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thestigma

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Everything posted by thestigma

  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.
  16. You are talking about a face-scanner sort of thing I guess? No, I haven't seen anything like that for Skyrim yet. It should in theory be possible I guess, but I expect the results would be subpar in terms of quality. It's a pretty involved system to make that sort of thing work (and not look horrible). I expect most games that have such a feature use some sort of expensive commercial middleware dedicated to this task and it might be a tall ask for a game modder to re-create a product like that. The closest thing you can get is probably racemenu where you can sculpt faces to your liking. If you have a bit of artistic talent (or a lot of time) you can probably make a fairly convincing alter-ego of yourself. other people have certainly done this in the past (making presets of celebrities and models mostly) with quite good results. It takes a lot of work though. Be adviced that for special edition racemenu is still in alpha and a lot fo the sculpting features are broken - but you should still be able to port in presets.
  17. So TLDR you can run racemenu in SE if you don't mind some of the features being disabled (and you are ok with the risks of using an alpha). I havnen't dug into this myself yet, but essentially it should mean that you should be able to load presets fine, but actually sculpting a new face isn't going to work. In theory you should be able to run a temporary installation of Oldrim, install the mods you need to create your character, then export that preset to SE and it should be fine assuming that you add the same asset-mods to SE of course (hair, bodytypes, skin ect.). If that's too much work for a custom character then just go search for an existing preset you like - or more broadly add one of the better-charcter-presets mods that add reworked presets to the normal character generation. They usually aren't as extremely fine-tuned as the one-off customs but they are at least far better than the horrible vanilla ones that barely look humanid.
  18. Hey all, I'm an intermediate-level modder and I recently got up to speed on how to manually add rules to plugin sorting in LOOT - especially the "load after" rule. This seems really useful to help LOOT out in getting the order right whenever it doesn't have pre-programmed rules for a given mod/patch. However, it made me unsure of the best-practice rules of how to load compatability paches. Before I tended to just let LOOT sort as it wanted unless the author specifically said something about the loadorder of the patch - but now I notice that lots of these patches do not have a preprogrammed "load after" rule, and in like 70% of cases the mod authors do not clearly specify if a spesific load-order is required. If I don't add rules myself then it seems like a lot of these compatibility patches end up not being run after both mods they relate to. Isn't this potentially a problem? So what is the best practice I should adopt for a stable setup? - Not add rules unless specifically mentioned like I have done? (this seems like praying for the best since even good authors don't always write perfect instructions) - Always ensure that compatibility patches between modX and modY run after BOTH of them? - Something entirely different? In short - is there a golden general rule I should apply to compatibility patches if I want to be completely sure they take effect properly? I realize that these rules might be superfluous in a lot of cases due to implicit dependencies, but they shouldn't hurt at least right? I hope an experienced modder can help me out on this. I'd really appreciate it! Bonus question for the extra-helpful people: What does the "priority" and "global priority" numbers in LOOT do and under what circumstances should I be using these?
  19. Just wanted to provide some feedback for other people who had the same question as me: The mod linked above more or less solves my problem. It has an option to run the bat file after every start/load of a savegame (among other options) This ensures that the commands I need are always active. The only downside is that the mod actually presses the console button for you and writes in the bat command, so it takes half a second more to load a game and you should be careful not to type yourself while it does this as otherwise you will interfere with the correct typing. Apparently this can be solved with a mod called consoleutil which can then allow this process to be done silently and in the background more directly, but this has not been ported to SE yet. All in all this is a minor inconvenience, so I consider this a fairly good solution for the time being.
  20. I knew about the bat method. It's still a bit of a pain though. The mod there looks very handy. I'll give it a try and see if this works as a good solution. Just hope it's not too script heavy.
  21. Hey, I recently found some setting for the TAA antialiasing that let me tweak it so it no longer made stuff blurry when i ran around. So basically I want to run these commands and have them stick permanently, through save/load and restarts: taa hf 0.7 taa ps 0.65 taa po 0.5 taa sharp 1.5 How do I do that? As far as I know you can't put these sorts of console commands in the INI.
  22. I think this problem is most easily solved by modding the texture to be transparent for the chameleon skill in particular. That seems to be the only one that is really annoying. The other activating skills (as far as I have seen at least) happen infrequently enough that it's not an issue - and being informed when your forester skill is active for example is actually useful. It's not the most elegant method of doing it but... this game doesn't seem to be so easy to create more advanced mods for.
  23. Perkaholic does a great job of adding bow perks (and unarmed + a couple extra for agility) Author says there will probably be more added for other skills without perks later. The perks are well balanced to not be too OP, but pretty much all of them are useful ones. I don't think it's easy to add perks that do fancy stuff. You are kind of limited to adding modifiers to existing variables, so that's why most of these are small "buffs" of some kind rather than completely new abilities. I also don't think all things can be buffed. I'm not sure if "draw speed" and "arrow speed" for example are moddable - but I haven't looked deeply into that myself yet. NOTE: check out the "cheat" mod that gives you console commands for adding/removing perks because if you add peraholic to an existing game where you have for example 10 bow-skill you won't be gaining the perks retroactively. You will have to manually add them, or start a new game. -Stigma
  24. Hey all, I have an idea for a fairly simple quality-of-life improvement. Many times in this game you inevitably load up far beyond your encumberance level (for example to go on a city trip to sell various loot) The problem is that maximum encumberance makes you walk at a PAINFULLY slow sleep. I would suggest (if possible) to cap the minimum speed at aproximately the same as what you'd normally be for 50% overencumberance (a slow jog) I think this would be balanced because you are still way too slow to just ignore your weight, but it would remove the tedium of talking 2 minutes to crawl from your horse 20 meters over to a vendor. Or worse yet ... have the vendor just walk away and you aren't even fast enough to catch him to talk to him ... It would be a win-win IMO. No real balance downsides while removing tedium. If anyone would take on the task - or give me a tip on what files might contain the relevant variables so I can maybe make this myself - I'd be very grateful :) -Stigma
  25. Hey all, this is probably a simple question for the experienced modders, but I am having problems finding the info I need... What XML tag do I need to add to the counter skill to turn it into a critical attack? I already managed to add a stagger to it and play around with it's base damage (which was way too low IMO which is why I wanted to mod it). Both of those work, but the line I added that I thought would turn it into a garantueed critical hit never triggers (or at least, not more than geralts normal crit percentage). here's how my code looks now: <ability name="counter_attack_light"> <tags>counter_attack_light</tags> <attack_power type="mult" always_random="false" min="-0.00" max="-0.00" /> <StaggerEffect is_ability="true" /> <critical_hit_chance type="add" min="1.00" /> </ability> Apparently the critical tag is not correct - I got it from some other ability XML hoping it would work (like the others) but nope... Can anyone tell me the correct one - or even better - direct me to some sort of resource that lists all the effect tags and such you can add? -Stigma
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