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Everything posted by z929669
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First, your plugins aren't sorted properly, so run LOOT to sort before opening up the LO in xEdit. Second, if you don't have FacegenForKids.esp and SimpleChildren.esp, then you either didn't install and enable Simple Children, or something went wrong with the archive you downloaded. First, check the MO left pane to see if you have Simple Children installed and enabled (start typing 'simple' at the bottom of the left pane in the filter next to the broom). If you do, then double click on it, and go to the Files tab to see if the plugins are there. If the mod is enabled and the plugins are not installed, delete the archive, Simple Children Main - FOMOD (Main, v1.1), from Downloads in the MO right pane. Then re-download that mod and reinstall it according to the instructions. Also make certain the Simple Children mod is enabled in the left pane and that all plugins are enabled in the right pane of MO.
- 32 replies
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- SKYRIMSE
- 08-character appearance
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Moved to Simple Children topic. See posts above, and revisit the mod page and look at the image. The image shows you the context. The first two characters denote the load order sequence, so 'xx' is just a placeholder. The FacegenForKids.esp will be shown at the top. You need to have sorted your LO with LOOT.
- 32 replies
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- SKYRIMSE
- 08-character appearance
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Loaded grass has purple hue at a distance
z929669 replied to Monolith47's topic in General Skyrim SE Discussion & Support
Turn on anisotropic filtering ≥ 4x using your graphics software to resolve. -
ACCEPTED Navigator - Navmesh Fixes (by tarlazo)
z929669 replied to Mousetick's topic in Skyrim SE Mods
We keep the wiki instructions updated. You can see this by using wiki history for the relevant pages: ...or wiki recent changes: -
ACCEPTED Cutting Room Floor - SSE (by Arthmoor)
z929669 replied to TechAngel85's topic in Skyrim SE Mods
We updated VLC for this: Version 1.2.1 HOTFIX RELEASE CHANGES VLC Patch - CuttingRoomFloor Hotfix ============================================================== Removed Sub-Block 3, 2 edits (00008EFF & 00008F00) accommodating CRF's original entrance to Hoarfrost Grotto, as the location has been moved as of CRF v3.1.20. This fix restores the original landscape now that the cave entrance has been moved by CRF.- 17 replies
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- SKYRIMSE
- 17-locations
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ACCEPTED AI Overhaul SSE (by mnikjom/SpiderAkiraC)
z929669 replied to TechAngel85's topic in Skyrim SE Mods
The Step Patches were updated for this: Version 2.3.6 Forwarded a previously-missed "Vanilla Landscape Corrections" record Added two small changes to accommodate the latest update to "Acoustic Space Improvement Fixes" Removed all record conflicts with "Relationship Dialog Overhaul Lite"'s "AI Overhaul" patch, since we'll rely on that patch moving forward- 13 replies
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- SKYRIMSE
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If the game loads, that's all that matters. We're just testing that you can start the game with the SKSE launcher via MO and COC riverwood. The instructions don't mention doing anything more than that. The game loaded, and you could COC. Smoke test successful. Uninstalling MO, the game, and Steam wasn't necessary, so it sounds like you are back to square one. If you are concerned about the game working properly, start at the SSG from the beginning, and after you initialize the pure, clean vanilla game, go ahead and start a new game to convince yourself that the cart ride and the intro stuff works before you quit (after game initialization step 5).
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Paid mods from Steam Creations are just like any other mods. I'm just not sure how they are managed by Steam/Bethesda. If they must be downloaded via Steam into the \Data directory like the vanilla content, then they are effectively like the vanilla files and "unmanaged". If they can be downloaded as archives, then just install them into MO2 using the "create empty mod" option from the left pane toolbar. This would be ideal, as then they are MO managed like any other mod. I don't think there's any reason to use them though, because their analogs are available from Nexus, TES Alliance, AFK Mods, and other free mod sources. Maybe not the same exact mods (but in some cases they probably are), but likely similar and better ones with more to choose from. I have no idea how well the Steam paid mods are maintained, because I don't have any reason to explore them. Free mod sources have way more mods collectively, and I'd bet they are maintained as well or better than the paid ones from Steam. I just found this thread on Steam, and Liquid Inc's response is the way I'd go, but I would not recommend using paid mods, since it just creates extra work and potential mod-management problems by the sound of it.
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Missing Master CC-FearsomeFists_CCOR_Patch.esp
z929669 replied to syzygy's topic in Step Skyrim SE Guide
If you are using Linux, that's the issue. If not, then check that the installer is picking up the mods you have installed. If it detects the CC content and that you have CCOR installed, it should have that option ticked for the CCOR installs. Also check that all of your plugins are enabled in the right pane of MO and that you have sorted with LOOT. -
Missing Master CC-FearsomeFists_CCOR_Patch.esp
z929669 replied to syzygy's topic in Step Skyrim SE Guide
I just checked the 4.2.3 KPH installer, and it's not missing this file: I also tested the installer using our instructions (almost everything is automated. You only need to tick two boxes in the second window of the FOMOD and then "next, next, ..., next, install". Are you using MO or some other mod manager? Are you using Linux? @DJShokwave This could be an issue with case sensitivity, as our CR-CCOR patch uses camel case for that mod still. If so, then I could update our patches to reference masters as lower case, since that is how the KPH file ships now. Arthmoor and others are beginning to do the same with the plugins they manage (including Step). You can test by reinstalling the latest KPH and renaming that file to use the camel case (as in the error you are getting). -
The ini settings I mentioned have no impact on performance. They just affect grass color/brightness. If you want to increase performance, then you must alter mesh rules for other object LOD. Read https://dyndolod.info/Help/Performance Also see the Step guide documentation on performance/quality. Post on the DynDOLOD support forums if you still have questions about increasing performance.
