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Everything posted by z929669
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NAT III & NAT ENB Saturation
z929669 replied to mooit's topic in General Skyrim SE Discussion & Support
Look under [Sky] for Gradient* and GradientHorizon* settings at dusk/dawn/sunrise/sunset and possibly some of the Cloud settings under this section. Step ENB default clear weather: GradientIntensityDawn=1.2 GradientIntensitySunrise=0.95 GradientIntensityDay=0.85 GradientIntensitySunset=0.95 GradientIntensityDusk=1.2 GradientIntensityNight=0.7 GradientHorizonIntensityDawn=1.1 GradientHorizonIntensitySunrise=1.05 GradientHorizonIntensityDay=1.0 GradientHorizonIntensitySunset=1.05 GradientHorizonIntensityDusk=1.1 GradientHorizonIntensityNight=1.0 ... these settings are very touchy for CW compatibility and control the sky ... but maybe you mean the fog settings: Your [Environment] FogColorCurve and FogCurveMultiplier settings are really borked, because your mountains/fog look like billboards. Try something like these: FogColorCurveDawn=1.15 FogColorCurveSunrise=0.95 FogColorCurveDay=0.9 FogColorCurveSunset=0.95 FogColorCurveDusk=1.15 FogColorCurveNight=0.95 FogCurveMultiplierDawn=1.2 FogCurveMultiplierSunrise=1.2 FogCurveMultiplierDay=1.2 FogCurveMultiplierSunset=1.2 FogCurveMultiplierDusk=1.2 FogCurveMultiplierNight=1.2 I have no idea whats changed with CW, because the changelog isn't configured correctly. I've PM'd the MA to fix. Lastly, I doubt this should be happening with those ENB presets unless you are running incompatible weathers for those ENBs. To make things much more tedious, I'm sure those ENBs have setting sfor every weather, so you will need to know how to edit and test these. It's tedious and time consuming. -
Empty Area Of Tundra - Grass Not Rendering
z929669 replied to mooit's topic in General Skyrim SE Discussion & Support
Under 1.5.97 with NGIO configured per our grass LOD guide and Grass Cache Fixes installed anywhere with the plugin manually sorted at highest priority in the plugins in right pane, you should regen your grass cache. Remove your previous grass files and check overwrite or wherever you are pointing your SKSE output for the new grass files. You must be sure to configure NGIO correctly for cache generation, because it's different before/after generating the grass cache (that is if you are testing grass under 1.5.97). -
I've had the same issue, so I'll check it out.
- 1 reply
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- SKYRIMSE
- 13-gameplay-immersion
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Try launching the game from Steam and let it initialize and detect your video settings. Then quit immediately and try again. NMM isn't a reliable mod manager, so other troubleshooting will be more difficult if you aren't using a more robust mod manager like Mod Organizer or Vortex. Also, read the DynDOLOD OP and provide the logs required.
- 79 replies
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- SKYRIMLE
- DynDOLOD 2
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SSE - CTD after DynDOLOD setup, no ENB
z929669 replied to Eccelestis's question in DynDOLOD & xLODGen Support
Re-download and reinstall Alternate Start - LAL and then sort with LOOT and try again with a new game. -
Skyrim SSE CTD after changing BethINI settings
z929669 replied to Eccelestis's question in BethINI Support
Are you trying to set to High, Ultra or Low as a result of performance tuning? To set these, you should go back to the BethINI setup section and just repeat that process selecting the right level with everything else being the same. So just like you originally did with Medium. -
Disable Havok Script Tweak Resource (by AndrealphusVIII)
z929669 replied to DoubleYou's topic in Skyrim SE Mods
Based on the description and posts I'm seeing, I still am not sure if this fixes objects moving on their own for no reason or if it keeps moveable objects from moving without a specific PC action or both. This seems like it could be a play style thing. A shout should send all moveable items flying and they should stay that way until the cell resets. -
GUIDE Stuck at "Performance Tuning, benchmarking step
z929669 replied to SmashingQuasar's topic in Step Skyrim SE Guide
"Loads indefinitely" ... how long did you wait? It can take as much as three or four minutes to load the ENB shaders for the first time. Your driver software should have a setting to cache shaders, which may help. Also be sure to check out the suggested enblocal.ini that comes with the Step ENB as an optional. Just rename it. It has [PERFORMANCE] SpeedHack=true ShaderCache=true -
One thing I'm seeing here is that you have executables for "Skyrim Special Edition" and "Skyrim Special Edition Launcher" in addition to SKSE. Which of these are you using to launch the game? Are they really the same definitions with different labels or are they different? Also note GSDFan's question: Here's mine:
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I've never used it, and I don't recall the details of vanilla ones. It should be simple to search for the vanilla look and ask on that mod's Posts. If you test it and they are much like vanilla, please post a new SSE mod topic using the 'triangle' editor tool along with some screen compares. Then we'll consider it for the next guide update.
