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thestigma

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  1. Thank you - very useful to know about. It is certainly a bit of a problem that a lot of "old wisdom" from oldrim get passed on to SE uncritically (not blaming anyone in particular for this - it's bound to happen in this situation)
  2. That is an issue that can happen if you use custom snow textures (not unlikely to be included in these sorts of mods, or in texture-overhauls in general) in combination with weather mods that change the lighting. You should refer to the weather-mod (and/or any mod that changes exterior lighting) for advice on what snow is suitable. This can usually be worked around by either using a darker variant of the snow, or another snow entirely that is suitable for your lighting mod - they often make recommendations in the description/troubleshooting section. Check both the weather modpage and the "no snow under roofs" page and read descriptions / posts carefully. Chances are that this issue has been encountered and fixed by other users already. You may also consider disabling the "improved snow shader" that came with SSE. First of all it is very subjective if it is an "improvement" at all since it adds some weird shiny flecks to snow - and more importantly this effect can mesh very badly with non-vanilla snow unless is not specifically designed to work well with it. It is toggled in the INI (and bethINI is the tool I'd recommend to change it if you don't want to do it manually). I'm not saying you SHOULD disable it necessarily - that depends on your snow config, but be aware of this and test if in doubt. Hope that gets you on the right track to fixing it.
  3. Yes, only the normal "oldrim" SKSE has an installer. Sorry if I wasn't clear on that - I never used the installer in the first place.
  4. Are you sure? because from the versions you listed you are attempting to install "oldrim" SKSE (1.7.3) on Special Edition (which needs SKSE64 2.0.7). http://skse.silverlock.org/ That is bound to cause problems - and if it works at all I'll be very surprised to say the least... In general if you have a hard time with the SKSE installer, just install it manually. It's literally just a handful of files that need to be moved in the correct places - that's all. Gopher on youtube (and many others I'm sure) have detailed video guides on how to do this step-by-step. It's not complicated at all really. Glad you got it working, but I'd recommend you doublecheck you have the right SKSE version to be sure. You probably have because I'm sure non-64 bit version would not work at all, so I'm assuming your first post is just mistaken or not updated.
  5. Oh, and in that same vein you might want to try out "snowy AF windhelm" (just be careful reading compatibility notes with other city mods like the one Journeyman suggested). It's only for Windhelm obviously, but it adds a lot of character to the place, really making it feel like the frigid nordic stronghold it was meant to be. As an IRL nord I have to say it's pretty genuine to heavy nordic winter snows - especially what you'd often see at a bit higher elevations and in-land where winter is more pronounced. The rest of the snow in vanilla Skyrim is what we'd call "spring" =P
  6. Hey all, I'm just wondering if anyone knows if there exists any form of sharpening filter built into the engine for Skyrim SE. Since sharpening is such a common type of simple filter and the engine already has lots of post-process effects it would almost be a little weird if it didn't - but I haven't run across anything like that yet. Can anyone point me in the right direction? Yes - I know I can always run a simple shrapening filter in a reshade or ENB, but it's not ideal - both in terms of performance and it interfering with other things (like affecting the UI and not working so great with in-game depth-of-field ect.)
  7. Nothing wrong with your english man. it seems like that particular mod has not been ported to SE yet. I don't exactly know if any other mod on SE does something like the same. You will just have to search and ask around - and maybe go encourage the mod author to port it to SE on the mods comments section. Porting over simple meshes and textures from oldrim can be relatively easy, but a full weather mod like this probably needs some expertise to have work correctly. I suspect you have to make some manual edits to forms and such... check out the comments section and maybe if you are very lucky you can run across someone experienced who has made it work for personal use.... sometimes the hardcore fans figure out workarounds before oldrim mods are officially ported. Otherwise you can check out Obsidian weather. it's a fantastic weather mod(I use it myself) that has nice "cold" and "bleak" presets (accessed in-game via a power) that certainly makes the weather look very cold. It actually has optional seasons too that you can enable to make the light-setting change during the year if you want that. It also works fine with True storms (using comparability patch), but it's snow and rain is already very intense and close to True Storms so you might not really need it. (like true storms it does things like making rain and thunder be heard while indoors). But it won't make the ground in Riverwood be covered in snow all the time if that's what you are really after...
