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Everything posted by z929669
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Glass armor appearance after installing STEP 1.0.0
z929669 replied to Verrenus's topic in Step Skyrim SE Guide
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. -
ACCEPTED A Clear Map of Skyrim and Other Worlds (by DoubleYouC)
z929669 replied to z929669's topic in Skyrim SE Mods
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.- 85 replies
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OP and wiki mod page updated to point at the version required by our 1.0.0 guide.
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@sheson I can't recall the reason for this issue, but you will know probably.
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ACCEPTED A Clear Map of Skyrim and Other Worlds (by DoubleYouC)
z929669 replied to z929669's topic in Skyrim SE Mods
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.- 85 replies
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ACCEPTED Spell Perk Item Distributor (by powerofthree)
z929669 replied to TechAngel85's topic in Skyrim SE Mods
Ahhh, I should have unfolded requirements.- 26 replies
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ACCEPTED Cathedral Weathers and Seasons (by The Community)
z929669 replied to TechAngel85's topic in Skyrim SE Mods
Sounds sloppy. I assume they don't care at this point.- 31 replies
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ACCEPTED Spell Perk Item Distributor (by powerofthree)
z929669 replied to TechAngel85's topic in Skyrim SE Mods
I see no mention of that requirement in the mods description. Care to enlighten?- 26 replies
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ACCEPTED Cathedral Weathers and Seasons (by The Community)
z929669 replied to TechAngel85's topic in Skyrim SE Mods
We don't use the update file in the production guide though (nobody should be following the dev guide, remember). This is why we say "update file". This way, if the name changes, it's still relevant. Nexus file names change more often than their org.- 31 replies
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ACCEPTED Cathedral Weathers and Seasons (by The Community)
z929669 replied to TechAngel85's topic in Skyrim SE Mods
We don't use the 'Unofficial' file, but I defer to @DoubleYou and @TechAngel85 on these INIs and their potential impact on our setup, since we aren't accounting for it. I haven't tested the CW INI impact myself, but perhaps they have.- 31 replies
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Try following the FNV tools setup instructions to be sure your configuration is correct.
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Is your test file in the OP updated accordingly, or are you keeping that as is and awaiting updates to the mod? My gut tells me that your 1/100 FPS threshold value is overkill. First, I'm not sure if partial frames are even detectable. Second, if it is detectable, then this mod will be changing values (or trying to) multiple times per second and potentially waste resources. Same goes for the other timers: you are setting things so that changes will be made multiple times per second, potentially.
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DROPPED Obsidian Mountain Fogs (by DrMegaloblast)
z929669 replied to wojsku's topic in Skyrim SE Mods
So are you saying this mod is an alternative to Picta or Obsidian? Or do you think we should stick with those with the Picta mesh hidden?- 26 replies
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ACCEPTED CoMAP - Common Marker Addon Project (by Jelidity and Parapets)
z929669 replied to DoubleYou's topic in Skyrim SE Mods
Several new plugins with this mod to include alternate markers. I have installed them all. Also, the size is now configured in the SKSE INI- 38 replies
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DROPPED Obsidian Mountain Fogs (by DrMegaloblast)
z929669 replied to wojsku's topic in Skyrim SE Mods
ENB definitely can make mods like this look bad. I have noticed many issues with this mod in testing myself in just daylight, but they pretty much go away once I switch to clear weather. That said, there still may be some tweaks needed for the volumetric fog params even in clear weathers. This may be why the tundra was so foggy in those screens I posted with Picta. Maybe hiding that one mesh isn't necessary. I never looked at turning ENB off in that shot or tweaking the volumetric fog ENB params. EDIT: Well, just tested and the tundra fog issue is not exacerbated in clear weather by ENB. I messed with all of the volumentric fog params, and they had little to no impact, and turning off ENB made the tundra fog much worse. It's definitely the interaction with that mesh from Picta with this mod. I think we'll need to keep Picta and this mod in mind if we notice any other fog issues. It may be worth disabling this mod to more fairly evaluate Picta. It may end up that this mod is too problematic, IDK.- 26 replies
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Tree Pop-in and Billboard Issues with DynDOLOD
z929669 replied to Brexin212's question in DynDOLOD & xLODGen Support
Yeah, we have done a lot of testing .... Whoever did the 3d LOD models for the reach trees mod (I assume) did not include the rocky base, which is actually part of those trees. As you get closer, that will go away. -
Morekvior's SFO Pine Textures not showing up?
z929669 replied to Awareness's topic in General Skyrim SE Discussion & Support
Then overwrite assets with that tree in MO left pane, and sort TFoS plugin to win in right pane of MO. But that tree won't have LOD, since there is no model for it.. -
Tree Pop-in and Billboard Issues with DynDOLOD
z929669 replied to Brexin212's question in DynDOLOD & xLODGen Support
I'm not sure you are using the term 'billboards' correctly. From the screens, I really don't see any issues with your distant trees. If you are trying to get trees in object LOD, then you can either render the LOD models on the atlas (3D trees) or the '+' models showing billboards. Try our WIP instructions with DynDOLOD 3 alpha 53. Throw away or hide any of your mod-packaged billboards (2D pictures of trees), because TexGen 3 will make them. If you are generating grass with NGIO, start here. Your terrainmanager fBlockLevel1Distance and fBlockMaximumDistance are too low (especially the latter). -
Morekvior's SFO Pine Textures not showing up?
z929669 replied to Awareness's topic in General Skyrim SE Discussion & Support
If you are running two tree mods, then the plugin load order matters just as much or more than the asset priority, particularly if custom texture paths are used. SFO customizes vanilla trees. Myrkvior does the same and adds a bunch of new trees, so they are not compatible without patching them with xEdit. It is pretty simple to patch these two to get specific SFO trees to win. -
ACCEPTED SSE Display Tweaks (by slavicpotato1)
z929669 replied to TechAngel85's topic in Skyrim SE Mods
Nice- 41 replies
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ACCEPTED The Paarthurnax Dilemma (by Arthmoor)
z929669 replied to TechAngel85's topic in Skyrim SE Mods
Why does he insist on keeping outdated files on Nexus without hiding them??- 5 replies
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That's pretty huge and unexpected
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DROPPED Obsidian Mountain Fogs (by DrMegaloblast)
z929669 replied to wojsku's topic in Skyrim SE Mods
It's definitely ENB throwing things off, and it's not finished for those weathers. Maybe try with 81a at night. Also, are you running Picta? You mentioned Improved Clouds, but it's Picta that interacts with Obsidian.- 26 replies
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ACCEPTED Weapons Armor Clothing and Clutter Fixes (by kryptopyr)
z929669 replied to TechAngel85's topic in Skyrim SE Mods
Hey, I already admitted my misinterpretation ...- 23 replies
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This is working for me in SAE.

