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Everything posted by z929669
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DROPPED Raven Rock - Fix Exit on Horseback (by AndrealphusVIII)
z929669 replied to TadasTheLithuanian's topic in Skyrim SE Mods
Hmph, I checked the USSEP changelog and saw they addressed Raven Rock meshes, but did not see this specifically. I had wondered the same and concluded that this issue was not fixed by USSEP in this latest update. I stand corrected. Thanks for finding it! I think we can drop this mod for 2.3. -
This topic explains the process I would use.
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Enderal SE (GOG) - "DynDOLOD requires SKSE."
z929669 replied to Gand's question in DynDOLOD & xLODGen Support
The Step LOD settings expect Cathedral Landscapes and Enhanced Vanilla Trees (primarily). If you are using other landscape/grass/tree mods, then our settings are probably not optimal for your build. DynDOLOD default settings optimal for vanilla. The following is what I think I know, so take it with a grain of salt: Check 'rocks' mesh rules in DynDOLOD. Some/all of the LOD meshes for rocks are likely disabled. Terrain LOD is governed by xLODGen, not DynDOLOD. It will never look great, due to the relatively low texture resolution. It's really just a matching background so terrain blends well in the distance. Changing the terrain noise map can benefit the illusion. It's really not too noticeable when using grass LOD. xLODGen also ensures that the terrain LOD mesh is accurately representing the close-up landscape. It's likely I'm Toggle LOD using tll console command to see what's object LOD (not sure if this toggles terrain LOD or not). What is 'embedding?' -
New member actions are limited to prevent bad actors from misbehaving (like posting a nude avatar or including SPAM in sig). The threshold is 20 points (promotion from 'Watcher' to 'Citizen'). One post = 1 pt, following a forum or another user = 1 pt, etc. So new member actions and contributions get you to the threshold quickly. Since you are asking about this, I just bumped you to the 'Citizen' member group manually, as it seems unlikely that a bad actor would be posting about it (and in the proper forum).
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Net 8 support is huge, IMO. Now we can remove v7
- 124 replies
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- SKYRIMSE
- 19-utilities
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Book Covers mods have lots of patched records, so removing them as masters is simple but tedious. I would not recommend using LotD, especially if it combines all sorts of different stuff like this. Better to use your own build. Otherwise, just use that and be done with it (sounds like that's the intent). I've never used it, so IDK really. See "when to regenerate LOD" in our guide. You be the judge.
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ELFX patch is not ticked by default. Are you not hiding the ELFX plugins? Thanks for reminding me. This will be covered by the Step PP Patch in 2.3 UPDATE: I removed ENB Light fire FX and reverted to vanilla in the Step PP Patch (Step 2.3 dev version only), since Embers XD replaces the vanilla meshes and relies on the vanilla records. The Step CR Patch is effectively doing what the Embers XD ENB Light Patch was doing, so Embers XD - Patch - ENB Light.esp will not be needed in Step 2.3, regardless of running ENB or not. We'll let Embers XD provide what it wants. Like Particle Patch, ENB Light should only win over vanilla and the Unofficial Patches (in terms of both plugin records and file assets). Mod changes should override both of those mods, since almost every mod nowadays provides its own ENB compatibility. The current 2.2.0 guide will not benefit from the patch either, since the Step Patches are overriding those records (as you have basically observed). We won't be addressing this for the current guide.
- 161 replies
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- SKYRIMSE
- 06-models and textures
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Thanks. I presumed that the Summary would be generated if any warnings were triggered, so this is good to know. The term "heightmap" is throwing me off here. I wanted the terrain 'underside' in case EVLaS would benefit, and I wanted the 'occlusion' obviously. I'm running WTT and MM, so please educate me on this. Thanks again I see now this setting: ; Set to 1 to create terrain heightmap textures DoTerrainHeightMap=1 I don't recall changing it from the default, so I may have done so in conflating with the next setting: ; Set to 1 to export object LOD heightmaps with LODGen and add its heights to the terrain heightmap textures, requires DoTerrainHeightMap=1 DoObjectHeightMap=1 ... so I'm maybe confusing this with occlusion data.
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Just reporting that a Summary report (DynDOLOD/Summary/) is not generated after successfully running DynDOLOD 173 in my environment. Logs
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Yeah, I checked out that plugin about an hour ago, and it's good to use it, IMO. We don't need to change the installation recommendations at all though, so all good.
- 161 replies
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- SKYRIMSE
- 06-models and textures
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My main concern for this one was its lore accuracy, but it seems it's using USEP as a source, so this is probably no concern. My only remaining concern is its scripting overhead and potential conflicts. Given that these are also benign, I'd consider it.
