Jazmac Posted November 9 Posted November 9 (edited) For the SKSE64 detailed instructions. The reference images for creating the SKSE.ini file don't match what the instructions are telling you to do. They show the built-in MO "Filetree" which might be a little confusing as the text instructions are showing how to do it in Windows Explorer itself outside of MOs interface. Also the instruction for the plugin "Address Library for SKSE Plugins" seems to be outdated as it instructs "Install the All in one (Anniversary Edition) main file", while the mod it links to has them named "All in one (1.6.X)" and only archived versions of the mod now have that nomenclature. Edited November 9 by Jazmac 1
z929669 Posted November 9 Author Posted November 9 10 hours ago, Jazmac said: Hi, I've just started going through your STEP 2.3 guide in setting up Skyrim and figured I would point out what I think is an ambiguity that will lead to unnecessary confusion for some users going through it. This section here says to "Repeat these steps to add the remaining executables as indicated in the table following." With the following table then listing the tools to repeat (some of) these steps with. Now I think from what's being said here, you're essentially wanting a user to only follow the steps that are required to add a tool to MO (and ignore xEdit specific steps) and then only follow the additional steps that apply to the Arguments & Special Instructions part of the table for each tool. I think some people might get confused on what steps to repeat and what should be ignored for each application simply by the way this is structured and worded. Suffice to say I believe I understand what's being said here, but I can imagine some users very early on getting to this point and think "Well am I supposed to do all the steps, some of the steps or just what is only mentioned in the table?". I think this could perhaps be conveyed a little more clearly. I appreciate all the work your team has done here and maybe you'll feel this is a little too neurotic, but figured I'd give you some feedback from someone who's going into this guide blind for the first time. We can't really get too detailed/accurate here without creating a lot more work for ourselves by adding even more instructions and potential confusion. We do have the forums and this topic for people that get confused to ask questions. It looks like you figured it out, so I think it's working. 9 hours ago, Jazmac said: For the section "Sorting Plugins With LOOT", this instruction when using LOOT from what I can tell might not be applicable if the plugin order doesn't change after sorting (which was at least the case for myself when using LOOT for the first time). "4. Click [Apply Sorted Load Order]." Also In the section "Cleaning Vanilla Master Plugins". It states in step 3: "3. This mod should appear at priority 78 in the MO left pane if all instructions were followed correctly." Perhaps I've done something wrong, but following this guide will at least result in it being positioned at priority 79 because the guide instructs to create empty mod folders for "xEdit Output" and possibly 80 if the user decided to create an "SKSE Output" folder in advance of that tool being installed later. Sorting with LOOT may be necessary for some. It doesn't matter if it's redundant for others. I can modify the cleaning masters instructions to be a bit looser here. 6 hours ago, Jazmac said: For the SKSE64 detailed instructions. The reference images for creating the SKSE.ini file don't match what the instructions are telling you to do. They show the built-in MO "Filetree" which might be a little confusing as the text instructions are showing how to do it in Windows Explorer itself outside of MOs interface. Also the instruction for the plugin "Address Library for SKSE Plugins" seems to be outdated as it instructs "Install the All in one (Anniversary Edition) main file", while the mod it links to has them named "All in one (1.6.X)" and only archived versions of the mod now have that nomenclature. The reference image is there for reference to the folder structure. It doesn't matter if it's not showing Windows Explorer. Address Lib instructions updated. Thanks.
nomaddc Posted November 30 Posted November 30 Wanted to ask why exactly do we pick all of the options in ENB Light, only to then hide almost everything that overwrites the installed files? Alpha version STEP guide lists has compatibility with Arctic and the changelog says to let it overwrite Arctic (STEP hides it). Dawnbreaker option seems to imply compatibility with lean wolf's mod, but we hide it too? Fixed Mesh Lighting and Assorted Mesh Fixes get priority over ENB Light. Particle Patch (for ENB) also gets priority over ENB Light. I did check the wiki page for ENB Light but there's no information for why the changes were done. It seems like all of this dates back to 02:06, July 12, 2024 change when dawnbreaker override gets added, and then eventually everything else. On a side note: I found that meshes/mps/mpsfireboltfire01.nif from EmbersXD causes Incinerate spell to have a long lasting light trail, so overwriting it with ENB Light is a better option and fixes the issue (but with the current instructions we hide it).
