
Mousetick
SkyrimSE Tester-
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Mousetick last won the day on March 26 2023
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Gender and face of generic NPCs (i.e. without a name, such as bandits and guards) are randomly picked from a pool of templates. If you restart a new game, you'll most likely get a different Whiterun guard. Pay more attention to NPCs' eyes and you'll surely encounter more of them having one blind eye or heterochromia. It isn't common but it's not very rare either. Nothing to do with helmets or any mod for that matter. It's the same in vanilla.
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Discussion topic: No Killmoves - No Killcams - No Killbites by DavidSid Wiki Link They're fun the first 10 times or so, after a while, not so much IMHO. This mod keeps the action flowing by playing the game uninterrupted, rather than taking away control and forcing the player to watch movies. Also recommended (can be used independently or in combination of each other): No Spinning Death Animation (by dDefinder) on NPCs' death Remove or Change Death Reload Delay (by Corsafire) on player's death
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Level scaling mods and STEP?
Mousetick replied to Halde's topic in General Skyrim SE Discussion & Support
The link you posted points to an Oldrim mod. Whether it has been maintained or not is not important, what matters is whether it was ported and updated for Skyrim SE/AE. Apparently not. So that mod is not an option and should be ignored. I'm not familiar with MLU (MorrowLoot Ultimate), only aware of it. I'm using Open World Loot (OWL) which is similar to MLU in terms of features. In terms of conflict, these mods edit a lot of vanilla records (mostly encounter zones, levelled lists and NPC templates). Their edits need to "win" in the load order for them to have the desired effect. So their plugins should be sorted after all other plugins, including the STEP Patch(es) and any kind of bashed/smashed patch you may be using. Order relative to DynDOLOD doesn't matter as it and the loot mods don't conflict at all. For a STEP Build, you'd need to add patches on top for a few specific mods, otherwise you may never see their additional loot/equipment, you'd only get vanilla stuff: WACCF - Armor & Clothing Extension CACO CCOR AMB Content Addon for CCOR Vokrii The above recommendations are based on my experience with OWL. They might not be valid for MLU. If you use other mods in addition to the STEP Build, and they add either new loot/equipment items or new enemy types, they'd likely need their own patches so the new items are injected into the appropriate "unlevelled" tiers, or the new enemies are given appropriate "unlevelled" gear, respectively. Automated patchers such as Bash/Smash patches should not be used, as they typically merge all the stuff together, which is the opposite effect of that desired in this case. -
FEEDBACK v2.2.0 - Feedback & Bug Reports
Mousetick replied to z929669's topic in Step Skyrim SE Guide
As a simple troubleshooting step, try disabling the feature for all NPCs in the MCM: That's what I did after I got tired of random Unequip Quiver crashes involving rabbits, goats, etc. No more crashes then. -
FEEDBACK v2.2.0 - Feedback & Bug Reports
Mousetick replied to z929669's topic in Step Skyrim SE Guide
Download the Lite version of Embers XD from the main files. Then when installing the Lite version in the mod manager, select 'Optimized' Particle Light Quality in the FOMOD configuration panel. The Baseline column refers to configuration for optimal quality/performance, not necessarily to which files to download. In this case, 'Optimized' Particle Light Quality. You can choose the higher Particle Light Quality option in the FOMOD configuration panel, if you want, at the cost of much lower performance in some cases. The non-Lite "full" version of Embers XD, from the main files, is not an option for the STEP guide and is not supported. -
FEEDBACK v2.2.0 - Feedback & Bug Reports
Mousetick replied to z929669's topic in Step Skyrim SE Guide
You should install it. Without KID (Keyword Item Distributor), the mod can't tell if human characters (player or NPCs) are wearing footwear or not, so it makes barefoot prints all the time, whether the character is wearing shoes/boots or not. When it works as intended, the mod actually uses differently shaped decals for barefoot vs. footwear prints. The omission of KID from the guide is probably not intentional and is likely an oversight. I think the requirement for KID was added in some update to the SPID for Footprints mod, which may have been unnoticed. You can install KID at any time, it's an SKSE plugin, but if you want to keep your mods organized consistently with the STEP guide, I guess you'd want to put it in the '03 - Resources' group. -
If the objects are added by the mod itself, as opposed to being added by another master and overridden by the mod, and they're not used by anything else, you can simply remove them completely from the plugin - as if they were never there in the first place. Adding new objects permanently disabled (UDRs) to the world doesn't make sense and is just useless bloat, they might as well not exist at all.
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For the inventory bloat, there is no good solution but this mod Hide Quest Items in Container Menu, which I use, alleviates the issue somewhat, with some small caveats. There are more drastic and riskier approaches that I haven't tried, such as Remove Quest Items or Let Me Drop It (Removable Quest Items). As for CC quests, I don't play with any CC content but I know there are a few mods that try to address the issue. For instance: Rebalancing Anniversary Edition - Quest Requirements, which delays each CC quest until a specific configurable player level is reached, similar to Timing Is Everything. It's not very immersive, but it allows for spreading the quests over an entire playthrough, or for delaying them until you're ready to tackle them (i.e. initially set minimum level to 100, then change it to your current level when you want it to start). Fewer quests started early also reduces the inventory cluttering by useless quest items. Lastly, as a general way of decluttering the quest log, I'd suggest Hide Those Futile Quests SE. This is merely an organizational/cosmetic tool, it doesn't affect the quests themselves.
