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anjenthedog

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About anjenthedog

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    Skyrim SE
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    Currently? Skyrim SE

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  1. FWIW and take it as you like... One thing(s) you can do to reduce bottlnecking is to turn off as many optional mod status message and/or logging generators (aka "debug mode" and so forth) as possible in their respective MCMs, and stagger loop times for those mods employing them. (update <every N ticks>). Also, reduce the land-scope of any mods that use range-of-operation, like SMP, to reduce the likely loading of resources for character outside the immediate area. (ie, why should a guard located 500 ft away have SMP bouncy bouncy?)
  2. If I understand you correctly, you are wondering which category you find castles (and similar) in either your installed game Or Nexus For the installed game, if you're using vortex, open the mods tab, then use the column labeled Category - Not sure how mod categories are handled in MO2 though so if you use it someone else will have to pipe in. Depending on what type of castle addons you're actually looking for, from its dropdown, menu you can try Player Homes and/or City, Towns, Villages, and Hamlet to start. I suppose it could also fall under more obscure heading like Ruins or Locations, but I think the first two are more likely. For Nexus, much the same, using the website's Mod Categories selections, since the options for mod categories on the website conveniently match the categories column used in Vortex (I believe) ok, good luck.
  3. I agree it'd be cool. Having said that, and since it's not that way at present... (and fwiw), I can offer a few suggestions for filling out your experience "as is" until such a time when it is covered by one universal cooking/gardening mod. (which I suspect may be quite a ways away) Afaik, Waterview in Skyrim, Waterview Cyrodil, and Scenic Lodge player homes add a few recipes and plantable ingredients if I'm not mistaken (also have oven, churn, cutting board, loom, dedicated cheese making, and several other useful gizmos, in addition to the regular tools like spit, alchemy station, enchanting, etc). fwiw, the author has 5 other homes that likely have similar full breadth in workstations, and based on the mods I list above (which I have installed) they likely have as full breadth a kitchen. Also if you can find it (sadly deleted from nexus a while back), look around for a copy of Better Foods, which, although I can't read a description any more (since it was deleted), provides both more ingredients and (I think) additional recipes. Mushroom Soups SSE provides.... mushroom soup recipes. (Magic, stamina and health buffs) And a reasonable companion (imo) for expanding a given location's gardening size is Farm Everywhere Enhanced (has a limited but useful set of culinary plantables), and its tool can be used almost anywhere to generate a plot. No additional recipes, but the ability to expand a garden size beyond its "native" player home's plots can imo/ime be useful. For instance, on one of my player vectors (I have six or seven players) I have one property where I grow 2 rows 16 plants in total of crimson nirn root...very nice for damage potions.
  4. Basically, "SE-related query moved to SE forum" @wfandrews logical administrative assist
  5. FTR, graphics drivers are relatively up to date (haven't performed an update in ~2-3 months, but like I said, this has been happening for several years) Weather - "cloudy", if it were the real world I'd say "A storm is approaching from the <insert direction>, it'll be here in an hour or so and it looks like we ought to close the windows upstairs" weather, but that kind of weather seems almost normal in Skyrim. brooding, some low level clouds passing by underneath the main formations... BTW, Most of the sky in those two snapshots above is 'accurate'. It's foggy/low-level clouds below, which is why there's so much light gray in the lower portions of the sky (Mountains are only outlines). time of day doesn't seem to matter. could be morning, noon, late afternoon or well into the evening, but I don't pay a great deal of attention at the darkest hours, so the dead of night I'm not sure. I'd also note that early on, it was one reason I redid the file validation thing. It didn't solve it, so resources seem to be in place., it's just some other code is interfering. It *appears to be the affected layers either not displaying the intended images, the code responsible for iterating/morphing/generating those images breaking, or perhaps a stupid alpha value being in error. Or maybe that's the way it's supposed to work, (to emphasize long distance visibility issues under inclement weather?) I really don't know.
  6. No majestic mountains. the reference to "lightside/darkside" sounds vaguely familiar though...maybe from a community shaders addon, not sure
  7. I would have except this isn't constant. This is a random and *intermittent* issue, not a static one that one might associate with a 'firmware' or ~similar (GPU driver) issue.
