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Everything posted by Grospolina
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D3D11CreateDevice was unable to find inputhost.dll
Grospolina replied to Rexeos's topic in Skyrim's Skyrim LE
What's your setup - are you using ENB, SweetFX, or both? The simplest case is just SweetFX. For Oldrim, you'll need d3d9.dll from SweetFX and a preset. If you're playing SSE, then you would use dxgi.dll instead. If you're using ENB, then you would use d3d9.dll from ENBseries. For SSE, it would be d3d11.dll and d3dcompiler_46e.dll instead. If you're using ENB and SweetFX together, then you would use d3d9.dll from ENBseries and rename the d3d9.dll from SweetFX to d3d9_SweetFX.dll. You would also need to edit enblocal.ini to use the renamed DLL: [PROXY] EnableProxyLibrary=true InitProxyFunctions=true ProxyLibrary=d3d9_SweetFX.dll For SSE, I think you can just leave it as dxgi.dll. However, I don't know if ENB for SSE works well with SweetFX. I remember hearing that it was incompatible, and I don't know if that's been fixed or not. Apparently ENB and ReShade (as dxgi.dll) works though. -
http://enbseries.enbdev.com/forum/viewtopic.php?t=1499
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No, zzjay's Wardrobe isn't an armor replacer. As OP said in their second post, it comes with an esp. It's called zzArmormashups.esp. If it's not showing up in the CK or in SSEEdit, then there has to be a reason for it. Does the mod work in game? Are you running it through Mod Organizer? If so, then you also need to run the CK or SSEEdit through MO in order for it to see the files. If you're using Vortex, then make sure that you're in "hard link" mode and that your mods are on the same drive as Skyrim. I'm not super familiar with Vortex, so I'm not sure Vortex even allows you to run Skyrim in "symbolic link" mode. If it does, then maybe the CK or SSEEdit don't handle symbolic links correctly. You could always install the mod manually, edit it, and then move it back to the mod folder for whichever mod manager you're using. If it's none of those, then it may be Windows permissions. Make sure that Skyrim is not installed to the default location of C:\Program Files (x86)\Steam\steamapps\common\. It's a protected folder and often causes problems with modding.
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Black Face When Using Any NPC Replacer in SSE
Grospolina replied to DickyDee's topic in Skyrim's Skyrim LE
I specified Bijin because people very often set up Bijin AIO incorrectly. The Data tab on the right side shows all of the files that the game sees. See here for an example screenshot. On that note, make sure that "Show only conflicts" isn't checked. If you can't find the FaceGen meshes in the Data tab, then either they're not working or you're looking in the wrong place. Some NPC replacers may be contained in BSA files, but loose files will overwrite them, and Bijin definitely has loose files. Let's look for a specific example, Aela the Huntress. Her BaseID is 0001A696. Since she's part of base Skyrim, her NPC record is found in Skyrim.esm. In the Data tab, navigate to: meshes\character\FaceGenData\FaceGeom\Skyrim.esm\0001A696.NIF. You may need to expand each folder as you go down. Look at the column to the right, and see what mod it comes from. If it's not there, then make sure that Bijin Warmaidens is enabled on the left side. Also yes, load order would help immensely, as well as some specific NPCs that have the problem. And you're not the only one that has problems with the dark face bug. It's an extremely common problem. If you've already done Ctrl+F4 in the CK and you ran the CK from MO, then you may need to reinstall your NPC mods. MO will have overwritten the files in any mods that were enabled at the time. Also, check your Overwrites folder to see if any were placed there. -
Papyrus log is not a crash log. You need to state your problem and post your modlist.
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Black Face When Using Any NPC Replacer in SSE
Grospolina replied to DickyDee's topic in Skyrim's Skyrim LE
Did you set up Bijin AIO correctly? Contrary to its name, it's not an all-in-one that contains everything in one download, but is actually just a merged ESP. You need to: Install all of Bijin Warmaidens, NPCs, and Wives. If you're using the SV version, then you also need Seranaholic and Valerica. Enable them all in the left pane of MO2. Either hide the plugins in the mod or disable them in the Plugins tab on the right. The only plugin that should be enabled is a single Bijin AIO esp.If that's all fine, then you can debug dark face this way: Find the BaseID (NOT RefID) of a dark face NPC. You can either look it up on UESP, or use the in-game console (~) and type "help <NPC name>". e.g. Serana is xx002B6CChange the first two numbers to 00 and add ".NIF". e.g. 00002B6C.NIFIn the Data tab in the right pane of MO2, navigate down to meshes\character\FaceGenData\FaceGeom\<PluginName>\. e.g. Dawnguard.esmLook for the filename that we specified in step 2.Scroll over to the right column to see which mod is the last to change it.In the Plugins tab, make sure that the ESP for this mod is below any other mod that changes that NPC.You can check this by loading all your mods in SSEEdit and looking for the NPC record. The one furthest on the right is the one that's used.If you want to change the order of NPC mods, then you can change it on the left pane. However, the ESPs should be sorted to match in the Plugins tab. The rule is that the FaceGen meshes and ESP must match. -
Followed in-complete guide - now what ?
Grospolina replied to LordVader88's topic in Skyrim's Skyrim SE
Are you sure that link is right? That's the same incomplete one that OP originally used. If you want a heavily-modded setup that works well, then you need to put in the work and test things along the way. Mod Organizer 2 gives you lots of tools for testing and troubleshooting. I get that you were just getting your feet wet, but now you know what bad things can happen. I suggest either installing Alternate Start - Live Another Life right away, or skipping the intro by opening the console (~) and typing "coc riverwood" from the main menu. Otherwise, you'll be going through the intro dozens of times. I suppose you could also save just after the intro and start from there. -
You can either resize your screenshot or post it on Imgur and post the link here.