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Missing Master CC-FearsomeFists_CCOR_Patch.esp
z929669 replied to syzygy's topic in Step Skyrim SE Guide
Agreed. You seem to have missed this mod, so I would double check that you didn't miss any other mods/instructions. -
Did you test prior to changing the BethINI settings from the original recommendations earlier in the guide? If so, and you had no issues before updating BethINI, please describe exactly what you changed. Also provide your logs generated at the time of the crash: %USERPROFILE%\Documents\My Games\Skyrim Special Edition
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Please post a screenshot of your MO SKSE launcher config EXE The paths should look exactly like this from .\Steam\* forward (you don't need to reproduce everything here ... I do some things 'my' way) If it does, something strange is going on with your OS or config. In that case, you have three options: Keep working on this topic to resolve the mysterious issue with your current config If you don't really want to learn anything else and get a working setup, follow advice to use Wabbajack or Vortex/Collection (the latter should work fine, and I have no XP with the former) If you are interested in learning how to do everything in a standard and 'correct' way, follow our SSE 2.2.0 guide from start to finish (skipping over nothing). Then you can add mods carefully over this if you want to further customize after verifying a working build. I recommend #1 or #3.
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ACCEPTED The Choice is Yours (by kryptopyr)
z929669 replied to TechAngel85's topic in Skyrim SE Mods
The changelog doesn't indicate any significant updates to this one ... yet. This mod doesn't have much impact on the Step Patches, but we'll see once all of the krypto mod changes propagate, assuming the USSEP update may have triggered these.- 4 replies
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- SKYRIMSE
- 14-gameplay-quests
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As @Mousetick suggested, disable all mods in MO left pane other than USSEP and ASLAL (or all but those plugins in right pane). Then sort with LOOT and test with a new game. If no success, you may also want to consider running BethINI (link) to get your game INIs sorted out. Certain INI settings can cause inconsistent behavior.
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Chicks - Mihail Monsters and Animals (by MihailMods)
z929669 replied to TechAngel85's topic in Skyrim SE Mods
Great textures, but it seems like the meshes are too smooth. -
This is likely the problem The left pane shows asset priority, while the right pane shows plugin (definitions of game mechanics and objects) priority. The two are completely different priorities and EACH can have independent and dramatic impact on the outcome. If you have mods that overlap with the Step SSE 2.2.0 guide or mods that are similar in addition to those, then simply try reordering the MO left pane to be consistent with the mods shown in the Step Mod tables. These tables and rows are organized by proper asset priority. Note the table names and types of mods included (look at the folders inside the mods ... are they just meshes and textures or do they have plugins, scripts, SKSE, interface, etc.). That should change the outcome potentially significantly. Remember not to evaluate anything with your current LOD outputs. Disable those and evaluate the landscape in loaded cells of nearby areas. Run around a log and note the rocks/plants/trees/water/etc. Once happy with that, regenerate terrain, TexGen, and DynDOLOD.
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You can set LOD32 to Billboard6 for best performance on the map without any perceptible quality loss. Try the TexGen/DynDOLOD settings we suggest in our SSE guide ... which also uses EVT and Aspens Ablaze.
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Venturing a guess is that root cause is actor placement on the grid, either absolute or due to constraints of navmesh or ancillary object protrusion. Fix might be revision of actor placement in the plugin. I'm guessing the physics/havok problem is a manifestation of the game working around the constraint problem.
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Error: Can not rename
z929669 replied to SkyrimMadaraUchiha's question in DynDOLOD & xLODGen Support
Are you using DynDOLOD 2.xx or DynDOLOD 3 Alpha? or post your DynDOLOD logs as described on the DynDOLOD 3 OP Then we can move this to the correct topic. -
Error: Can not rename
z929669 replied to SkyrimMadaraUchiha's question in DynDOLOD & xLODGen Support
Did you click the link for more info? Are you using DynDOLOD 3 Alpha 128? There seems to be an inconsistency in your DynDOLOD_Output path. If that's not the problem, these issues are best resolved on the official DynDOLOD support forum It would be helpful if you post your DynDOLOD logs as described on the DynDOLOD 3 OP -
Dear Diary Dark Mode - SkyUI Menus Replacer SE (by uranreactor)
z929669 replied to Pug's topic in Skyrim SE Mods
I see. Yeah, I aborted use of CNO for this reason and assumed that the new mod resolved what you have identified as a CoMAP-CNO dev issue. If you are correct, then simply waiting for CNO and CoMAP to articulate may be best.- 27 replies
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- SKYRIMSE
- 16-interface
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Dear Diary Dark Mode - SkyUI Menus Replacer SE (by uranreactor)
z929669 replied to Pug's topic in Skyrim SE Mods
This will be relevant if it gets updated to CoMAP 4.0+. I'm wondering why this was released without that support, since 4.0 has been out now for nearly a month. Maybe dev on this started prior to that.- 27 replies
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- SKYRIMSE
- 16-interface
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Are you on an AMD system? If so, see this post:
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vastly underestimed times for xlodgen, texgen, etc?
z929669 replied to doug4130's topic in Step Skyrim SE Guide
Tip for AMD users: Kill AMD* named processes via TaskManager prior to any LODGen process: One or more of these processes can significantly increase generation time, and it's not yet clear how/why. This is probably related to Texconv used in may of the LODGen processes and mediation of said processes by the AMD processes. I think it's due to AMD interpreting the LODGen processes as similarly to in-game routines like texture/redering optimization. Some combined versions of DynDOLOD and AMD software cause this problem while others do not, so I always just disable these. Generation time is on the order of 5-10 faster by doing so, and only the AMD drivers are needed anyway. A reboot will restore them for gameplay, but they aren't even needed for that (at least not for Bethesda games). Added a similar note to the guide.

