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v2.2.0 - Feedback & Bug Reports


z929669

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On 8/29/2023 at 9:36 PM, TheAimlessMage said:

Well after messing around with those settings and doing a few PC restarts It still dumps a unfished meta file the instant that the file is done DLing the file, So weird though how there's and unfinished file when there's also a good file in the DL folder

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2 hours ago, GSDFan said:

Nothing to worry about, this is a normal windows process. If you ever downloaded something in a browser and it got interrupted, you can usually resume the download by clicking something to restart the download. Different programs use different names.

 

 

The xxx.unfinished.xxx is basically a holder for that operation.

 

 

Mod Organizer downloads the info from the nexus mods and when finished creates the meta file and deletes the temporary file.

Yes, but as I understand, this was happening with files that did finish. I quoted the last post, but the fill story is up there^

Perhaps @TheAimlessMage can confirm.

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13 hours ago, z929669 said:

 

Yes, but as I understand, this was happening with files that did finish. I quoted the last post, but the fill story is up there^

Perhaps @TheAimlessMage can confirm.

Yes that is correct! I am getting those unfinished metafiles for every completed download. I had the Recycle bin open as I did the download and as soon as mod organizer finish downloading it a unfinished meta file showed up in the recycle bin. But when I go to the downloads directory for mo 2 it has a metafile there as well as the file. So nothing is failing, but I'm still getting these for every single download. Which I've used mod organizer 2 before and I've never had this issue. The only difference is is that I've always used a portable instance and this is the first time using a global instance per the guide so I didn't know if that changed anything.

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59 minutes ago, GSDFan said:

I exclusively use MO portable instances and I see the the same thing. It might be my aging brain, but I don't see the issue this causes. You can always visit the MO2 discord forum and ask there.

Oh its not causing any issues at all. I was mostly just trying to figure out why it was happening because I've never seen it before. That issues probably could have been directed to a different forum now that I think about it.

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  • 2 weeks later...
On 8/25/2023 at 10:03 PM, uncheckedcookie said:

Setting the resolution in BethINI to 1920 x 1080 or setting the scaling back to the default (100%) both seemed to work in order to fix this. I chose the latter option.

Sorry for the late reply but it looks like there is a solution allowing you to keep your Windows' scaling.

The trick is to downscale Skyrim inversely:

  • Keep your monitor native resolution (2560 x 1440) in BethINI.
  • Uncomment and set ResolutionScale in [..]\SKSE\Plugins\SSEDisplayTweaks.ini (found inside SSE Display Tweaks mod) to 100 / Your-Windows-Scale-Value (e.g. 0.8 for 125% Windows' scaling).

I don't use Windows' scaling feature so I haven't tried this solution and can't confirm it works. But it makes a lot of sense.

Credit goes to the player who found it: Resolution Issues - FIX (reddit)

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  • 3 weeks later...

Wiki instructions for Papyrus Tweaks NG. I may be missing something but the instructions for stashing the auto-generated INI file from Overwrite into a custom config mod don't make much sense. They don't achieve their goal either (no INI file is ever moved from Overwrite into the config mod). Perhaps a step is missing?

Step #2 and #3 can simply be replaced by:

  • Drag the PapyrusTweaks.ini file from the Overwrite > SKSE > Plugins folder to the (CONFIG) Papyrus Tweaks NG mod.
  • Delete the SKSE folder within Overwrite.

or:

  • Drag the SKSE folder from Overwrite to the (CONFIG) Papyrus Tweaks NG mod.

There is no need to manually recreate the folder hierarchy into the receiving mod, MO2 does it automatically.

Edited by Mousetick
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2 hours ago, Mousetick said:

no INI file is ever moved from Overwrite into the config mod

This line confuses me. I put my skse, mcm and ini files into a SKSE Output mod. And I only have to do that once when I start a new game, because any changes automatically go into that mod. I could even keep those files in there and start a new game which keeps those setting?

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38 minutes ago, ButchDiavolo said:

This line confuses me. I put my skse, mcm and ini files into a SKSE Output mod. And I only have to do that once when I start a new game, because any changes automatically go into that mod. I could even keep those files in there and start a new game which keeps those setting?

Yes this is all correct. You're not doing anything wrong. Your approach is different than what is suggested by the guide, but the effect is the same.

I meant the Wiki instructions for Papyrus Tweaks NG which are supposed to guide the user into moving an INI file from the Overwrite folder into a config mod, are not achieving their goal, because if you follow them as they are described, at no point is there any INI file being moved from the Overwrite folder into a config mod. In the process of following the instructions, "no INI file is ever moved from Overwrite into the config mod". So the instructions are a big FAIL.

Does that make sense?

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Hi,

I'm running STEP skyrim with no modifications except CACO removed.
However, I've noticed two issues, one of which is severely game breaking for me, and I'm wondering what the problem could be. It could be something I messed up but I haven't been able to find the source of the problem after multiple rounds of troubleshooting.

Game breaking:
1. Ghosts do not take any damage using offensive Restoration spells (the ones that are designed vs undead).

EVE - Ghost Mechanics and Shaders Restored mod description says that all "All offensive restoration spells" should work. Currently, the only spell that works is the Master level spell "Bane of the Undead" but this is troublesome to cast and animation keeps getting interrupted when swarmed by ghosts. I could not beat the last companions quest "Glory of the Dead" without turning on God Mode. Using normal weapons is impossible, especially cause I'm playing a mage playthrough and 1h skill is lacking.