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I didn't read everything but it looks like you need another MO2 instance. Profiles share most data between them, while instances are completely separate. Each instance can manage multiple profiles: Instance A Profile A1 Profile A2 ... Instance B Profile B1 Profile B2 Profile B3 ... ... This video guide may help: Profiles VS Instances | Mod Organizer Guide Skyrim. Beware multiple instances can require a lot of disk space for mod storage, as a same mod present in different instances is effectively installed as multiple copies of the same mod, one copy in each instance. No, that's not expected. The 'enabled/disabled' status of a mod is per-profile. The same mod can be enabled or disabled in different profiles. That is the main purpose of profiles. Yes, that's how it's expected to work. Different profiles of a given instance share the same mod. Installing a mod adds it to all profiles, uninstalling it removes it from all profiles (of a specific instance - other instances are not affected if they contain the same mod, as it's a separate copy of that mod). This is normal and expected. All profiles of a given instance share the same Executables configuration. To configure different executables for use by different profiles, either create a new executable (e.g. "SKSE for Profile #2") and manually select it to launch depending on which profile you're using, or use a separate instance, which uses a completely separate Executables configuration.
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The NPC yelling "No more! I yield, I yield" are almost certainly not falling from the sky, they're rather fleeing from a threat. This normally shouldn't happen inside walled cities unless random hostile events are enabled, which you've ruled out. Blood on the Ice murders happen behind the scenes, except the last one you're supposed to catch at night. I don't think this is related to the random deaths you've noticed, however it may be linked to the strange noises you're hearing when switching between indoors/outdoors. The perceived threat could possibly be you, the player. I can't think of any rational explanation for the strange noises, so something must have gone out of whack, somewhere at some point. If I were you I'd either leave the area (Windhelm) for a while and come back later to see if the weirdness has cleared up, or I'd load earlier saves to try and determine when/where the weirdness started.
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About the seemingly random killings of civilian NPCs, I have experienced them in the past and observed 2 possible causes: 1. NPCs victims of random hostile events. Depending on quest progress and mod setup, vampire or dragon attacks randomly spawned inside cities. I think dragon attacks inside cities were disabled by Bethesda at some point in vanilla Special Edition, but there are mods (such as Dragon Attacks) to re-enable them. Similarly I think vampire attacks inside cities were disabled in vanilla SE, but they can be re-enabled with mods like Timing Is Everything. Run For Your Lives reduces the risk of casualties in these events but doesn't eliminate it. If you use mods like Extended Encounters or Immersive World Encounters, that add new types of random encounters, they may also spawn hostile events inside cities or near towns and settlements. 2. NPCs falling to their death from the sky. Even with SSE Display Tweaks and rendering at less than 60 fps, I'm still experiencing NPCs and creatures randomly suddenly appearing in the sky and then falling to the ground, from time to time. I don't know what causes that and there doesn't seem to be a pattern, it's probably the wonky physics engine. It doesn't happen often enough to bother me, but when it does happen the NPC logically dies on impact. Yes, it's immersive and realistic that innocent NPCs can accidentally die but ultimately I didn't like that. Skyrim is too sparsely populated as it is, I don't want events outside of my control to decimate the civilian population even more Suggestions: You can use Obituary - NPC Death Log and Notification to be notified as soon as an NPC dies. The mod can teleport you to the NPC so you can investigate and maybe see the cause of death. The teleportation feature is not immersive, but can be useful for troubleshooting or understanding what went on. The mod can also resurrect the NPC, but I'd advise caution in using this feature as I'm not sure how well the game handles resurrected NPCs. Make unique NPCs 'protected', so they can't die unless the player kills them. There are several mods available for that. They're adequate with vanilla NPCs and quests, but if you use mods that add NPCs and or quests, or mods that modify vanilla quests, they fall short and can be a hindrance because they break scripted deaths. After a while I got tired of fiddling with those mods so I made my own patch, tailored to my specific mod setup, to protect innocent vanilla NPCs that are not supposed to die outside of my control (most of them, but there aren't many vanilla NPCs to begin with). No clue about the strange noises you're hearing. Perhaps a script that triggered the sound and should have stopped it at some point, is stuck and still running. Does the noise follow you as you move, does it change in volume, does it stop in interiors? Check your active magic effects in case you have something stuck on your character.
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I've been using this for a while without issues, there have been many updates since it was released. It looks good to me and I like it. It includes custom LOD models and supports Just Ice out of the box. Works great with DynDOLOD. There are many options to choose from. I've been using 'High Poly Consistency' full meshes, 'Low Poly' LOD meshes, 'Icy Fixes Full' plugin, 'Icy Fixes High Poly Backlight' meshes, 'Just Ice - Less Dark' brightness. I haven't tried any of the partitioned stuff (to prevent light flickering), or the icy caves meshes, which were WIP and incomplete for a long time but are now apparently finished. Notes: I'm using Simplicity of Snow rather than Better Dynamic Snow. This mod comes with a patch for compatibility with BDS, I don't know if it's any good. Probably obvious, but just in case: Mutually exclusive with Glaciers LOD Meshes. This mod does the same thing and a lot more.
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Discussion topic: Advanced Notification Log NG by MaskedRPGFan Wiki Link Keeps track of notification messages and displays, in an MCM, a log of all messages emitted during a session. So you can go and look at past notifications to see if you missed any. Latest version can also manually or automatically save to a file. Suggested notification mods to go with it: Configurable Notification Messages (by MaskedRPGFan) Diziet's Murder Notification (by diziet) Informed Mail Delivery (by Glanzer) Notification Filter - Remove unwanted notifications (by miere) Obituary - NPC Death Log and Notification (by asdasfa) I use all of the above
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Objects that look like they're covered in shimmering white/grey paint: usually caused by Parallax textures used with non-Parallax meshes (or vice-versa?). Assuming ENB is also used to enable Parallax.