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z929669

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Everything posted by z929669

  1. Well, I'm no expert on CC content. All I know is that SAE installs it unless you opt in in SSE. I could be leading you astray. You can check your version in a number of ways, but I right click on SkyrimSE.exe and look at properties > details.
  2. Thanks. I'm finalizing my SAE build and will switch back to SSE after.
  3. Either way, Steam will update your SSE to accommodate SAE. Right click on SkyrimSE.exe, select 'Properties' > Details and note the File version. If it's 1.6.318, then your game updated. See the links I posted above.
  4. It seems like Steam may have you running on SAE. You should not have the CC content under SSE.
  5. According to the above error messages you are getting, it looks like you are running SAE and not SSE. Steam updates the game automatically:
  6. Yeah, I just found that out after posting. false alarm.
  7. Discussion topic: Picta Series - Improved Sky Meshes by TrueDraconis, Kettlewitch, & Odin Wiki Link r
  8. @TechAngel85 @DoubleYou @Greg The wiki instructions are pretty outdated for this one, and will need to be revised.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.
  9. 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).
  10. 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.
  11. 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.
  12. 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.
  13. Probably fine, but I have plenty of disk space, so never use that workaround or config, since more chances of messing up the config.
  14. 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'
  15. Yeah, it's not clear. I did it just 'because' so had no issue
  16. 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.
  17. Yes, and see edit to my last
  18. 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).
  19. 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.
  20. 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.
  21. Fixed link. I missed the last digit
  22. 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.
  23. 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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