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Everything posted by z929669
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It's because we haven't fully tested the performance impact yet. The current setting represents the DynDOLOD default prior to latest Alpha update. I don't see any performance difference in/around Whiterun, but that doesn't mean there isn't, because my testing was limited, and I have a powerful rig.
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Well, not really, since DDDM with all options adds even more ancillary mods into the mix. Still TBD though, as some of those options are likely not wanted/needed for Step (e.g., UIExtensions required by sheel menu, which is likely redundant for PC users. I'd like more input from everyone on that one as indicated in the DDDM OP This isn't the patch's problem, I don't think. It's probably a DDDM problem, although the CNO MA could possibly create a DDDM patch.
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Dear Diary Dark Mode - SkyUI Menus Replacer SE (by uranreactor)
z929669 replied to Pug's topic in Skyrim SE Mods
Font Overhaul was recently updated, but I doubt if the changes impact anything we're concerned with: Version 2.1.2 Fixed creation club and controller fontconfig mappings. Added native Oblivion Interaction Icon support for all configuration options. ... anyway, FO fontconfig.txt overrides DDDM fontconfig.txt in my setup right now. I haven't made any changes to either one yet, because things look good to me so far in testing. I'm not in the weeds yet though, so what each parameter does and it's in-game impact isn't clear to me yet ... more later. Here's the diff (DDDM at left, FO at right)- 27 replies
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Dear Diary Dark Mode - SkyUI Menus Replacer SE (by uranreactor)
z929669 replied to Pug's topic in Skyrim SE Mods
Added info on CNO to the OP- 27 replies
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Can you provide more info on what you do/don't prefer between DDDM and standard SkyUI? If you installed CNO, did you also install Infinity UI? (I get CTD otherwise) Did you install the DDDM-CNO Updated Patch? (CNO shows no icons for me without it, and the elevation indicator is bugged out and all distances are locked to 100 m, too) - This mod is not accounting for the updated CNO (with COMAP 4.0 fixed compatibility) .... you can test best by using "tmm 1" (without quotes) in the console.
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Indeed. That makes sense. I tested "Remember selection", but only when clicking 'Yes'. I failed to test the 'No' scenarios. Good points to consider. Also a good catch. Still need to work out variations and practicality in addition to determination if DDDM is something we want to pick up for the guide.
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Dear Diary Dark Mode - SkyUI Menus Replacer SE (by uranreactor)
z929669 replied to Pug's topic in Skyrim SE Mods
OP updated with my latest instructions. Screens forthcoming.- 27 replies
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Yeah, @GSDFan's note helped me to figure it out. What I don't know for absolute certain is the state of the BSA Extractor plugin by default, and I'm not willing to mess with reinstalling MO and connecting to SSE to find out ... just don't need the headache of sorting out new issues that might cause right now. So after some testing, these are my findings: Setting only_alternate_source=true for the BSA Extractor plugin in the GUI causes ONLY this change in modorganizer.ini ... [Plugins] BSA%20Extractor\only_alternate_source=true ;I'm pretty sure this is the default Setting only_alternate_source=false for the BSA Extractor plugin in the GUI causes ONLY this change in modorganizer.ini .... [Plugins] BSA%20Extractor\only_alternate_source=false If I untick 'Enabled' on the BSA Extractor plugin, ONLY the following is changed (it's set to 'true' if I tick it again)... [PluginPersistance] BSA%20Extractor\enabled=false ;I'm pretty sure this is the default If I have the BSA Extractor plugin enabled and only_alternate_source set to 'true', I get the prompt when ... [DialogChoices] unpackBSA=16384 If I tick "Remember Selection" in that dialog, I get (as GSD mentioned previously) ... [DialogChoices] unpackBSA=16384 removeUnpackedBSA=16384 ;This is NOT default. This line doesn't appear in the INI by default (I removed removeUnpackedBSA=16384 line after testing this, since we know that is default) In my instance, I previously had ... [DialogChoices] unpackBSA=65536 (I was NOT getting the dialog at all with this setting, thus my issues described previously. I've no idea how I caused this setting in the first place, so it's controlled by something I can't find ... it's NOT enabling/disabling archive parsing) Manually editing modorganizer.ini, reverting back to the following fixes everything, and I have the dialog back again, which I think is the default state. This prompts only for 'foreign' game installers as GDS suggested, because I tested with a reinstall of CACO and wasn't prompted. The BSA is extracted into the mod (thankfully) ... If I'm correct, then installing this mod will be easy-peasy without need to maintain the loose files in our patch if we pick this mod up. Install the Main File. Click [Yes] to extract the BSA when prompted. NOTE: The prompt appears because this is an LE mod with an LE BSA, which MO knows isn't supported in SSE.
