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Everything posted by z929669
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I've been optimizing our CSS, and the font here is no longer monospace, so I will address this later this evening after work.
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They're the same version. Arthmoor opened up most of his mods on Nexus again, and we updated the links without reviewing the instructions. We'll see to it. Thanks for letting us know.
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Yeah, that mod has had a flurry of recent updates, and they changed the file names in this latest iteration. You probably installed the wrong version. I've updated our instructions, so remove the mod from MO (in the left pane, right click, select 'Remove'). You may also want to remove the downloads in the right pane. Also remove the DLL from the game folder. Reinstall using the updated instructions. I assume you are following the guide and are on the 'Smoke Test" piece. This is a limited test, and you shouldn't be launching the game other than as instructed here until much later during Performance Tuning.
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Correct. When MO is configured correctly with the Nexus API, you download mods from Nexus using the "Mod manager download" button, and they will appear in Downloads tab in the right pane of MO. Right click to get the context menu for install, etc. You can sort mods in Downloads (and pretty much everywhere in MO) by clicking the column to sort ascending (click again to sort descending). I usually sort descending by Filetime so my latest downloads are up top. See this post for the full reveal for this question:
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Yeah, we disable all that for admin/staff, since we would have crazy numbers if we didn't. This way, the Leaderboard is more meaningful to Members. PS: Good choice. I was going to recommend you make the switch to MO and install the Step build. Once you have that up and running, you can copy it all into a new MO instance and customize it if you like. This way you will always have a fallback if your customized Step-based build doesn't work out.
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Yes, they can coexist, but you will need to install MO and integrate MO with Nexus, disabling the Vortex integration. I forget how to do that off the top of my head, but it's fairly simple. It's possibly not necessary if you follow our guide, installing MO as instructed after configuring your modding environment as instructed. The only caveat is that you will have two mod repositories that can eat up a lot of disk space with redundancy (downloaded mods and installed mods). I posted about this on these forums a while back, but I can't find it, and I forgot to sticky it, I think. All that said, once you get to know MO, you will probably prefer it. It's much better than Vortex, IMO (I tested Vortex quite a bit for our guide as a Collection a couple years ago ... I stopped wasting my time ). @GSDFan may know more in this regard (or where I left my post! ...it was fairly detailed in describing the path equivalents).
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Non-repeatable but frequent crashes related to BSCullingProcess
z929669 replied to aufisch's question in General Skyrim SE Support
Are you running DynDOLOD with Occlusion? If so, it may be best to post in DynDOLOD Support with your full crashlog(s) and latest DynDOLOD debug log. My guess is that it's a general resource-limit crash or a bug in your occlusion culling. If you are running any 'performance' related mods, they could also be involved. -
Time rate 12 - Required change locations/Mods?
z929669 replied to Silverpanther34's topic in Step Skyrim SE Guide
It's all set by the Step CR Patch. -
Time rate 12 - Required change locations/Mods?
z929669 replied to Silverpanther34's topic in Step Skyrim SE Guide
If you are running the Step build, your timescale is already set to 15 (default is 20). Grass DATA > Wave Period is scaled to match this change as well. We know that 15 is reliable. -
Generic INI Tweaks - Improve Game Stablity ... credible?
z929669 replied to Soulmancer's topic in Skyrim SE Mods
BethINI has in-app explanations for most INI settings. I know some of these are valid. We recommend using BethINI Pie, because it ensures you will get only valid tweaks. -
I've never seen this specifically, but it doesn't surprise me. The build-state of player homes can be glitchy. See bugs section of this wiki entry. I've seen many strange glitches with this game under a modded setup. Not so much with the Step build though (mostly stuck LOD and such on fast travel during play testing).
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If you are trying to downgrade the game and use the 2.3 guide, then that will be a problem. If you follow the guide exactly from start to finish (including the SSG, and restoring the vanilla 1170 game), you will be golden. There is no conflict resolution necessary.
