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Algabar

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Everything posted by Algabar

  1. 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.
  2. 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"
  3. 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.
  4. 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.
  5. 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.
  6. 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.
  7. 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!
  8. 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.
  9. 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....
  10. 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.
  11. 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...
  12. 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.
  13. 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.
  14. 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.
  15. 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...
  16. I know how frustrating troubleshooting can be. I feel with you. Unfortunately, I don't really have an idea, just a question for clarification: Did you test with a new game? If the problem occurs with a fresh start, too, it's almost certainly a mod issue. If it doesn't, it's probably an issue with your save game. That might help to narrow down things a bit.
  17. Using Resaver or other save game cleaners is never "safe". Fiddling with save games is always somewhat risky. If you're lucky, those tools can repair an otherwise borked save. If you're unlucky, save game cleaners might finally destroy your save. Since you already got issues with your save game anyway and proceeding without cleaning doesn't seem to be a viable option, I'd let Resaver delete instances like this and test, how the cleaned save game works. Be sure to have a backup though.
  18. What version of Skyrim are you using? And are you sure you got SKSE and alll mods depending on it updated to your game version? That's what I'd check first. Crashes that early usually come from outdated / incompatible mods with .dll files. Either those mods don't match your installed version of SKSE, or SKSE doesn't fit he game version, or both...
  19. Water seams like in your pictures usually indicate mod conflicts and/or improper cell records. The latter usually come from mods, that weren't converted to SE properly. Make sure absolutely nothing overwrites water for ENB. This also means, its .esp file and patches should be at the bottom of your load order (or close to it). You can also use a "water fix" script, which will automatically correct wrong cell records from mods. This one is quite old, but it still works (at least for me): https://www.nexusmods.com/skyrimspecialedition/mods/9087 Sometimes, water seams are also caused by ENB settings. You can easily check this by temporarily disabling your ENB preset. If the problem is ENB related (which I doubt in this case), refer to the recommended ENB settings on the mod page of Water for ENB. You could also scroll through the comments on the Water for ENB mod site. Water seams are quite a common problem with any water mod.
  20. TBH, I never had an issue like yours. Check the options provided with XPMSSE (either on install or in game in the MCM menu). XPMSSE has some options regarding (among other things) the position of weapons. Maybe you can play around with these options a bit? The second thing to check are custom animations. If you're using FNIS, you probably have some (otherwise FNIS and XPMSSE would be rather pointless anyway). I'm not so sure about magic, but weapons held "the wrong way" (as the dwemer axe at the end of the video) can be caused by dual sheath mods and other mods changing weapon positions, if they aren't installed correctly. Basically, you need "left hand meshes" for almost any dual sheath mod out there. Looks like you don't have these.
  21. Looks like mismatched LOD. AFAIK, Skyland Markarth doesn't include LOD textures. So, the game probably uses whatever else is installed - or the Vanilla LODs. Probably the best solution would be to create your own LOD with Dyndolod.
  22. Unfortunately, there's no real solution for this issue. Some PRT "sub-presets" ARE quite taxing on system ressources. And - no offense! - your system isn't exactly "high end". Loosing 20 FPS or even more with demanding ENB presets is quite common. I'm a bit surprised that changing ENB settings ingame doesn't help though. From my experience, there are some settings you can try: Known "performance killers" are - among others - ENBs SSAO and particle lights settings - especially fire particles. From my experience, these settings do matter. Besides that, make sure you don't "double-dip" with effects. If you use ENB's SSAO, turn off SSAO in your GPU driver settings and in Skyrim settings. Same goes for antialising and such: Always only use one source for an effect. Maybe you can free some FPS this way?
  23. Yep. BC7 is your "go to "format. BC5 is only necessary, if you need an additional alpha channecl (e.g. for transparency). Otherwise, BC5 is just a waste of disk space and memory.
  24. TBH, I never worked with spears. But a weapon is a weapon... The usual way would be to adjust the position of the mesh: Right-click on the weapon's NiTriShape, choose "transform", then "edit". Now you can reposition the weapon. If you want to change where a weapon is held, you usually want to edit the Z axis. OFC it's a bit "trial and error", so you may have to change the values several times... EDIT: Once you're satisfied with the position of your spear, you should also apply the exact same values to your blood mesh(es). Otherwise blood on the weapon may look odd.
  25. Just to rule out the obvious: You're still on Skyrim SE (1.5.97), right? NGIO doesn't work with newer versions of the game. You CAN create a grass cache on a SE setup and use it in AE later on, but without NGIO enabled in AE. But that's a different story... TBH, the only thing I could think of are issues while creating the grass cache. Dyndolod usually simply uses what's already there.So I doubt this is a Dyndolod error. For troubleshooting, I'd suggest the following steps: 1. Disable/uninstall Grass Cache Fixes. I guess, that's what you mean by "precachy". This mod shouldn't be active during grass cache creation with NGIO. In fact, you don't really need it at all, if you're on 1.5.97 and using NGIO. "Grass Cache Fixes" is only important, if you a) don't use NGIO at all or b) want to use a grass cache from NGIO on AE. 2. Disable grass cache use in the NGIO .ini file. Check the "problematic" areas in game. If there are already spots without grass, it's probably a problem with your grass mod. 3. If everything is okay, regenerate crass cache. Follow the instructions on the mod's page. 4. Now enable grass cache use in the NGIO .ini. Check again, if everything's okay. If it isn't, retry step 3. 5. Run Dyndolod...
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