  8. That's a lot of work to make - but I suppose you could start with the basics at least. There are already tools and filters that do a good job of finding ITMs, old-form errors for SE mods and more - so setting up an automated process where that is checked on upload shouldn't be that hard. Nexus could automatically give a easily visible warning on the page if these issues are detected. The rest is kind of beyond me to comment much about :D
  9. It should probably be fine, but just keep a few things in mind: - Always check the modpage description for specific instructions on compatibility ect. (In inigo's case I think you need to be a little careful with how you apply him in combination with generalized follower-improvement mods - read the instructions for any such mod if they ever become relevant). - Adding new mods mid-game usually works fine. Removing them midgame is very risky. Only attempt if you absolutely have to - and only if the author providers good instructions on how. - Make sure you keep a backup save from before adding new mods - just in case you find out 2 hours later that you did something wrong or it was a mistake.
  10. Yea, you shouldn't use 2 weather mods. At best they will mostly overwrite each other. At worst you will get unexpected results. RLO is an interior lighting mod, and weather mods usually don't modify interiors directly, so that's likely no problem. In other words it should be entirely valid to switch out vivid for COT if that' what you want to do. You aren't quite clear on what you are looking for though. "winter mod" could mean a lot of things. - Seasons mod? - Snow in all of skyrim mod? - Colder visuals (like lighting ect.)? - mod that makes snowy weather more intense? My hunch is maybe that you are thinking of this? https://www.nexusmods.com/skyrim/mods/61711/?tab=description (this is for oldrim though)
  11. I haven't really heard anything about a 4GB limit, but it would be hard for me to directly check since my card is 4GB. I guess I will just going for high quality and see what happens - and be ready to scale back some of the packs to more reasonable settings if I encounter problems... If anyone else has more in-depth info on this I'd be very interested to hear about it though (or have a link to a relevant source)
  12. Hey all, Quick question - what happens in SE if you go above your VRAM limit? I think Oldrim just crashed basically - unless you were using fixes for ENB at least. What happens in SE? Does it somewhat intelligently swap between RAM and VRAM such that you won't crash at least - and the worst that can happen is that you get stuttering when you ride full-gallop through a dense area? I just want to know how conservative I should be in using texture mods on my GTX970 (4GB) So far I can't really say that I've had much issue at all using quite a lot of 4K textures - but it is difficult to see what my margins really are. Sometimes Rivatuner says I am using near to full VRAM capacity, but that would be pretty normal if SE has decent VRAM handling. Unused VRAM doesn't do anyone any favors after all :)
  13. Skyrim SE has a lot of structural changes that makes it far more effective at handling "problem areas" that used to be insane CPU bottlenecks - for example the top of the stairs in whiterun. Now most of these areas run about as well as anywhere else. So you can probably make due with that CPU if you don't go overboard on mods that add tons of new entities or super script-heavy stuff. I think your main limiting factor will be your GPU, assuming that you want some decent visual mods. I run an old system too, a 2500K @ 4,3Ghz + a GTX 970. I'm basically always GPU limited, even with few graphics-mods. With fairly heavy (but economical) visual upgrades I can still hit 50 at lowest and 80-90 mostly (I cap it at 90 with havoc INI tweaks because you have to set a cap in this game). Even though I'm hardly done with my visual mods yet, even my reasonably performance-concious build is a day and night difference from vanilla. Not all visual mods are performance heavy, just some. You can probably make a very playable game with a 760 though, including some light mods. Just don't run an ENB (it's not really needed in SE nearly as much as in oldrim), run shadows at medium settings (they look way better in SE anyway), don't go overboard grass-mod settings ect. Also be careful about the size of your texture mods because 2GB is not a ton to work with. I'd recommend you try with the gear you have and upgrade later if you decide it's not good enough. And if you do upgrade then a better GPU and an SSD (if you don't already have one) is probably the stuff you should be looking at.
