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DarkladyLexy

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Everything posted by DarkladyLexy

  1. Yes SSE does have different shaders I've been playing around with BethINI so there are some new tweaks i need to add to guide which will be tomorrow now. Yes i have run without ENB and even without things are quite saturated I have not tried out going the Reshade route or maybe someone could compare Obsidian Weathers and Vivid weathers with Skyrim SE Re-engaged or maybe we need a different ENB altogether; but ENB's and Lighting are so subjective it can be difficult to pick.
  2. we're not using Vividain on SSE so i can't be that. plus i think fire a natural bright in SSE even of vanilla so maybe the lighting mods and enb are use over empathizing the problem needs looking into you need to look at the fire in jorrvaskr to see how bright it is. just cos at the moment i have no plan for Sound of Skyrim doesn't mean it won't make a appearance. well have to see how the compatibility is with other Beyond Skyrim mods when the become available. Let me get this planned "pre-alpha" build done then we can look at other things.
  3. Do we have an ETA on this it's been down all day. Somebody wake Z up. thought a new Server was being purchased to help with these issues?
  4. well for now I am happy to leave it until I have finished the pre-alpha build and we'll take another look when everything is in.
  5. yes I too would like to see the Dark Brotherhood and Thieves guilds expanded but as far as i am aware there not many mods tha deal with those quest lines. I might try Dawn of Skryim and maybe JK's as fps seem much higher with SSE but we'll have to careful about ICAIO. I was thinking of taking a looking to see what mods from REGS have been ported. I actually like ELFX but i agree certain places are too dark. There is currently one really big annoyance i need to deal with and that's the brightness of fires. but thought that issue was sorted in version 3.0 of RCI?
  6. no idea what is going on obvious the usual server issue the site sometimes gets. not really mostly just version updates Darth did update the Testing CR (the one from our dropbox).
  7. hey guys since the wiki is down i post this here Nexus page up https://www.nexusmods.com/skyrimspecialedition/mods/14614/ it currently only contains a port of Relight Skyrim tailored for ELFX. Neo gave me permission to port and distribute any of his patches we need.
  8. how did you fix it was it just a matter and manually changing the folder structure?
  9. OK thanks Xaxilis I'll sort that out tomorrow as I am done for the day.
  10. fixed I actually haven't planned on you sound of skyrim.
  11. Yes Xaxilis did mention that but like I said I originally had issues redirecting my downloads folder cos I don't want that taking up space on my SSD which is why I went the way I did. I realized what I was doing wrong plus I didn't have both the 64 bit and the 32 bit of the C++ redistributable but I do now. That why this a pre-alpha test build cos I still learning things as i go along there maybe some silly errors but we'll iron them out over time .
  12. Ok guys I have switched the guide to use the portable mode of MO2 hopefully didn't missing anything if I did give me shout and I'll sort it out.
  13. hey guys some of you aren't going to like me for this but after watching Dirty Weasels latest MO2 installation video I decided to nuke my MO2 install and start again. This time placing MO2 in Steam\steamapps\common\Mod Organizer 2 and selected the "portable mode" from there I was able to redirect my downloads path to my normal location. So I am now thinking this could be a better idea since we would need switch to portable for Merge plugins anyway. The whole reason why is 1st chose a new instance was because i coudln't change the downloads directory but now i can so in the long run think this will be better. there are also some C++ redistributable you need which i didn't realize were needed until i watched the video so I'll add them too.
  14. i didn't keep cos they became CR Update for 1.58 which is on he nexus page. look in the update files section
  15. Well when I was testing it was crashing when I extracted BSAs through MO2. I spoke with the MO2 team and they told the the BSA extractor for MO2 doesn't work properly and I should use BAE instead.
  16. yes and it is still being maintained unlike SRLE Base
  17. no i do mean to used the older Wrye Bash beta 1 cos when i tested Wrye bash beta 2 it was a bit crashy with SSE. when I added the executables only the originals showed up and not the shortcuts so i add them plus added the Argument -sse.
  18. Nice to see you back Razoredge. Yes I have borrowed stuff from Tech too I have given him credit and gave you one too as you laid some of the groundwork for me.
  19. yeah maybe i should look at protecting the page but don't know how to think only the STEP admin can do that. It has not been an issue everybody here is well behaved plus if a change happen that I don't like or want I can just reserve it.
  20. lol yeah thanks xxPYROxxJONESxx there are bound to be tons of spelling and grammar errors, I am notoriously bad with my spelling and grammar. I have also said I have no objections to anyone that wishes to edit my spelling and grammar the only thing I ask is don't update mod versions or change mods listed.
  21. Hey guys does anyone know if Burma and LOTD still have a issue with Immersive Armours on SSE? Also do you think it worth adding Beyond Reach?
  22. ah i thought i changed that guess i missed it. So it is my bad I'll fix that. Cos it doesn't work plan and simple. I had issue with it and the MO2 guys told me it doesn't work and to use BAE instead. Wearable Lanterns MCM is broken there is a fix for it but it requires using the Oldrim MCM assets if you want to do it yourself look here https://www.dracotorre.com/blog/frostfall-se-skse64/ plus it will spit out a big error message about profile read and write error this cna be ignored thoui but to save hassle i decided not to include Wearable lanterns until Chesko does his thing (but God only knows when or even if that will be).
  23. we were advised back on Darth's original SRLE Extended not to merge MoreHud cos of the DDL Plugin https://forum.step-project.com/topic/9173-srle-extended/?p=169743 and even Mator say it is a bad idea.
  24. you think so? It's a program and doesn't strictly need to be in the main directory unlike Champollion actually for simple Auto unequip I kept the esp cos it was add to a merge. Since the esp isn't a dummy it is needed. But After you have extracted the BSA that can be removed
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