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[SSE] New Mod Request: no ocean currents in ponds & lakes
Algabar replied to DaleFranklin's topic in Skyrim's Mod Ideas
Not sure if that's what you mean, but both Water for ENB and Realistic Water Two offer options without flowing water in lakes or ponds. -
I'll try to answer what I can... I'm using this one: https://www.nexusmods.com/skyrimspecialedition/mods/4143 Always worked fine for me. Sorry, I'm not sure which .ini you are talking about. If you mean enblocal.ini and/or enbseries.ini, you should use the ones provided by your new ENB (which doesn't mean that you can't change some settings). Technically, you don't have to use it. Embers XD is definitely ready for complex particle lights. No sure about Inferno. Also, complex fire particles can be quite demanding. Just try for yourself, see how it looks and if the visual improvement is worth the performance loss... I usually tend to disable complex fire. Nice and all, but too heavy on performance... Again: Give it a try. IMHO, both ELFX Shadows and Lux are great lighting mods. You can't go wrong with either of them. Lux seems to have overall darker interiors than ELFX Shadows, so the latter may be for you. IMHO it's hard to give recommendations - tastes are so different. I'd select a weather mod first and then try different ENB presets made for that weather mod. Some top notch weather mods that might fit you: Azurite: https://www.nexusmods.com/skyrimspecialedition/mods/42731 (highly underrated - IMHO one of the best weather mods around) Solas: https://www.nexusmods.com/skyrimspecialedition/mods/49004 (IMHO even more underrated....) Obsidian: https://www.nexusmods.com/skyrimspecialedition/mods/12125 (a "classic"....). Try LUMOS ENB and reshade with it. maybe you can also try NAT 3 https://www.nexusmods.com/skyrimspecialedition/mods/49004 It fits the "dark nights" requirement, but doesn't exactly have "bright days"
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What language do you play Skyrim in? From your post it sounds like you're on a non-English version. If so, you shouldn't use mods in English. Any item added or changed by mods will show a name in the language of the mod. The game can't translate automatically. If you play e.g. in German and add English mods, you will have a mixture of German and English in some situations... While this might be annoying and even immersion breaking, it should'nt make the game crash though. There's probably something else going on. Unfortunately it's hard to pinpoint the issue with the information you gave. Could be anything: Wrong version of SKSE, mods for a different version of the game, missing prerequisites, incomplete installation of mods... You should give more information on the crashes.
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A lot of scripts are part of save games. So yeah, they can anc do get baked into your save game. You can try to use a save game cleaner like "Fallrim tools". Follow the instructions on the mod's page. Be warned though: Fiddling around with save game data is never "safe". In most cases, "Fallrim tools" will repair your save game. But in some (rather rare) cases it might also make your save game unusable. So, always keep a backup copy. On a side note: It is generally not recommended to uninstall mods, especially script heavy ones, during a playthrough. Maybe that's what you're currently experiencing.
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The different races have different head geometries. Compare e.g. a high elf head to a Breton one: Totally different proportions. So, independent of the High Poly Head issue (which might be solved, if you select High Poly head as "head part" before applying the racemenu preset), it's not a good idea to use a head preset for a different race than the one it was made for. You will very likely get distorted faces and other issues.
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Please read the description of the mods: For "Queen marika": Use AddItemMenu or Simple Mod Item Spawner to get items in game, alternatively can craft items in any forge (recipes will shown with 1 (one) "Alduin is Real" book in inventory). The latex suits can only be added via console or additemmenu. Please note that additemmenu doesn't work with AE. An alternative, that works with the latest versions of the game, is QUI.
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I had something similar some time ago. In my case it was a conflict between the fire mod I was using at that time and the Particle Patch for ENB. Obviously the game didn't like the mixture of assets from both. I think your issue has definitely something to do with (fire) particles and/or (fire) effect shaders. If you use an advanced mod manager like Vortex or MO2 (which you should anyway), check conflicts between mods, that have something to do with particles, fire, smoke and spells. Depending on what mods you have installed, make sure your fire mod (or your fire spell mod, if you have something like that) wins over anything else that might conflict. The settings in Vortex and MO2 are labelled differently. The approach is the same: Make sure nothing overwrites your fire or fire spells mod. Good luck!
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TBH, I don't think the diadem looks "bad" or "ugly". But tastes are different. I'd say, you may have a tad too much glossiness or glow on this jewelry. There are different possible reasons: 1. ENB settings (reflectioons, bloom...). The picture looks like you're using ENB. Disable the preset for testing or try a different preset and see, if this helps. 2. Extreme "gloss" on the jewelry item itself. Again, there are different possible reasons: Mesh settings (you can adjust in Nifskoope, how "glossy" an object is) or textures, especially the so-called "specular map", which basically determines, how "shiny" an object or parts of it are. If it's the jewelry itself, there isn't much you can do about it without some modding knowledge: Opening the mesh in Nifskope and playing around with some variables is rather easy. Changing the specular map also isn't that hard, but it requires some knowledge in photo/texture editing.