  14. I'll see if I can add some to this when I get home later. When you say "pretty much never bad to have" I interpret that a lot more restrictive then the other posters above though, as in mods that: - Does something just BETTER than before rather than drastically changing the functionality (like SkyUI) - Other quality of life improvements - Important fixes and patches - Have minimal or at least low performance impact for what they do - Doesn't change the game greatly by themselves There are a whole lot of mods that are really good but don't fit these criteria, including great overhauls like Ordinator, but I'm hesitant to include these because a "great mod" is not the same as a "you always want to have these" mod. These mods that greatly affect the gameplay by changing many things will always be a matter of taste - and not all mods, even if they are highly regarded, will fit your idea of what game you want to make. Those mods are better added in later once you have a polished base-game that is just improved vanilla (maybe including low-impact visual upgrades). The ones I list later from my own modlist-in-progress will be restricted to the ones I feel have basically no downsides to them regardless of personal taste. -----------EDIT------------ Ok this is just my modlist ripped out and deleting stuff I don't consider fairly strictly "no brainer upgrades". The remainder is stuff that I'm pretty sure I would use in any mod-build. I'm sorry if this is very badly formatted and mostly not commented at all. This list is mostly just to make you aware of them mods so you can look them up and read for yourself. The lists came out upside down compared to how mostly people would arrange them, sorry about that. Probably more logical to read them bottom-up. Sorry for any sloppy mistakes - I don't want to spend an hour curating a perfect list =) +Wet and Cold (especially if you are going for a survival type game) +Footprints (especially if you are going for a survival type game) -Convenient Horses +Holidays +YOT - Your Own Thoughts SE +The Joy of Perspective +Alternate Start - Live Another Life +Floating Damage (this is very much a matter of taste thing but it's so practical you should at least try it. I was surprised myself.) +Simple Auto Unequip Ammo +Unread Books Glow SSE +A Closer Look - Simple Smooth Hotkey Zoom - Special Edition +Predator Vision - Vampire Werewolf and Khajiit (if it applies to your character...) +Quick Light SE (unless you use other alternatives) +Simply Knock SE +Sprint Jump SSE (just a fix) +Lockpick graduation by Lilyu (Option 3) SSE +Simple Face to Face Conversation SE +To Your Face - Sensible NPC commenting SSE +Font Overhaul - Natural Typefaces for Skyrim -- FONTS (interface + booksnotes) +Better MessageBox Controls +Better Dialogue Controls +Dialogue Style Interface for Quick Loot SE +Quick Loot Special Edition +A Matter of Time - A HUD clock widget +SkyHUD +moreHUD SE +Immersive HUD - iHUD Special Edition +Atlas Map Markers - (not open cities) +A Quality World Map (clear skies) +A Quality World Map (vivid with flat dirt roads) +SkyUI (ver. 5_2_SE) +Total Character Makeover +Static Mesh Improvement Mod (everything) +Cutting Room Floor +FileAccess Interface for Skyrim SE Scripts - FISSES +Unofficial Skyrim Special Edition Patch +SSE Fixes +PapyrusUtil SE - Modders Scripting Utility Functions +SKSE64 2 00 07 DATA ------------------------------------------ I seperated out these visual mods at the end since any visual stuff is heavily subjective. I just deleted most of those, but the remainder here is what I'd consider very highly recommendable for anyone. DIsregard "4K" notes - that's just leftovers of how I named them when installing. Obviously use versions that best fit your hardware. +Verdant - A Skyrim Grass Plugin (a little heavy unless you turn down the default grass density a a notch) +HQ Tree Bark (4K realistic NO_LUSH) +Simply Bigger Trees SE - (RAT version) +Realistic Aspen Trees SE (4k) (before simply bigger trees) +Wonders of Weather (default splashes) +Obsidian Weathers and Seasons +ELFX Enhancer Brighter Lights -Enhanced Lights and FX -B. NSM - FULL PACK v.5.3.0 Performance - For Skyrim Special Edition +A. NSM - FULL PACK v.5.3.0 2K - For Skyrim Special Edition +Simply Optimized Textures for SSE (optimized vanilla)
  15. The best solution is to use mod organizer. Then you can toggle mods with a click. The trick is that mod organizer, as well as the new Vortex manager uses a virtualized filesystem so they don't actually overwrite files. This makes it a thousand times easier to enable and disable mods without ruining mods you installed previously. In my mind, using one of the two (I prefer MO/MO2 greatly) is essentialy for anyone who want to run more than a small handful of mods. Handling a modlist of 50+ (not to mention a lot more) is a NIGHTMARE otherwise. Trust me when I say that it is well worth the 10 minutes you need to invest in watching a guide video to migrate to mod organizer. Mod organizer also lets you set up profiles that you can swap between with a single click, so you can have a vanilla game, a modded game, and an entirely different set of mods on 3 profiles and switch between running them as fast as you can re-launch the game.
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