMSE
- 10-gameplay-general
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What Manager would be best for Oblivion?
z929669 replied to FuzzyDuck's topic in General Oblivion Discussion & Support
MO=MO2 That's what I would use if you are following our guides or using our support, but Vortex will also work. -
Chrome is CTRL+Shift+r I think
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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.
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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.
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ACCEPTED Unofficial Skyrim Creation Club Content Patches (by Garthand)
z929669 replied to D1Z4STR's topic in Skyrim SE Mods
... 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.- 33 replies
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- SKYRIMSE
- 20-patches
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ACCEPTED Unofficial Skyrim Creation Club Content Patches (by Garthand)
z929669 replied to D1Z4STR's topic in Skyrim SE Mods
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.- 33 replies
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- 20-patches
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ACCEPTED Unofficial Skyrim Creation Club Content Patches (by Garthand)
z929669 replied to D1Z4STR's topic in Skyrim SE Mods
Added wiki page Set ModGroup to 04-Foundation Added 2.0.0 tag- 33 replies
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- 20-patches
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Agreed. I am using it in 2.0.0 testing
- 42 replies
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- SKYRIMSE
- 06-models and textures
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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.
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Skyrim 10th Anniversary Edition Announced
z929669 replied to DoubleYou's topic in General Skyrim SE Discussion & Support
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. -
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.
- 13 replies
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- SKYRIMSE
- 15-gameplay-skills and perks
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Glass armor appearance after installing STEP 1.0.0
z929669 replied to Verrenus's topic in Step Skyrim SE Guide
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. -
Glass armor appearance after installing STEP 1.0.0
z929669 replied to Verrenus's topic in Step Skyrim SE Guide
curiass.dds and helmet.dds for males are different in looking at the files. Female curiass.dds looks right though. -
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
- 2 replies
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- SKYRIMSE
- 06-models and textures
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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.
- 13 replies
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- SKYRIMSE
- 15-gameplay-skills and perks
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