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If you are following the guide, then you must first install, configure and LOOT-sort all of the mods/plugins as instructed by the guide after everything is installed. If you try to launch the game before everything is installed, configured, and sorted, strange things might happen. Per Step 4 of the guide: Also, disable (left pane of MO) any mod you installed that is not part of the guide. Until you have a working build, adding mods not in the guided build only adds unexpected noise. Do that after you have a valid and working Step 2.3 build. You can see all plugins in xEdit, regardless of type, so I'm not sure what you mean about not being able to see ESL flagged mods in xEdit. Those will all be prefixed by [FE XXX] in xEdit left pane. Krypto's Patch Hub installs a bunch of plugins based on mods/plugins you have installed. This is another reason you shouldn't extend the Step mod list with your own additions yet. Make sure you don't have any DLLs in your game folder other than those installed with SKSE and Engine Fixes (and those included with the base game itself) ...no ENB at this point. Install the guide through Step 6 before testing on a new character rather than a preexisting save from another build. Always sort with LOOT after ensuring all mods are enabled and all plugins are also enabled before running the game.
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Moved to DynDOLOD support. Please provide your debug log for analysis. It should only take an hour or two to generate the LOD patch. From the screenshots, it looks like you are using ENB + Complex Grass. You can test with updated TexGen and DynDOLOD settings from our 2.4 guide (in development).
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@maramsp @Korrai Thanks. Those screens helped me to confirm the bug and fix it. It was caused by certain weathers having definitions in ENB but no assigned INI. Instead of falling back to the global enbseries.ini (which is expected behavior) they simply had no effect settings. This bugs out for certain ENB settings like [SKY] and [VOLUMETRICFOG] and likely others. The fix is posted on the Step Guide Nexus page under Update Files. I'm still working on a larger ENB update, but this was important enough to post ahead of that ...and simple enough to fix. PS: Weather 89C3B (shown in your first screenshot) is not part of CW and that FID actually conflicts with an existing vanilla reference FID, so you must have a mod that is adding or updating weathers besides CW. That weather will remain bugged, since it's not part of CW and thus, the Step guide. I'm wondering how this looks in your xEdit, given the conflict with the vanilla reference.
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Nice!
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@Greg Can you confirm this issue on your instance? You shouldn't set EnableMultipleWeathers=false, as that breaks much of what the ENB is doing. Best to set [VOLUMETRICFOG] IgnoreWeatherSystem=false ...once I have confirmation from others that this does resolve the issue (which is related to only certain foggy weathers). @maramsp Can you confirm this fix?
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FEEDBACK My grass cache experience
z929669 replied to Silverpanther34's topic in Step Skyrim SE Guide
The display and sound issues during cache generation is normal. Crashing during the process isn't `normal` but it is common. I assume you pasted the line to ignore worldspaces (single line with quotes). Graphics drivers and processes can also inflate the time it takes to create the cache, particularly if using AMD. Before generating the cache, you can use Taskmanager to "end task" for any processes related to your video driver software (processes beginning with `AMD` or `NVIDIA`. This doesn't affect your video drivers, and those processes will come back after a reboot. Also disable ENB while generating the grass cache by moving or renaming `d3d11.dll` and `d3dcompiler_46e.dll` in the game directory to speed up generation. -
ACCEPTED No Grass in Objects (by meh321, DwemerEngineer, and alandtse)
z929669 replied to theblackman's topic in Skyrim SE Mods
This should be the only row with this problem. It's due to setting the CSS overflow to accommodate the correct format for Only-pregenerate-world-spaces, allowing copy of that line for pasting into the NGIO config. People were copying the wrapped version and breaking that setting in their config. You can also view the mod page directly or link to the forum topic via these small image links after each mod: Maybe the mod page itself will give you a better view.- 21 replies
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- SKYRIMSE
- 19-utilities
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ACCEPTED Enemy (R)Evolution of Skyrim (by Mangekyoumadara1987)
z929669 replied to TechAngel85's topic in Skyrim SE Mods
The shouts only apply to certain factions that make sense (except for Cultists ...see comments earlier on this topic). You can modify the INI to your liking as well.- 34 replies
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- 15-gameplay-skills and perks
- mod
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(and 3 more)
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