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mooit

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mooit last won the day on August 5 2022

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  1. Hi DoubleYou, Ok, well, I haven't changed anything to make him look this way, if that is what you mean. I wasn't aware in the racemenu you could change the guard's eyes? I'm just trying to figure out if he's suppose to look this way, since in Vanilla you can't see the guards eyes, I was just trying to figure out, why he looks like this now. Every guard I've seen so far has the same color eyes, which makes me think this is an issue is all, maybe one of the mods I'm using, not sure. THANKS
  2. Hello, First I want to say, I started using Improved Closefaced Helmets, since it's mentioned in the Wiki. But WOW, Open Faced Guard Helmets, now you can see their faces/mouths. https://www.nexusmods.com/skyrimspecialedition/mods/4994 With both of these mods, I've now noticed that the guard inside Whiterun next to the gate, his left eye is not the same color as his right eye. Both guards outside have the same color eyes, so I assumed the guard on the inside is suppose to as well, so I'm not sure if he's suppose to look like he has an issue, or not. I've been going through my mods disabling them in MO2, trying to see if there's an issue here, so far, haven't come across anything yet, but still working on it. Has anyone else seen this?
  3. Hi z929669, Near Morthal on the shores edge, where you can see the boats. THANKS
  4. I figured it out, it's from Skyrim Landscape and Water Fixes; (I made a report on Nexus for it.) https://www.nexusmods.com/skyrimspecialedition/mods/26138?tab=posts&BH=2 THANKS
  5. Hi, I'm running SSE 1.6.353.0, and I noticed I have a Canis Root floating in the air. Has anyone seen this happening, and know a fix for it? When I looked at it with More Informative Console and then looked up the ID in sseedit, it shows with Complete Alchemy and Cooking Overhaul. But if I disable CACO it still appears in the game. Here's a screen shot of it floating.
  6. Ahh I forgot to edit the Grass Cache Fixes INI when I upgraded it. THANKS
  7. Hi, I'm running SE 1.6.353.0 I use these mods, I'm assuming the issue is from one of them, but not sure which; Skyrim Landscape and Water Fixes, Landscape Fixes For Grass Mods with Generic Grass Limiter, the Grass Cache, Folkvangr, which I've combined with Folkvangr - Grass Green Patch, and Tamrielic Textures. At Riverwood, I noticed an area near the shore, that at times when I load a game save, there will be more grass being displayed, and then if I Fast Travel, or load a different game save, there will be less grass appearing in the same area. Here I placed two red boxes where the grass will appear sometimes. Now I Fast Traveled to Whiterun and then back to Riverwood and the grass is gone from these two areas. I don't understand why this is happening?
  8. Thanks for the reply, I'm now using Folkvangr, which I've combined with Folkvangr - Grass Green Patch, and Tamrielic Textures.
  9. Hi, I'm using Alpha95 and I noticed when running DynDOLOD it showed probably a hundred lines of this in the output window; [44:37] <Note: Cell [CELL:080592E7] (in DLC2SolstheimWorld "Solstheim" [WRLD:04000800] at -2,-131) added by Worldspace Transition Tweaks - Skyrim To Solstheim.esp out of range> [44:37] <Note: Cell [CELL:08059359] (in DLC2SolstheimWorld "Solstheim" [WRLD:04000800] at -2,-130) added by Worldspace Transition Tweaks - Skyrim To Solstheim.esp out of range> [44:37] <Note: Cell [CELL:0805935A] (in DLC2SolstheimWorld "Solstheim" [WRLD:04000800] at -2,-129) added by Worldspace Transition Tweaks - Skyrim To Solstheim.esp out of range> [44:37] <Note: Cell [CELL:08059394] (in DLC2SolstheimWorld "Solstheim" [WRLD:04000800] at -1,-131) added by Worldspace Transition Tweaks - Skyrim To Solstheim.esp out of range> [44:37] <Note: Cell [CELL:08059395] (in DLC2SolstheimWorld "Solstheim" [WRLD:04000800] at -1,-130) added by Worldspace Transition Tweaks - Skyrim To Solstheim.esp out of range> Is this 'Out of Range' normal when using Worldspace Transition Tweaks? THANKS
  10. Modify Grass Tint/Brightness Guess I overlooked that before. THANKS
  11. Ok I see the change on the forum post, but I don't see any mention of this in the SSE Guide? Step Skyrim Special Edition Guide (stepmodifications.org) THANKS
  12. I haven't seen this in any guide, I only saw this mentioned here on the forum. Support for ENB Complex Grass In LOD - DynDOLOD & xLODGen Support - Step Modifications | Change The Game Where are you referring to, to refresh where? THANKS
  13. I followed the guide here; Guide:Z-Fighting - Step Mods | Change The Game (stepmodifications.org) And I am using these settings and it seems to be helping. SkyrimPrefs.ini [TerrainManager] fBlockMaximumDistance = 500000 fBlockLevel1Distance = 140000 fBlockLevel0Distance = 75000 fSplitDistanceMult = 4.0 [Main] fSkyCellRefFadeDistance = 600000.0000 Skyrim.ini fNearDistance=25.0000
  14. Are there any modders working on this, or maybe the Unofficial SSE Patch project works on these issues? I'm just wondering if there is anyone I can direct this to? Is anyone else noticing this on these buildings too at Whiterun? THANKS
  15. By the way, on the topic of shimmer/flicker, I noticed at Whiterun a couple of houses with shimmer/flicker, and wanted to know if this was also Z-Fighting? The two buildings straight ahead in the distance. Building Flicker.mp4 on Vimeo THANKS
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