I cannot disable this mod because STEP Conflict Resolution patch depends on it, and I cannot disable that because it will break a lot of other things. If I disable EVE, game won't even start.

I suspect perhaps ODIN has something to do with this? I did not see anyone in the EVE mod posts on nexus mention anything about this.

Not as critical:
2. I thought dragon souls were supposed to be used up when setting skills to legenday (reset). However, in my game, I can do it indefinitely after running some tests, without using up any dragon souls. Is this part of a mod feature within STEP?

Edited by opty123
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1 hour ago, opty123 said:

Ghosts do not take any damage using offensive Restoration spells (the ones that are designed vs undead).

EVE - Ghost Mechanics and Shaders Restored mod description says that all "All offensive restoration spells" should work.

More exactly: all offensive restoration spells that affect the undead. The mod's plugin has a list of weapons/spells/enchantments effective against ghosts. This list includes the 'Turn Undead' and 'Repel Undead' families of spells, though they're pretty much useless as they deal no damage, but some can stagger. It also includes Sun Fire (Apprentice level) and Stendarr's Aura (Adept level). And Bane of the Undead.

1 hour ago, opty123 said:

I suspect perhaps ODIN has something to do with this? I did not see anyone in the EVE mod posts on nexus mention anything about this.

It's mostly compatible with Odin's changes, except:

  • It assumes Repel [Lesser] Undead has the vanilla effect. With Odin, these spells are renamed Black Hand and Toxic Cloud, respectively, and have a completely different effect against living targets, not against undead.
  • It doesn't recognize Odin's additional spells such as Sun Storm.

They would need to be patched.

1 hour ago, opty123 said:

I could not beat the last companions quest "Glory of the Dead" without turning on God Mode.

Yes this quest is made extremely difficult by that mod. The Companions use standard weapons which cause the ghosts to fade when hit and become invulnerable for 3 seconds. This repeats again and again making the fights taking forever, or impossible to win depending on difficulty and character build.

1 hour ago, opty123 said:

I thought dragon souls were supposed to be used up when setting skills to legenday (reset). However, in my game, I can do it indefinitely after running some tests, without using up any dragon souls. Is this part of a mod feature within STEP?

No STEP doesn't change the vanilla mechanic, which doesn't require spending any dragon soul. You must be confusing with something else or used another mod in the past which did change that mechanic.

Edited by Mousetick
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  • 2 weeks later...

Ran into a couple problems during performance testing:

1. With reference to Screenshot 1, I had an inconsistent bug where guards wouldn't attack me. Instead choosing to menacingly AD strafe around me. Only happened one time and haven't figured out how to recreate it from my attempts. Given this only happened once I'm not that bothered if there's a clear fix or not.

2. With refernce to Screenshot 2, blood splatters on my screen will consistently take up random squares (if that makes sense) of my screen. Is there some sort of setting to have a uniform blood splatter that affects the whole screen at once depending on percentage of health? Also I presume blurring the blood is as simple as reinstalling the Enhanced Blood mod?

3. Getting decapitated crashes the game. Although this almost gives a layer of realism to the game I think you'll understand when I say I'd prefer if this wasn't the case.

Screenshot 1.png

Screenshot 2.png

Edited by G7_Connoisseur
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1 hour ago, G7_Connoisseur said:

Ran into a couple problems during performance testing:

1. With reference to Screenshot 1, I had an inconsistent bug where guards wouldn't attack me. Instead choosing to menacingly AD strafe around me. Only happened one time and haven't figured out how to recreate it from my attempts. Given this only happened once I'm not that bothered if there's a clear fix or not.

2. With refernce to Screenshot 2, blood splatters on my screen will consistently take up random squares (if that makes sense) of my screen. Is there some sort of setting to have a uniform blood splatter that affects the whole screen at once depending on percentage of health? Also I presume blurring the blood is as simple as reinstalling the Enhanced Blood mod?

3. Getting decapitated crashes the game. Although this almost gives a layer of realism to the game I think you'll understand when I say I'd prefer if this wasn't the case.

Screenshot 1.png

Screenshot 2.png

  1. No idea about this. If you loaded an existing save then that might explain it. It's best to start a new game after the Step SSE build. Otherwise, see the changelog for instructions on continuing a playthrough with the Step build.
  2. You must not have followed the instructions for Enhanced Blood Textures.
  3. See #1 ... also, if you are not running the pure Step SSE build or if you add other mods, strange things can happen without patching properly. Given #2, I would ensure you have followed all guide instructions accurately. Also note that the build isn't really final until you complete all of the guide steps. There's still things to do after performance Tuning. Just test performance to decide on LOD and ENB. Then complete the final steps once you have checked that all instructions were followed accurately
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  • 2 weeks later...
2 hours ago, topherboy1 said:

Smooth Sky Mesh - SSE does not seem to exist on nexus anymore.
https://www.nexusmods.com/skyrimspecialedition/mods/18350
Sorry if this has been brought up before. I searched the forum and could not find it mentioned anywhere.

If you install Cathedral Weathers, it isn't needed. If you are not installing Lighting & Weather ModGroup, you can simply copy CW /meshes/sky/atmosphere.nif into a new mod in MO

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