  8. When the game loads fine but the player won't move (ie using wasd, or other), you can try these two console commands to see if it helps 1) enter the command enableplayercontrols .... and/or .... 2) enter the command player.tai (toggle AI) this command will return a message after it sets the value. it will either say "player AI ON", or "player AI OFF" (or something very close to those messages). If it returns "Player AI ON", you're done. it had apparently been turned off by some other interaction (ime, likely a partly failed "Defeat" situation or an accidental triggering of Proteus's "take control of NPC" function, if you happen to have Proteus installed) if it returns "Player AI OFF", then you want to fire it once more, since this command toggles the value, rather than setting it to a logic hi like ennableplayercontrols does Hope it helps. And if not, keep them in mind for the future, since both conditions can happen due to glitches in conjunction with (or without) intended mod behavior I've hotlinked each console command above, so you can read up on them in more detail if you like Oh, and IFF you happen to have Defeat installed, also consider trying to use it's get-out-of-jail hotkey to open it's "release" menu. WHen defeat "breaks" it often leaves the player in a stuck pose, unable to move. Defeat's release function will resolve that in most cases. (see its MCM for the associated hotkey def)
  9. Yes, I also think it's a bit annoying... In the meantime... you might try one of those new AI-ish NPC dialog mods like Mantella, or Innworld Skyrim - AI NPCs, which could at least change it up a bit
  10. I use The Manipulator primarily for hooking into the reduced-capability NPC Racemenu interface (lacks head morph stuff, camera controls, race selection, and a few other things), but the main menu selections for body shaping, etc are pretty much there still. I just cited the others because I believe they have the capability to do so as well (and as I recall, other people have mentioned other mods that offer such interfacing, although I can't remember what. point being there are mods for that and choices to suit). The manipulator for certain, as I use it's interface all the time. As for safety... I don't think it's particularly unsafe, after years (The Manipulator installed May 2019) of tweaking NPC and follower shapes, using the interface to call up the particular flavor of Racemenu that can be used to modify NPCs in game, but I'd be loathe to declare that anything in Skyrim is "safe". That's like begging to be crucified. Anyway, safe or not (shrug), it IS convenient. Aside from any other uses for the program (the only other features I use are the NPC inventory and a 10K money cheat it provides) I don't know why your followers are literally losing assets. That seems quite odd. Does anyone else have access to your game? (rhetorical) Hmm... I can think of one way. You CTD/Freeze-die, after giving or otherwise transferring something to someone. Another *might be some cool mod that offers a punitive act as part of it coolness, and takes things from player and or NPCs (like how defeat and likely other mods can be configured to rob you) and is, for whatever reason just doing its job, but it's not configured correctly (or for whatever reason has lost its configuration after already being addressed) to avoid robbing your followers too. idk (totally speculative on that one, but possibly something that could happen if say, you updated a mod)
  11. There are many mods you can use to set NPC (including followers) to use player specified clothing/armor/weaponry, aside from follower management mod capabilities. The Manipulator, Bosse, Proteus, and a few dedicated clothing manager mods provide such capability, right off the top of my head. So if you don't want to futz with AFT or EFF or whatever, consider your alternatives. And if that's too much work, consider accepting that NPCs (including followers) will revert to their own code/model-native accoutrements over time, especially if they're not directly around you all the time as housekeeping and refresh timers kick in while you're away from some player home where you left so and so. (when I used followers, it was routine for them to revert if I left them in a player home, or elsewhere for that matter, while I went off and did something else for a while).
  12. Real Clouds, but that's about it afaik. The issue, (fyi, intermittent), reared its head long before I installed real clouds though (by at least two years, maybe going back to when In first started playing in spring 2019). I guess I just never got around to dealing with it til now.
  13. Curious if anyone else has run into this and if you have, how'd you solve it? Specifically, if you look towards the top of the snapshot, you'll notice that the "clouds" are ~brown and a bit blocky and unblended with the surrounding clouds . Almost look like distant mountains... (they're not) It might be intentional, but somehow I don't think so... Another example
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