TechAngel85 Posted November 30 Posted November 30 4 hours ago, nomaddc said: Wanted to ask why exactly do we pick all of the options in ENB Light, only to then hide almost everything that overwrites the installed files? Alpha version STEP guide lists has compatibility with Arctic and the changelog says to let it overwrite Arctic (STEP hides it). Dawnbreaker option seems to imply compatibility with lean wolf's mod, but we hide it too? Fixed Mesh Lighting and Assorted Mesh Fixes get priority over ENB Light. Particle Patch (for ENB) also gets priority over ENB Light. I did check the wiki page for ENB Light but there's no information for why the changes were done. It seems like all of this dates back to 02:06, July 12, 2024 change when dawnbreaker override gets added, and then eventually everything else. On a side note: I found that meshes/mps/mpsfireboltfire01.nif from EmbersXD causes Incinerate spell to have a long lasting light trail, so overwriting it with ENB Light is a better option and fixes the issue (but with the current instructions we hide it). I can't say it's an answer to all of that, but a think a good chuck of it can be explained by the fact that ENB Light is old and some of the other mods have since came out with their own versions. For example, all of the LeanWolf's weapons have ENB options already available in the LeanWolf installer. No need for the ENB Light files there.
nomaddc Posted November 30 Posted November 30 1 hour ago, TechAngel85 said: I can't say it's an answer to all of that, but a think a good chuck of it can be explained by the fact that ENB Light is old and some of the other mods have since came out with their own versions. For example, all of the LeanWolf's weapons have ENB options already available in the LeanWolf installer. No need for the ENB Light files there. Gotcha, so it's mostly down to recency/latest updated date? I think that does indeed cover most of the ENB Light questions, thank you! Not sure if the embersxd issue was reported by anyone before, but I did submit a bug report to the mod page, but in the meantime replaced it with ENB Light one.
z929669 Posted November 30 Author Posted November 30 7 hours ago, nomaddc said: Wanted to ask why exactly do we pick all of the options in ENB Light, only to then hide almost everything that overwrites the installed files? Alpha version STEP guide lists has compatibility with Arctic and the changelog says to let it overwrite Arctic (STEP hides it). Dawnbreaker option seems to imply compatibility with lean wolf's mod, but we hide it too? Fixed Mesh Lighting and Assorted Mesh Fixes get priority over ENB Light. Particle Patch (for ENB) also gets priority over ENB Light. I did check the wiki page for ENB Light but there's no information for why the changes were done. It seems like all of this dates back to 02:06, July 12, 2024 change when dawnbreaker override gets added, and then eventually everything else. On a side note: I found that meshes/mps/mpsfireboltfire01.nif from EmbersXD causes Incinerate spell to have a long lasting light trail, so overwriting it with ENB Light is a better option and fixes the issue (but with the current instructions we hide it). Unless you are running the strict Step 2.3 guide, following all instructions exactly with NO additional mods, all of your feedback is spurious with respect to the Step build. As I recall, you are running some additional mods and settings that add uncertainty.
nomaddc Posted December 1 Posted December 1 (edited) On 11/30/2024 at 6:49 AM, z929669 said: Unless you are running the strict Step 2.3 guide, following all instructions exactly with NO additional mods, all of your feedback is spurious with respect to the Step build. As I recall, you are running some additional mods and settings that add uncertainty. Fair enough. I still figured I'd share at least the bit about the incinerate bug in case anyone else runs into it, and the rest was more of a question which was graciously answered Edit: the Embers XD mod author has fixed the mentioned issue in his today's (yesterday's?) release. Edited December 1 by nomaddc 2
Aevvvvv Posted December 12 Posted December 12 Is "Step 5: Grass Cache" supposed to show any kind of progress or activity on screen, or is it supposed to sit at the main menu? I kind of assumed it'd be loading into new areas or something. I also don't see any meaningful disk activity (<1%) or file changes in the SKSE Output directory. (Apart from a couple of INI files that seem to be "touch"ed on launch.) I left it running on a decent system (5600X, 5700 xt, 64GB RAM, 4TB SSD) for an hour and a half, no changes.
z929669 Posted December 13 Author Posted December 13 5 hours ago, Aevvvvv said: Is "Step 5: Grass Cache" supposed to show any kind of progress or activity on screen, or is it supposed to sit at the main menu? I kind of assumed it'd be loading into new areas or something. I also don't see any meaningful disk activity (<1%) or file changes in the SKSE Output directory. (Apart from a couple of INI files that seem to be "touch"ed on launch.) I left it running on a decent system (5600X, 5700 xt, 64GB RAM, 4TB SSD) for an hour and a half, no changes. It should be obvious that something is happening, but no progress is shown unless you open the console as indicated by the message that appears at the beginning of the caching process.
Aevvvvv Posted December 13 Posted December 13 (edited) Alright, I did not see any message pop up or anything in the console when I was running it. How should I debug this? I'll go repeat the steps on "No Grass in Objects", but beyond that? Are there any log files to look for? I have a bunch of backups after particularly long runs of mods if needed. EDIT: I repeated that step and things worked fine. I'm fairly certain I did everything the same way before, but if I had to hazard a guess it'd be that the ini wasn't saved properly. I might have done the editing in my text editor instead of through MO, but that shouldn't matter right? Edited December 13 by Aevvvvv Success
Greg Posted December 13 Posted December 13 It does matter if you have "Use profile specific game INI files" checked (enabled). In this case Mod Organizer has the INI files in your profile folder so the game never sees the INI files stored in Documents/My Games/Skyrim Special Edition.
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