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Posted
22 hours ago, HunterZ said:

When I first finished setting up STEP 2.3, I noticed that water highlights were really bright in the dark areas of the intro dungeon (e.g. the stream just before the bear encounter).

I've since installed Bright Waterfall Fix for ENB, which seems to solve it.

For STEP I think you want both of these:

  • Bright Waterfall Fix for Realistic Water Two

    • Put at the end of 06-Models and Textures

    • This overwrites a lot of meshes from other mods (Particle Patch for ENB, SMIM, Realistic Water Two SE, Majestic Mountains Lightside) - I suspect someone smarter and more opinionated than me may want to hide some of these overrides, but I haven't personally noticed any issues

  • DynDOLOD Bright LOD Waterfall Fix

    • Put at the end of 04-Foundation

    • This *only* overwrites DynDOLOD Resources SE meshes

Read through this topic. We haven't tackled this issue for Step yet, but it will be best solved by using our own custom gradients/meshes. Feel free to use that mod in the meantime though.

Posted (edited)
5 hours ago, z929669 said:

Read through this topic. We haven't tackled this issue for Step yet, but it will be best solved by using our own custom gradients/meshes. Feel free to use that mod in the meantime though.

Thanks. Looks like Realistic Water Two has a guide here that may help with your customization effort: https://www.nexusmods.com/skyrimspecialedition/articles/2027

Haven't tried it yet, but More powerful mining animations SE looks like a possible candidate for 05-Animation and Physics - replaces the ridiculous vanilla mining animation with something more powerful. Seems to work by providing custom meshes\actors\character\animations\idlepickaxe_*.khx files.

Edit: Tested it out, and it seems to work fine - and is a nice improvement.

Edited by HunterZ
  • 2 weeks later...
  • 2 weeks later...
Posted

Hi all,

 

I'm currently up to the Game-Launch Smoke Test in the Step guide and after opening Skyrim I'm unable to open the console and I can't find anything online suggesting why. I can definitely type the ~ symbol, but could it maybe be an issue with my keyboard or something? I've also tried ' and nothing.

 

I was thinking I could try opening the console after starting a new game, but I didn't want to mess anything up as I know you can open it from the main menu. Any help would be appreciated :)

Posted
2 hours ago, luigi_in_italian said:

Hi all,

 

I'm currently up to the Game-Launch Smoke Test in the Step guide and after opening Skyrim I'm unable to open the console and I can't find anything online suggesting why. I can definitely type the ~ symbol, but could it maybe be an issue with my keyboard or something? I've also tried ' and nothing.

 

I was thinking I could try opening the console after starting a new game, but I didn't want to mess anything up as I know you can open it from the main menu. Any help would be appreciated :)

Sorted it… ignore me! It was bound to the Esc key for some reason…

  • Like 2
  • 2 weeks later...
Posted

Coming back to Skyrim modding for the first time since...2022 according to the last time I got some things off Nexus, and my first time following a Step guide--and it fired up first time with no problems, possibly the first time modding a TES game that's ever happened.

I do have a couple of thoughts:

  • I wasn't expecting to have trouble hitting 60fps at 1440p and High game settings with an RTX 3060 with the post processing stuff added. Was seeing 125+fps in Whiterun and 95ish in the Rift looking at the spots the guide points out; with the Light ENB presets I'm dipping into the high 30s and 40s heading out of the vanilla start area and got lots of stuttering in the intro setpiece and mid 50s with milk-drinker. I'm in the process of going back to the Medium bethINI settings and testing again from there of course, but like I said, surprised.
  • Is it possible to handle the game INI file in such a way that I can make settings the guide calls for, like reflect sky = 0 and have them not be reverted if I load a different bethINI preset?
  • Other than fighting with MO, and the time involved downloading all the mods, I think you guys did a great job making a guide that gives reproducible results.
Posted
6 minutes ago, yeti said:

Coming back to Skyrim modding for the first time since...2022 according to the last time I got some things off Nexus, and my first time following a Step guide--and it fired up first time with no problems, possibly the first time modding a TES game that's ever happened.

I do have a couple of thoughts:

  • I wasn't expecting to have trouble hitting 60fps at 1440p and High game settings with an RTX 3060 with the post processing stuff added. Was seeing 125+fps in Whiterun and 95ish in the Rift looking at the spots the guide points out; with the Light ENB presets I'm dipping into the high 30s and 40s heading out of the vanilla start area and got lots of stuttering in the intro setpiece and mid 50s with milk-drinker. I'm in the process of going back to the Medium bethINI settings and testing again from there of course, but like I said, surprised.
  • Is it possible to handle the game INI file in such a way that I can make settings the guide calls for, like reflect sky = 0 and have them not be reverted if I load a different bethINI preset?
  • Other than fighting with MO, and the time involved downloading all the mods, I think you guys did a great job making a guide that gives reproducible results.

This game can tax even the mightiest hardware. I run the game with the Step Heavy ENB and 'optimal' DynDOLOD config. I'm also running 2160p at 3480x2160 (see specs in sig), and I dip below 50 FPS in some areas. ENB is GPU intensive, but the game is CPU intensive. What is your resolution?

The BethINI presets wipe everything out, so you must revisit each of the instructional callouts when changing presets. You can use WinMerge to move the custom settings from your previous BethINI backup into the current INI, but it's probably easier to just revisit the BethINI Pie instructions to do the same.

Thanks, and glad you like it ;)

Posted
On 6/19/2025 at 7:15 PM, z929669 said:

This game can tax even the mightiest hardware. I run the game with the Step Heavy ENB and 'optimal' DynDOLOD config. I'm also running 2160p at 3480x2160 (see specs in sig), and I dip below 50 FPS in some areas. ENB is GPU intensive, but the game is CPU intensive. What is your resolution?