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This is basically a prebuilt grass cache for Cathedral Landscapes - and no other mods, that make changes to the landscape. As soon as you add in other mods (e.g. player homes or other buildings, landscape changes etc.) or use a different grass mod, you will have some issues. So, IMHO, this is of rather limited use. If you have a more "custom" load order, you'll have to create your own grass cache to match that mod setup. If you want custom terrain LOD, xLODGen is still required - even with Dyndolod 3.x. Dyndolod creates object LOD. If you want terrain LOD, use xLODGen. From the Dyndolod documentation: "At the moment DynDOLOD does not create, update or otherwise change terrain LOD or water LOD." Source: https://dyndolod.info/Help/Terrain-LOD-and-Water-LOD Unfortunately I'm currently out of my wits why you don't have grass LOD. Sorry....
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Sounds strange indeed. If I understood correctly, the faulty shrub LODS only appear after using Dyndolod and installing its output as a mod, right? In this case, you might have found a rare bug with Dyndolod. I'd recommend giving Dyndolod 3.x a try. IMHO, it's already the far better tool. And now, that some kinks in the initial versions are ironed out, it's very reliable. I'd also check your load order for mods (e.g. Flora overhauls), that might add some shrub LODS of their own. EDIT: This might also be an engine bug. If you save in an exterior cell, the game doesn't alway update LOD correctly. There's a mod, that fixes this: https://www.nexusmods.com/skyrimspecialedition/mods/61251 If your test save game was made somewhere outside, the LOD unloading bug fix should solve the issue.
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You can't have grass LOD right out of the box in 1.6.353 (or any other "AE" version of the game). You need a grass cache generated with "No grass in objects" (NGiO), which doesn't work with AE. The way to go would be to downgrade to 1.5.97 first and create a grass cache with NGIO. BTW, you don't need to "downgrade" every mod you want to use. Just make sure, you have all mods that make changes to your landscape, all your texture replacers and your grass mod enabled. You can use a grass cache from NGiO and most of its features in AE, but you need "Grass Cache Fixes" for it. TBH, that's what I'm doing. And it works well. Once you got a grass cache, you can have Dyndolod create grass LOD. IMHO, it's not really worth it. You need quite a strong computer, since grass LOD can be very demanding on system resources (OFC depending on your settings). The visual difference to a "normal" setup with a large grass fade distance is rather minor. And generating the grass LOD takes a lot of time... I tried it once or twice and then decided not to use this feature...
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You probably mean this one: https://www.nexusmods.com/skyrimspecialedition/mods/56396 I've used it succesfully. It does what it says and always worked - at least for me. Regarding black faces: You're right. Compacting form IDs in mods, that contain NPCs, without adjusting the names of the headmeshes and tintmasks in your facegen folders is one way to get black faces. If you use the script linked above, you should be able to avoid this issue. As scorrp10 pointed out, another and probably the most common reason for black faces are conflicts and load order issues with mods making changes to NPCs.
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Eating animations and sounds not working.
Algabar replied to lennoxlovexx's topic in Skyrim's Skyrim SE
Which Skyrim version are you using? Dynamic Animation Replacer (which is required for the mod to work) isn't compatible with the latest versions of AE. AFAIK, the last AE build it works with is 1.6.353. So, if you're on a newer version of Skyrim, this might be the cause. -
Form 43 doesn't seem to be as "dangerous" as some people think. It's very unlikely to crash your game or do other harmful things. Also, form 43 doesn't always mean improper porting/conversion to SE. Here's a detailed essay about the implications of form 43 vs. 44: https://davidjcobb.github.io/skyrim-writings/articles/form-versions-43-and-44.html If you want to feel "safe", you can open form 43 plugins in the SE Creation Kit (available from Steam). Simply resaving them will update to form 44. Note: This is not guaranteed to work for all plugins, but it usually DOES work for .esp files. .esm files require a bit more work. From my experience so far, I'd just use those form 43 files as they are, especially when there are no bug reports or serious complaints on the mod's page. Don't worry too much about it.
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So, we're very likely talking about a mod problem here. If the bug occurs even in a new game, it's definitely there in teh game - not just in your save. There's one thing you can try to at least get a clue about what mods might be involved: In game, open the console and click on one of the bandits, that shows the bug. You should get a "Ref ID" (a combination of numbers and letters, actually it's a number in hex code). Write down that Ref ID. Now close the game and open SSEEdit and let it load all of your mods. Once this is done, search for the Ref ID you wrote down before (search box in the upper left corner). If you click on the actor's name in the left pane, SSEEdit should show you all plugins, that make changes to that NPC, in the right pane. Conflicting data is marked with colors. Red means "this gets overwritten by a mod", green means "no conflicts" with this record and "brownish green" means "there are conflicts, but this record wins". Depending on the data you get, this might give you a hint, which plugins deserve a closer look. You might even get an idea, what might be the problem. Depending on the results, there are different strategies for solving the problem, mainly changes of your load order or creating a patch. What you could or should do, depends on what you get from SSEEdit. But at least you might get an idea...