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Both posters are trying to install Skyrim Classic mods into Skyrim Special Edition. This doesn't work for animation mods, and that's what the warning is telling you. The original poster installed XPMSE, but needs XPMSSE instead. For your issue, that file is from Critical Hit - Backstab and Parry in Skyrim, but you need Critical Hit - Backstab and Parry in Skyrim Special Edition. Always look for mods in the Skyrim Special Edition section, unless you know how to convert mods from Skyrim Classic. You can use Cathedral Assets Optimizer to convert assets (including animations). You need the Creation Kit for SSE to convert ESPs, and SKSE plugins won't work unless they're recompiled with SKSE64.
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Autostrip depth of immersion setting?
Grospolina replied to anjenthedog's topic in Skyrim's Skyrim SE
You may want to mention the mods that you're using for this. It's usually a script in the location mod that contains the pool. -
Yes, that could be it. It may be that Better Males uses a different body slot for the schlong than SOS.
- 12 replies
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- missing hands
- missing textures
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(and 1 more)
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I took a quick look and couldn't figure it out. Maybe it's because SOS contains a modified skeleton (which is fine to overwrite with XPMSE). Or maybe it's because the schlong uses body slot 52 and some custom armor is trying to use that slot. It does contain its own male hands mesh, but the path hasn't changed, so if it were missing it should just use the vanilla ones.
- 12 replies
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- missing hands
- missing textures
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Awesome, thanks for getting back, and also for trying to turn it back on.
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I don't really have an opinion on the weather overhauls for Oldrim. I was using Vivid Weathers when I was playing Oldrim though. The 2K Textures are probably fine since they're only textures. As for SSE, there may be a Black Friday or Autumn sale soon. It can get pretty cheap sometimes.
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I think the problem is that if you touch an NPC record, there's a good chance that you'll get the face bug. That's because you're duplicating the entire NPC record, which will revert the changes from any mod that changes that NPC. Instead of adding it directly to the NPC record, you should write a script that adds the keys to their inventories when the quest starts. Even if you don't have an actual "quest", you can still use the quest system to initialize your mod.
- 3 replies
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- gray face
- texture bug
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Did you install the scripts for SKSE installed correctly? The .pex files (activemagiceffect.pex, actor.pex, actorbase.pex, etc.) should exist in the Data\Scripts directory. You should always get SKSE from skse.silverlock.org, and make sure that it's for the right version of the game (classic, SE or VR).
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If you haven't installed SKSE, then you can ignore that bit. SKSE is used by a lot of mods so I usually assume that people have it. Profiles are for different mod lists. Each profile can have a different set of mods enabled. Yes, they're usually used for different characters. If you're able to successfully switch mods in the same playthrough, then maybe you could use a profile for each season. Mod Organizer supports different INI files for each profile, but NMM doesn't. I don't think there's much use for switching INI files for the same character though. Maybe if you want to change the grass density or something. Have you seen Obsidian Weathers and Seasons? It's for Skyrim Special Edition, but it has different weather settings for each season.
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Good to know! I wonder why SOS would cause that. Maybe I'll look into it later.
- 12 replies
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- missing hands
- missing textures
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Looks like lens flares to me. Try running the SSE launcher (NOT skse_launcher) and go into advanced and disable "Lens Flare". If it gets rid of your problem, then you can try enabling it again to see if it's any different from before (someone mentioned that they fixed it by turning it off and then turning it back on). If that's not it, then are you using anything like ReShade or SweetFX?
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Character stands on invisible object next to fireplace
Grospolina replied to johnwhite92's topic in Skyrim's Skyrim LE
Have you tried disabling the fireplace and seeing if it's still there? Just select the fireplace and then type "disable". -
Console Command Targeting Not Working
Grospolina replied to victorriccardi's topic in Skyrim's Skyrim LE
The "usual" info on the side of the screen is from a mod called Mfg Console. It may have been included with another mod that you had previously installed. The vanilla console doesn't do that and is pretty barren. For SSE, there is a similar mod called More Informative Console. -
1. It's most likely your INI files. Go to Documents\My Games\Skyrim (or Skyrim Special Edition if you're playing that) and back up and delete Skyrim.ini and SkyrimPrefs.ini. Then run the Skyrim Launcher (NOT skse_launcher) in order to generate new INI files. You can copy back any settings you've changed by comparing them to your backed up INIs. You can quit the game and then run through SKSE again. Note that if you're using Mod Organizer, each profile can have its own set of INI files. 2. While it's a nice idea for changing seasons, it's not a good idea to switch mods in the middle of a playthrough. Scripts are saved to your same game and can break when you pull the mod out from under it. You can try to fix it with Fallrim Tools (save editor), but you can also end up messing things up further. It could work if you only use texture and mesh mods. Mod Organizer or Vortex would be better than NMM for that though, since they can keep the same mod order. NMM will ask you what files to overwrite every time you re-enable a mod. 3. Changing mods in the middle of a playthrough (especially large ones like weather mods) can break your game, and improper INI settings can also break it. If you want to use your old saves, then I suggest re-installing the mods that you had before, like CoT. Bonus. An ENB preset changes or adds shaders. These can provide effects like depth of field, color mapping, blur and sharpening, anti-aliasing, etc. Kind of like SweetFX, except that it works with the game instead of on top (for instance, you can have different settings for different times of day). They do not change the textures or meshes, but basically make them look different through processing. ENBs can be quite performance-heavy and it's typical to lose quite a bit of FPS when using one.
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Glad to hear it!
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Great to hear!
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"Hey, you. You're finally awake. You took a wrong turn at Albuquerque, right?"