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Hodegar

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Everything posted by Hodegar

  1. doing prerequisites, open up loot for first time and there are no predefined mod groups as in video..... what am I doing wrong?
  2. anyone else noit able to access the guide? step wiki is down for me, getting timed out error
  3. https://www.nexusmods.com/skyrimspecialedition/mods/11069?tab=description, anyone tried this? its is now supposedly compatible with legacy.
  4. if using MO 2 and having the cleaned esms overwriting the real ones that shoudnt be an issue correct?
  5. lexy I hav been using PCE with the guide, found that there is a weird conflict with project optimization that causes disappearing walls in castle dour and palace of the kings.. coudnt solve it so I simply removed prject optimization from my build as ive never lacked fps indoors as is. I also just went to the replacer no-esp version of snazzy to avoid conflits and seems to look good. As for lighting mods I had to set loot rules to force ELE, relighting, and ELFX to load after PCE. as well I am using the ELFX main patch for PCE but I have niot been using the relighting skyrim patch. looks fine to me so far... load order for those specifically is, Palaces Castles Enhanced.esp, EnhancedLightsandFX.esp, PCE-ELFX patch.esp, RelightingSkyrim-Full.esp, and then ELE farther down due to its guide stated loot rule
  6. not to hijack but a mod I always personally added to classic was extraordinary hags... keeps the elderly appearance but they look much more in tune with the rest of the old guides npc
  7. Sorry I didn't see this earlier Darth been in and out of Dr office cause of sprained hip and also dealing with being snowed in this morning.
  8. no worries lol take all the tie you need IRL always copmes first best wishes for you guys. and that is great to hear.
  9. update.. there is a conflict between forest borealis and alternate start, alternate start adds shoals rest farm north of rorikstead... there are now multiple floating trees in the farmyard. if anyone else can check it should be a simple issue of deleting said trees through SSEedit.
  10. eh that's why u got us all to test things lol, your guide for LE was a labor of love that took years to perfect and so will this be. we all love you guys for doing this tho.
  11. I seem to have fixed it by loading the esp in creation kit and saving it... apparently doing this in the sse creation kit generates facegen data which I them moved to the undeath mod folder and it fixed the issue.
  12. curious if anyone else can test.. I have pack installed up to current point, I have noticed that the priest of arkay added by undeath by lake ilinalta has a black face... wondering if anyone else can confirm to see if its simply an error on my end.
  13. just catching up on install, should we not nif-opt the meshes from the "realistic HD" series of mods cause they are oldrim/classic?
  14. actually the files I tweaked were the enbeffect.fx and enbbloom.fx files through game interface, wasn't sure if that translated to the fx, or the fx.ini files so I zipped all 4 of the files up and uploaded to dropbox for testing, again using with ELE, ELFX and relighting as per guide, but with NVT enb bt author of re-engaged and obsidian instead of vivid. I'm an idiot I should have checked which exact settings I changed but was just in game and fiddling around trying to make my interiors brighter. the 4 files just drop into the enbseries folder in main directory. https://www.dropbox.com/s/4fnd4vmzte9jbsf/modified%20ENB%20fx%20files%20for%20NVT.rar?dl=0
  15. I can't remember off top of head as I did it through enb GUI. But when I get home tomorrow I can upload my enbseries folder to drop box if you want to compare it and see what the differences are. (Still NVT not reengaged btw but I had same issue of interiors being super dark and fire way too bright)
  16. Hey Darth I tried that it helps alot. I also tweaked interior bloom and brightness on left side and it helped alot with the darkness issue. Simply raise interior brightness to taste then tweak contrast for interiors if needed
  17. Would but out of town for a week sorry:( only takes 5 mins to switch tho if anyone wants to try just make sure you untick vivid if trying obsidian with the NVT enbwww.nexusmods.com/skyrimspecialedition/mods/11203 Scroll down he has screens comparing it with all the major weather mods
  18. I have been using NVT enb with obsidian. It's by the author of re engaged and in his words is a mess saturated version. Highly suggest trying it as I also found reengaged very saturated. He also has a vivid weather's preset if you want to keep vivid instead of obsidian
  19. after testing it appears that the lock overhual mod from old guide works fine when the bsa is extracted and the esp is converted
  20. i am assuming when we extract a bsa such as simple autoi unequip that we can then hide the esp/bsa file in the MO folder and just have the extracted scripts remain?? Edit, nvm, found this was the case 2 mods down the list sorry lol
  21. TBH I havent tried with vivid and reengaged as I found the colors far too saturated so I wouldn't know. NvT is by same author but quite a bit duller until paired with obsidian. Going to test those mods with vivid and see if faces are darker.
  22. I thought the same but for past 3 weeks I have been using this mod in conjuction with the new obsidian weathers and NVT enb. I coudnt believe the difference it made, npc's look better imo than they did with Oldrim ENB. https://www.nexusmods.com/skyrimspecialedition/mods/14238
  23. @JD I think so lol I've actually been looking at ways to do this... a lot of the mods are either already ported or have similar counterparts for SSE. a few need porting but that is super easy to do. and with legacy now ported and almost too release I think it's a good time to try.
  24. curious as to the same... as I add a lot of mods to my own setup of Srle ... what's the first step you guys usually do for conflicts?
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