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Everything posted by z929669
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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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Yeah, I get it. Just saying the file description is wrong and misleading is all.
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OK, so it's the stand-alone seam fix ... the file description is still nonsensical and in no way makes this clear. It seems to be saying that this is for those using CW, while you are saying it's for those NOT using CW ...
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Looks like USSEP is compatible with latest update to SSE 1.6.318, but I've seen mention of an update to vanilla SSE that itself is not SAE but rather a prerequisite for SAE. Can anyone confirm? Not at my home PC all day, so cannot look at this stuff myself until the weekend. IF SSE update is NOT SAE, and it remains available, and SKSE supports it, there may be some hope for SKSE plugins ... but I am not clear on this. EDIT: looking at the list linked, it's a bit more clear that 1.6.318 IS SAE ...
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So the translation is that if you want to use their patch: "you must be a SKSE AE beta tester and not use any mods requiring SKSE support (until they are updated)." So this obviates anyone from modding the game using some rather foundational and useful mods if they don't have a copy of the previous version (unless we drop this mod). EDIT: I see comments on Nexus that SkyUI does work with SKSE for SAE but not sure about other SKSE-dependent mods. Also see this post and this ... I don't see SSE Engine Fixes and many other useful mods as 'obscure'.
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It's still completely unclear to me. Step has CW, so the horizon seam fix is in place. This mod option states in the file description: ... which is presumptuous and therefore unclear. The author assumes that if either of the above conditions is true, then we should install this file Instead of simply stating what this file does (how it modifies the main file) so that we can decide. It only replaces clouds.nif, so easy enough to check in game, but it is unclear if we should be using it.
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I think this mod is good for the console feature, but the dynamic INI settings seem to be only useful for testing purposes IMO. As a method of validating performance-impacting INI settings specifically. Using the log to verify what setting tweaks result in beneficial impact. I would not run with this mod otherwise unless it is being used to resolve some nagging performance issues. And then it is likely still best to use it to seek out more appropriate INI values for key INI settings that impact performance. Maybe throttling this mod to only certain key settings to be dynamic would be best (e.g., terrainmanager), but I think it is highly experimental and would not recommend using it for Step as a blanket approach. The TargetFps setting should be set to a realistic value and NOT what you are using as a frame cap necessarily. My cap is set to 141, and I rarely get that outdoors but often indoors and always in menus. TargetFps for me would be something like 50-55, which is what I see often in game. I would rather have consistency of visuals than consistency of frames. At the end of the day, I think it is best to set optimal static INI values as always. Seems like mileage will vary significantly, and troubleshooting/conflicts/obfuscation of legit issues will possibly be exacerbated by this mod. Definitely a fun mod to use for testing/tweaking, but not as a blanket solution for Step, IMNSHO.
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ACCEPTED Real Wood Textures - Farmhouses (by LucidAPs)
z929669 replied to alphaniner's topic in Skyrim SE Mods
I think the vanilla diffuse with the SRO normal is the best of the bunch personally. Fine detail, and best quality, IMO. The vanilla normal is not so good.- 18 replies
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Ahhh, so the author was referencing "Cathedral Weathers" when it should have been "Rudy ENB for Cathedral Weathers" ... Hopefully others will agree that this is a bit unclear.
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This is different and also provides many other files. No conflicts with Step outside of: The optional file replaces clouds.nif, but the author has not clearly explained who would need this: Cathedral Weathers already has this fix I thought, so this file description makes no sense to me.
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ACCEPTED Real Wood Textures - Farmhouses (by LucidAPs)
z929669 replied to alphaniner's topic in Skyrim SE Mods
Agree. Normals can sometimes be a huge factor, and they usually are not compatible with different diffuse. So context (surrounding textures/objects, lighting, mesh effects, etc. in game) is required to make judgements, which means only looking at differences in game are valid comparisons.- 18 replies
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I agree with this assertion, and sometimes I DO add such changes to the post-release changelog (did so just today with respect to 1.0.0 terrain gen, since we now have that in a mod and was redundant in the guide xLODGen 'preparation' section). Nevertheless, I sometimes skip changelog update for such instructions, albeit unintentionally
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ACCEPTED Real Wood Textures - Farmhouses (by LucidAPs)
z929669 replied to alphaniner's topic in Skyrim SE Mods
I agree that the vanilla texture is better, but it likely doesn't blend well with surrounding textures. This would be an eval of SRO in totality versus SSE.- 18 replies
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It really doesn't matter much. The extended versions only add a bit of distance to the edges of the map in case there are new objects out there. There aren't for Step, but using the extended version "future proofs" this.
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Dawnguard members and vampires no longer attack
z929669 replied to a topic in General Skyrim SE Discussion & Support
NPC overhauls most likely break this. Look for 'vampire' or 'dawnguard' patches for some of the non-Step mods. -
ACCEPTED Real Wood Textures - Farmhouses (by LucidAPs)
z929669 replied to alphaniner's topic in Skyrim SE Mods
In which case, Tech is correct. We must hide those to get the SRO versions.- 18 replies
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Thanks for checking ... I believe it's all fixed now if you want to validate.
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ACCEPTED Real Wood Textures - Farmhouses (by LucidAPs)
z929669 replied to alphaniner's topic in Skyrim SE Mods
Perfect resolution. So this tells us that we don't need the extra 'hide' instructions. Would you care to test if the 'StoneWall01' texture hide instructions are also redundant?- 18 replies
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BethINI reverses new Skyrim Anniversary Edition setting
z929669 replied to Yorin's question in BethINI Support
So what is the new setting if 'bFreebiesSeen ' is invalid? Upon changing what settings with BethINI? What is the change 'it' will try to make (BethINI or the game?) -
ACCEPTED Skyrim SE Improved Puddles (by PCG4m3r)
z929669 replied to TechAngel85's topic in Skyrim SE Mods
I understand that, which is what I posted above. My issue is that we are explicitly instructing to install no-ENB versions rather than mentioning both. Wondering if this is intentional or if we are letting the ENB flag guide people. I think we should be providing clarification in these cases for consistency. For some mods we are and others we aren't (Mousetick posted about this inconsistency, which is why I am asking).- 14 replies
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