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Using the mod default config, I assume?
- 16 replies
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- SKYRIMSE
- 11-gameplay-ai and combat
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Being a first-person game by default, I think this type of mod is most interesting to Step as it applies to NPCs and their equipped gear. Maybe a simple preset that applies to PC/NPCs for equipped gear is best... weapons and shields probably. It gives players lots of options to customize using their own or other third-party presets though. Either way, I think it's safe to say that this mod will be dropped with IED in the lineup.
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Following STEP guide v2.2.0, Riften LOD is jank
z929669 replied to KnowChillx's topic in Step Skyrim SE Guide
The armor and landscape issues are two different things. This is not LOD either. Are you running the STep SkyrimSE 2.2.0 build without any deviations? Did you start a new game to test? If so, what ASLAL option did you use? I've had funky texture glitching when using the Tundra Homestead start. It's probably best to choose a start that places you into an interior cell. First, try starting a new game in Breezehome (or the Riften equivalent), then go to Riften again to see what's up. Also be sure you only enabled the CL Terrain mod when generating terrain LOD and then immediately disable that mod forevermore afterward (before DynDOLOD). If you still have issues, use MIC to get the needed info for the armors (base/reference FormIDs, textures, etc). Then you can use that info to investigate further. -
Thanks for reporting this. I completely forgot about this mod. I agree that it's redundant with IED. I'll need to figure out some of the presets though, as I haven't customized IED beyond the defaults at this point.
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But we're working on the 2.3 updated guide now, since the 2.2.0 guide is not suitable for the BGS updated game unless you know what you're doing. For DynDOLOD questions (not questions about the guide): https://stepmodifications.org/forum/forum/223-dyndolod-xlodgen/
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See my previous (updated) post. My guess is that it's possibly issues with the mods. It seems Pandora ignores those with errors, whereas Nemesis doesn't (follow the Github link). I can't speak to the in-game end result, because I did not test beyond what I describe in that post. Our builds don't include much in the way of animations at this time, and I'm lacking in experience with custom animations as well.
- 124 replies
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- SKYRIMSE
- 19-utilities
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DynDOLOD Not Fully Honoring xEdit UI Themes
z929669 replied to z929669's question in DynDOLOD & xLODGen Support
It looks like this issue has appeared again. This time it's the DynDOLOD GUI rather than the console+GUI. The T exGen honors the theme, but the DynDOLOD UI does not. Logs.7z -
Well, I changed my mind about renaming the mod and went ahead with this change. This is because our original title (Skyrim SE particle patch for ENB) was wrong or based upon some really old version of the file.
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Please read through this topic. Also install Net 7 using the link on the Pandora Git page (even if you think you have it).
- 124 replies
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- SKYRIMSE
- 19-utilities
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When you download the Step Patches, there are also downloads for ENB and Step Grass under Misc Files. Be sure you have the grass mod enabled. Then you must ensure the GCF plugin isn't overriding the Step CR Patch, or the Step Grass files will not have priority over the dummy (blank) grass files provided by GCF.
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I wasn't sure if the game used multipliers/offsets, percentages, and or absolute values. Yeah, I'm a data guy, so I get the precision/accuracy difference, but I didn't know the game only accounted for precision. So my question is if your offsets are generally more forgiving than vanilla, then why might the player feel like NPCs suck at marksmanship with your mod enabled relative to vanilla? There must be a bit more happening under the hood. Regardless, you mod makes it configurable, which is what I like. I have not tested myself, so I cannot speak to any of that ATM.
- 16 replies
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- SKYRIMSE
- 11-gameplay-ai and combat
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I was also thinking a small bumb to the offsets in the INI would resolve. It might be useful to include in the INI comments the native default offsets (as if your mod wasn't enabled) for each of the settings would be helpful. This way there's a baseline for basically adjusting the 'difficulty'. I did notice most settings are '1.0', but magic is '1.15', so I assume you give a small perk here, since a mage must have a higher baseline just from knowing how to use the relevant spells.
- 16 replies
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- SKYRIMSE
- 11-gameplay-ai and combat
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Did you donwload/install the grass cache? LOOT may be sorting GrassCacheFixes.esp at higher priority than Step Patch - Conflict Resolution.esp. Drag plugin to lower priority (above) the Step Patch in the Plugins in MO.
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ACCEPTED kryptopyr's Patch Hub (by kryptopyr)
z929669 replied to TechAngel85's topic in Skyrim SE Mods
Thanks for dredging that up. I see now it's included within the file. That clears it up for me- 83 replies
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- SKYRIMSE
- 20-patches
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