The BethINI presets wipe everything out, so you must revisit each of the instructional callouts when changing presets. You can use WinMerge to move the custom settings from your previous BethINI backup into the current INI, but it's probably easier to just revisit the BethINI Pie instructions to do the same.

Thanks, and glad you like it ;)

I'm running at 2560x1440

Went back and re-generated LOD with no grass and the performance tree settings and that seems to have fixed the outdoor framerate, I'll continue to fiddle with it but I'm happy with that for now--the grass snapping in is a little unsightly but I suspect there's only a few places it'll really be noticeable.

The only other thing I noticed is that the MCM setup section the guide notes that some mod INI files might appear in Overwrite after mods are set up, where I'm seeing them pop up in the SKSE Output mod we set up earlier in Step 2.  I'm not sure if this is because several of them are SKSE plugins (e.g., OxygenMeter2) or something up with how MO handles files now (e.g., SimplestHorses ini goes in MCM/SimplestHorses under SKSE Output)   -- that's easy enough to move the INIs around but it diverged from the guide so I thought I'd mention it.

Posted
2 hours ago, yeti said:

The only other thing I noticed is that the MCM setup section the guide notes that some mod INI files might appear in Overwrite after mods are set up, where I'm seeing them pop up in the SKSE Output mod we set up earlier in Step 2.  I'm not sure if this is because several of them are SKSE plugins (e.g., OxygenMeter2) or something up with how MO handles files now (e.g., SimplestHorses ini goes in MCM/SimplestHorses under SKSE Output)   -- that's easy enough to move the INIs around but it diverged from the guide so I thought I'd mention it.

If you configured the SKSE executable configuration to always create file in the SKSE Output mod, any files created in the game's Data folder are stored in the SKSE Output mod when you run SKSE. I think it's mostly the SKSE DLLs that initially create the INI files the first time you run SKSE.

Posted
4 hours ago, yeti said:

I'm running at 2560x1440

Went back and re-generated LOD with no grass and the performance tree settings and that seems to have fixed the outdoor framerate, I'll continue to fiddle with it but I'm happy with that for now--the grass snapping in is a little unsightly but I suspect there's only a few places it'll really be noticeable.

The only other thing I noticed is that the MCM setup section the guide notes that some mod INI files might appear in Overwrite after mods are set up, where I'm seeing them pop up in the SKSE Output mod we set up earlier in Step 2.  I'm not sure if this is because several of them are SKSE plugins (e.g., OxygenMeter2) or something up with how MO handles files now (e.g., SimplestHorses ini goes in MCM/SimplestHorses under SKSE Output)   -- that's easy enough to move the INIs around but it diverged from the guide so I thought I'd mention it.

Yeah, I should have mentioned grass being a contributor. You can enable grass fade in the BethINI Pie setup and adjust fade distance to help with transitions if you aren't using grass LOD.

As Greg mentioned, SKSE Ouput is where all of the SKSE mods will generate their initial output if it doesn't already exist. The Overwrite comment is a relic from the past that we should probably clean up.

4 hours ago, yeti said:

Sorry for the double post, guess new users can't edit--this certainly is funky but ti seems to just be cosmetic

https://imgur.com/a/iAwBfxS

Interesting. Where/what is that?

Posted
48 minutes ago, z929669 said:

Yeah, I should have mentioned grass being a contributor. You can enable grass fade in the BethINI Pie setup and adjust fade distance to help with transitions if you aren't using grass LOD.

As Greg mentioned, SKSE Ouput is where all of the SKSE mods will generate their initial output if it doesn't already exist. The Overwrite comment is a relic from the past that we should probably clean up.

Interesting. Where/what is that?

I'm not sure--it looked like single vertices or small polygons were way up in the sky, but it was hard to look closely because they disappear depending on the exact direction I was looking. Occurred roughly around here looking in the direction the map indicates: i4LNB4f.jpeg

 

And re: the overwrite, yeah all I wanted to point out was the inconsistency; I think most people who run through the step guide understand what's actually going on but as a guy who reads and writes a lot of documentation at his day job it jumped out at me that's all.

  • Like 2
  • 3 weeks later...
Posted

Having played quite a bit more I started running into frequent CTDs on load and on fast travel in the last day or two. Since play was largely crash free until then I assume I put my save into a bad state by way of interacting with a particular part of a mod or perhaps one of the creation club additions. Would this thread be the place to go more into that since I'm running the step guide or should I post a new thread in the support forum?

  • 2 weeks later...
Posted (edited)

1.15

bjSV3zp.png

vs 1.10

https://stepmodifications.org/wiki/SkyrimSE:2.3#/media/File:BethINI_Pie-SSE-Environment.jpg

Just a note. the current release of Bethini Pie ) has a slightly different set of UI options compared to what's in the guide. Not sure what the difference implies but at least an upadted screenshot might be good.

 

Edit- Updating this with some more observations as I'm going back through my STEP install to troubleshoot

Section 21 Post-processing, the latest release of More Lights for ENB - Blood Splatter Fix says it has a new dependency on https://www.nexusmods.com/skyrimspecialedition/mods/66411 perhaps pin this to a specific version if it's not desired people install the latest one. The name on the mod list also doesn't match the installed mod name, which isn't a huge deal but I'm noting it here anyway to be thorough.

 

Also a couple things in-game that I can't figure out the source of:

  • Something about the view of the butterfly alchemy ingredients means that the 3D view to the right of the menu shows their wings black, but if you rotate them you see the texture on the other side or at an oblique angle
  • Night and indoors are too dark for my taste, unsure if adjusting gamma or some mod or enb setting is the preferred way to play with that. (Should note my monitor is color calibrated for photo editing so it's not the full tilt bright + contrast that most come set at)
Edited by yeti
updating with more info

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