Nebulous112 Posted January 22, 2018 Share Posted January 22, 2018 Heads-up, I fixed the link in your post, cptmcsplody (it had an extra space at the end). Nice find, by the way! Link to comment
BuddyKidd Posted January 22, 2018 Share Posted January 22, 2018 (edited) I have added CLARALUX SSE I am thinking we want to let it overwrite Relighting Skyrim i the right pane or maybe even get rid of Relighting skyrim altogether. Can those of you the have used CLARALUX let me know what would be best and with that I am out of here smell you later.According to the CLARALUX instructions CLARALUX should be loaded after Relighting Skyrim. I don't see any need for Relighting Skyrim. It seems to be some what redundent. I am not using Enhanced Lighting and FX either. Also you should not load CLARALUX for SSE - Support Patches until late in the mod order. That way it can check for all the patches it will need. Edited January 22, 2018 by BuddyKidd Link to comment
BuddyKidd Posted January 22, 2018 Share Posted January 22, 2018 Here is a mod to use instead of Wearable Lanterns: https://www.nexusmods.com/skyrimspecialedition/mods/12633 It is not as good but it works. Link to comment
godescalcus Posted January 22, 2018 Share Posted January 22, 2018 Here is a mod to use instead of Wearable Lanterns: https://www.nexusmods.com/skyrimspecialedition/mods/12633 It is not as good but it works.I personally use it and I like it. Very simple and practical. I'll bet people who like frostfall and campfire and hunger mods will still prefer wearable lanterns for immersion/realism. Link to comment
godescalcus Posted January 22, 2018 Share Posted January 22, 2018 Is it just me or does anybody else hate SSE underwater effect? It's a Morrowind nightmare! I'm going mad looking for a fix. Here's SSE underwater (Dolomite Weathers, NVT ENB, RW2): And here's Legendary with Vivid+Vividian+RW2+Clearwater for ENB: Link to comment
Xaxilis Posted January 22, 2018 Share Posted January 22, 2018 Hrmm.. I tried updating those SFCO files. I must have done something wrong cause the game crashes trying to use the new ones I made in CC.... I'm going to leave the old ones in for now. Link to comment
Hodegar Posted January 22, 2018 Share Posted January 22, 2018 That would be useful all we would need is the enbseries.ini file. I have added Darth's tweaked so fires shouldn't be so bright now.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 Link to comment
Hodegar Posted January 22, 2018 Share Posted January 22, 2018 just catching up on install, should we not nif-opt the meshes from the "realistic HD" series of mods cause they are oldrim/classic? Link to comment
DarkladyLexy Posted January 22, 2018 Author Share Posted January 22, 2018 Lexy, are you going to have TMW in this guide?my brain hasn't engaged yet what is TMW. I also notice that some of the aesthetic mods, like The Men of Winter, make changes that don't reflect USSEP's changes. Should I conflic resolve those cases? Is that issue addressed in the Legendary Edition guide's NPC Retextures CR? https://i.imgur.com/z71JPMb.jpg yes it as sorted in the NPC Retexture CR on Legendary guide and Darth has sorted it out on my test SSE version too. Hi Lexy,The guide has us converting the Oldrim version of A Quality World Map by IcePenguin. I just found Chesko posted a Special Edition version of A Quality World Map. Is there a reason we want to use the Oldrim version or did I discover something helpful? Thanks,-Xaxilisahh that was actually a copy of paste error Handy xEdit script Check old form version https://www.nexusmods.com/skyrimspecialedition/mods/6847 You can run it on your entire modlist. But its easier to check with Wrye bash now, it complains on load if a mod is form 43.nice save me the hassle of working out what mod are still form 43. DANG! That's a handy script! Thanks cptmscsplody! Looks like Snazzy Furniture and Clutter Overhaul has some form 43 esp's too.ahh didn't realize that we need to let Gutmaw know. According to the CLARALUX instructions CLARALUX should be loaded after Relighting Skyrim. I don't see any need for Relighting Skyrim. It seems to be some what redundent. I am not using Enhanced Lighting and FX either. Also you should not load CLARALUX for SSE - Support Patches until late in the mod order. That way it can check for all the patches it will need.OK thanks I'll add a LOOT Rule for that. Here is a mod to use instead of Wearable Lanterns: https://www.nexusmods.com/skyrimspecialedition/mods/12633 It is not as good but it works.nice I will take a look when i that section 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=0thanks I'll get Darth to have a look (can't have him lazying around do nothing can we) just catching up on install, should we not nif-opt the meshes from the "realistic HD" series of mods cause they are oldrim/classic?Well i did running them through nif opt I checked the output text doc and it appears it didn't change anything (I maybe reading it wrong) so may the don't need optimizing, fyi Tech's guide doesn't optimize either. Link to comment
DarkladyLexy Posted January 22, 2018 Author Share Posted January 22, 2018 have had a quick look at SFCO and it appears the Formids don't match after converting and causing errors and thus CTD these will need to be fixed in xedit what i might do i fix them issue esp replacers until Gutmaw fixes them. Edit: can't do it going to have to let Gutmaw deal with it. the patches need to be fixed via the CK and that is beyond my skills. Link to comment
Jim102929 Posted January 22, 2018 Share Posted January 22, 2018 Is it just me or does anybody else hate SSE underwater effect? It's a Morrowind nightmare! I'm going mad looking for a fix. Can you not just convert clear water for enb in CK, since it's only a single esp. Link to comment
DarkladyLexy Posted January 22, 2018 Author Share Posted January 22, 2018 I have removed the snazzy patches until either Gutmaw fixes them or someone else with more CK skills the me fixes them. Link to comment
mavanaic Posted January 22, 2018 Share Posted January 22, 2018 Can you not just convert clear water for enb in CK, since it's only a single esp. Yeah..but it wouldn't help since the ENB for SE it's in the early stages and doesn't have that feature yet... Link to comment
DarkladyLexy Posted January 22, 2018 Author Share Posted January 22, 2018 typical just updated Vivid weathers to version 2.20 only to find out 2.21 has just been released. Link to comment
godescalcus Posted January 22, 2018 Share Posted January 22, 2018 Can you not just convert clear water for enb in CK, since it's only a single esp. I did try to convert clearwater, restored realisticwatertwo.esp mastership that was lost with conversion and redirected the unresolved references to the right formids in realisticwatertwo with xEdit. However, loading it in my game resulted in loss of all water ripple and wave effects, the water became like a very still mirror (making all reflection distortions even more apparent) and the underwater effect didn't change at all. I guess SSE handles water differently and needs a dedicated mod. Also probably ENB for SE still doesn't have the water effects. Link to comment
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