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- SKYRIMSE
- DynDOLOD 3
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Ambient is total lighting, while Direct creates more variation in brightness. If grasses have normal maps like with ENB complex grass or possibly CS, then Direct just gets in the way. Also adjust your DynDOLOD GrassBillboardTop/Bottom settings. Try using these settings from our dev guide. Also note the DynDOLOD settings. I'm not sure how CS works with complex grass or grass normals. @sheson will know more about that if it matters.
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The latest Skyrim SE 2.3 and 2.4 dev guides have the current 'best' settings. Just keep gamma at 1.00 unless you are using Cathedral Landscapes, and LOD32 texture size can be lowered if you aren't using ACMoS. See the OP for the updated link.
- 85 replies
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You think my response is 'aggressive'? I think you are overreacting. Moved to the DynDOLOD topic (where the link in the error you posted leads).
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Gamerpoets describes how to properly install DynDOLOD and its dependencies after installing and configuring Mod Organizer and adding DynDOLOD64.exe as an executable. NMM is not used or supported here, as it lacks the functionality to support using DynDOLOD in the manner described by the video and most documentation. Switch to MO and try again or figure it out using NMM yourself by reading the DynDOLOD installation instructions.
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Missing Master CC-FearsomeFists_CCOR_Patch.esp
z929669 replied to syzygy's topic in Step Skyrim SE Guide
KPH mods are now installed using their automated installer. See the guide instructions for that mod. -
ACCEPTED Acoustic Space Improvement Fixes (by DylanJamesWasTaken)
z929669 replied to z929669's topic in Skyrim SE Mods
Just a couple of questions about the latest version and patches... The Main File FOMOD v1.3.3 has a patch option for Reverb Interior Sounds Expansion (RISE), CC Farming, and CC Saints & Seducers, but then there's also a distinct patch for each of these under Misc Files. These independent patches are older and different than those in the installer and actually match those installed with previous v1.2.1: Reviewing in xEdit, the plugins seem to be effectively the same, but Seducers is using the vanilla EID in the stand-alone version (I renamed the stand-alone plugins so I could load them with the FOMOD versions): Farming and Seducers have Bash tags in the FOMOD versions but not in the stand-alone versions. The RISE and Seducers versions have different masters (the FOMOD versions requires ASIF, but the stand-alone versions do not). These diffs account for the CRC mismatches among these files. Are these differences intentional? If so, what's the reasoning? Additionally, the file descriptions threw me off a bit. Is "the installer" the plugin version of the Main File? Sorry if I seem a pain. I'm just pedantic and want to be certain I'm updating our instructions and patches correctly and consistently EDIT: You can disregard the above, as I've determined that we'll use v1.3.3 along with our own patching for Ambiance. Your other updated patches in the 'plugin' version's FOMOD are taking care of the remainder nicely, so I've removed any conflicts from our patches.- 12 replies
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- SKYRIMSE
- 07-sounds and music
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ACCEPTED Vanilla Landscape Corrections - VLC (by Step Modifications)
z929669 replied to DoubleYou's topic in Skyrim SE Mods
Technically, yes, you would regenerate the entire LOD patch; however, it only matters for this small area, so the difference may not be noticeable unless you were looking for it.- 21 replies
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- 17-locations
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Dozens of Error Messages on Loading into Game, Crash on Reloading Saves
z929669 replied to gath88's question in General Skyrim SE Support
It looks like you triggered some sort of debug mode for one of your mods, or your config file for that mod is missing. It seems related to PC/NPC rendering. Disable all mods that could be related to verify the source and find the problem. You may want to first test what happens if you begin a new game without disabling anything. -
ACCEPTED Vanilla Landscape Corrections - VLC (by Step Modifications)
z929669 replied to DoubleYou's topic in Skyrim SE Mods
CRF has been updated, and the corrected VLC-CRF Patch is up.- 21 replies
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- 17-locations
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ACCEPTED Vanilla Landscape Corrections - VLC (by Step Modifications)
z929669 replied to DoubleYou's topic in Skyrim SE Mods
If you are using the latest version of CRF, then 00009F00 doesn't conflict with anything other than VLC, so you can discard that patch. Just remove cell sub-block 3,2 from the VLC-CRF patch. We've removed the two n/a records (cell sub-block 3,2) from the VLC-CRF patch and will wait for CRF to update.- 21 replies
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- SKYRIMSE
- 17-locations
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ACCEPTED Audio Overhaul for Skyrim SE (by DylanJamesWasTaken)
z929669 replied to TechAngel85's topic in Skyrim SE Mods
Ignore it.- 25 replies
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- 07-sounds and music
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ACCEPTED Vanilla Landscape Corrections - VLC (by Step Modifications)
z929669 replied to DoubleYou's topic in Skyrim SE Mods
Well I dove into updating the CRF patch myself after messing with it in the CK by removing the CRFHoarfrostGrotto data at 26, 22 and 25, 22. Needless to say, this didn't work, and I always wound up with a juxtaposed FormID in the preceding VLC patch record. I don't know enough about the CK 'rules' for this sort of thing. Fortunately enough, I believe it's a simple matter of deleting the offending records from the VLC patch in xEdit, since those records no longer exist in CRF anyway. I did this, and the old entrance location as well as the new look good. However, the old entrance still has a AutoloadDoor reference attached, so that's the cause of the 'freeze' mentioned. You can get out of it using COC/COW in the console. Anyway, I'm pretty sure it's a CRF 3.1.2 bug.- 21 replies
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- SKYRIMSE
- 17-locations
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