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Everything posted by z929669
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ACCEPTED Fires and Embers Clipping Fix (by Diego2891)
z929669 replied to Mousetick's topic in Skyrim SE Mods
Guide indicators are only used when a mod is directly required as a master to one of the Step Patches. Indirect associations are harder to maintain accurately, but it's worth considering. -
ACCEPTED Ultra Realistic Bow Shoot Sounds (by romolyons)
z929669 replied to z929669's topic in Skyrim SE Mods
This is a SkyrimLE mod, so possibly Nexus API. @GSDFan may know more offhand.- 3 replies
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- SKYRIMSE
- 07-sounds and music
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ACCEPTED Reverb Interior Sounds Expansion (by DylanJamesWasTaken)
z929669 replied to z929669's topic in Skyrim SE Mods
We never tested that option, so let us know if there's a difference with/wo that option if CW is not installed.- 10 replies
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- SKYRIMSE
- 07-sounds and music
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This is a SkyrimLE mod, so that may be the issue ...Nexus API.
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ACCEPTED Lower Sounding Thieves Guild Door (by John Kelly)
z929669 replied to z929669's topic in Skyrim SE Mods
Seems like an MO or Nexus data issue. I don't recall seeing this behavior or if I did, how I resolved. @GSDFan may be more familiar.- 2 replies
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- SKYRIMSE
- 07-sounds and music
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Yes, it's garbage that probably crept into the development directory when the author packaged the mod ...or your own system could have created it. For mod-specific questions, including installation and instructions, you can post on the relevant mod page linked from the guide: This keeps mod-centric information consolidated so others that might have similar questions will more easily find it. For guide-specific issues, you can post in the related feedback and bug reports sticky topic also linked at the top of our game (build) guides.
- 19 replies
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- SKYRIMSE
- 06-models and textures
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Don't hide the textures. Many are custom texture paths used by the meshes. I updated the note to clarify.
- 18 replies
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- SKYRIMSE
- 04-foundation
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See Mod Installation Considerations under the Mod Table Reference section of the guide. MO provides the right mod names on installation, but it's up to you. Most of our recommendations will call out whether to merge or use a different name on installation of multiple files. If you have a specific example, share the link so we can address it.
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Moved to DynDOLOD Support. You will need to provide your DynDOLOD logs for analysis. Also, you should disable DynDOLOD indoors before saving and waiting 24 inside. This quarantines the save inside a cell rather than in the worldspace. See clean save recommendations before regenerating a new lod patch. In addition, you can test on a new game where the save is inherently 'clean'. The safe fallback savegame for testing should be indoors (I usually use Breezehome with ASLAL). Engine Fixes also updated again, so use the latest.
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Set: [Patches] bRegularQuicksaves = true in EngineFixes.toml ...if it's not already. When you can finally get the game to load again, go to an interior and disable DynDOLOD via MCM, wait 24 hours, and create a save. Note the name in MO right pane, as this is a good save to test whenever you get the problem when autoloading the most recent save where you died. If you consistently get the crash loading the autosave, try loading the interior save from earlier (after backing up the crash logs). If that works, then the issue is most likely related to a 'world' event that might help interpreting the crash logs (and analyzer output). Next step would be to disable all DynDOLOD and Occlusion output mods, load the interior cell, get killed by a wolf or bandit somewhere outside, and see what happens (saving any crash logs).
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Describe what you mean by "load crashes". You seem to be saying that if you start a new character with your build, everything works fine until you save and then either load that save (after quitting the game) or reload that save from the Settings menu? Or are you saying that your build is fine with a new character, but if you try to load a save for a specific historic character you want to continue, you CTD? In other words, describe the steps to reproduce your CTD and if it's repeatable. If you are making changes to your build while troubleshooting, it will be tough to diagnose anything, given the ever-changing environment (i.e., the crash logs you've posted may no longer apply). It's best to leave the build alone, and try to pin down if your CTD is reproducible. Then share that crash log if that is not what you've already shared previously.
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ACCEPTED SSE Engine Fixes (by aers/Nukem/Ryan)
z929669 replied to TechAngel85's topic in Skyrim SE Mods
Thanks! I'll have a look.- 28 replies
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- SKYRIMSE
- 02-extenders
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ACCEPTED Odin - Skyrim Magic Overhaul (by EnaiSiaion)
z929669 replied to TechAngel85's topic in Skyrim SE Mods
The latest update also adds the Vokrii compatibility patch, which had been provided by Vokrii in the past. Furthermore, there looks to be some issues with the patch as explained by a user in Posts, who provides another hotfix for that. What a mess. I suspect Vokrii may be updated soon as well, and hopefully that will clear up my confusion. For now, I've updated our recommendations for both Odin and Vokrii. I'll give it a few weeks before solidifying our long-term recommendations (i.e., incorporating the Vokrii patch and/or hotfix into the Step CR Patch).- 36 replies
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- SKYRIMSE
- 15-gameplay-skills and perks
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This mod is no longer required if using the latest version of Dragons Shout with Voice Update - SSE
- 1 reply
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- SKYRIMSE
- 07-sounds and music
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ACCEPTED SSE Engine Fixes (by aers/Nukem/Ryan)
z929669 replied to TechAngel85's topic in Skyrim SE Mods
Mod install recommendations updated. It seems to work fine this way, but see my question on Nexus (likely buried in the recent Posts tab somewhere).- 28 replies
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- SKYRIMSE
- 02-extenders
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ACCEPTED SSE Engine Fixes (by aers/Nukem/Ryan)
z929669 replied to TechAngel85's topic in Skyrim SE Mods
Yeah, we'll likely need to update ouor instructions a bit, but it should be very close still. I'll have a look when I do mod updates tomorrow.- 28 replies
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- SKYRIMSE
- 02-extenders
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Thanks for testing. This tells me that there WAS an issue, and that my fix worked
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Thanks for reporting the issue. We've made some security enhancements that might be to blame. I'll need someone other than me to confirm, since my IP has privileged access. @DoubleYou @Greg, could either of you check the wiki guide pages for broken images via a private session using a browser you don't normally use?
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Nice work ...again.
- 1 reply
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- 19-utilities
- FALLOUT4
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We've kept the guide synct to current situation, so it's up to date as of June 30. Post back here if there's any obvious inconsistencies due to mod updates since then. See the changelog (and changelog wiki history) for updates.
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CTD Due To Lighting/Shadows Inside Volskygge
z929669 replied to jenomighty's topic in General Skyrim SE Discussion & Support
Try disabling whatever mod is providing hdtSMP64.dll. Also try disabling Realm of Lorkhan. Your crash seems related to 'Jen' skeleton or related armor clothing. Post on the Nexus mods related to these, and review bug reports for those mods. Step doesn't use them, so I cannot offer any more advice than this. -
Yes. Almost every recommendation is best practice with/wo post-processing and DynDOLOD. If you peek at the 2.4 dev guide sections for BethINI Pie and DynDOLOD, those are the most up-to-date.