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I checked permissions on this mod, and it looks like we can upload "bug fixes" with credit to the MA. This should allow us to extract this mod's BSA and incorporate it into the Step patch as long as we credit the MA on our Nexus page and require the original mod. This essentially renders obsolete all of the files from this mod besides the ReadMe (because the plugin will be overridden by Extended UI - Settings Loader), but we'd be in compliance I think. The installation procedure would simply instruct to select 'No' on BSA extraction to avoid the need to provide guidance on BSA extraction. When you let MO extract a mod's BSA, does MO install as loose files into the mod itself with proper paths or into a file-system folder chosen by the user?
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Discussion topic: SkyHUD by SkyHUD Team Wiki Link Testing Currently under testing as a requirement of: This is what extends DDDM with added customizable options and gives that mod it's auto-scaling behavior (I think), making Wider MCM Menu obsolete
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Thanks for posting the fix. Evidently, newer hard drives seem to ship with 4 Kb sectors. This is strange, since that wastes more disk space, because each file spans one or more sectors, and no two files can occupy a given sector. So essentially, you could waste up to 4 Kb for a given file as opposed to 512 b. Lots of small files waste more space than fewer large files.
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The first step is to disable all mods you have added that aren't in the current guide. Test if your issues are resolved. If not, then be certain that you have all Step Patches installed and that all mods are installed in order as listed in the guide. Ensure that all mods under 07-Sounds and Music are installed as instructed. Ensure all plugins are enabled and that you have disabled mod plugins where indicated per mod instructions.
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TESTING ERM - Enhanced Rocks and Mountains (by SparrowPrince)
z929669 replied to DoubleYou's topic in Skyrim SE Mods
This mod was updated with 'rough' option if anyone wants to test for Step. The default option doesn't blend as well with the Step build as MM, which is in current Step mountain/rocks solution. @Mercury71, I'm currently unable to test this one again any time soon. If you are willing to test out the new option under the Step build, that would be helpful. Asking because you didn't like ERM from screens you saw. Testing the rough version in game may change your opinion, IDK.- 43 replies
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I wouldn't start from scratch but rather simply disable the extra mods and ensure your install priority order matches the guide. Then begin adding your extras one by one after confirming it looks OK. In MO, look at conflicts in CL where CL is overwritten by one of your new mods.
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ACCEPTED Navigator - Navmesh Fixes (by tarlazo)
z929669 replied to Mousetick's topic in Skyrim SE Mods
I added wiki instructions. Please check that you agree with the options. -
ACCEPTED XP32 Maximum Skeleton Special Extended (by Team XPMSE)
z929669 replied to TechAngel85's topic in Skyrim SE Mods
I'm glad I waited on this one. It's been updated yet again without changelog. Gonna wait a week before updating this one.- 52 replies
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Not 'safer' really, but better for manually identifying unresolved plugin conflicts when issues arise. We would consider the FYX version if you want to put up that topic.
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I will correct that We don't intend to use BOS in Step guides, because BOS causes with more trouble than it's worth by obfuscating plugin record sources.
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You aren't running the current Step mod list. landscape is different, trees are different, etc. Your issue is related to one of the mods you've added. Fall back to the Step mod list to resolve and then add your other mods one by one to determine which is causing this. For comparison: Step Yours
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Due to BOS requirement, this probably won't be considered for the Step guide.
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A screen would be helpful, but it's probably Cathedral Landscapes.
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ACCEPTED XP32 Maximum Skeleton Special Extended (by Team XPMSE)
z929669 replied to TechAngel85's topic in Skyrim SE Mods
Yes, the plugin should be hidden unless the architecture of the mod has changed drastically. I will update our instructions pending settling of 'dust' that seems possible with this mod over the next 24-48- 52 replies
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