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Thallassa

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Everything posted by Thallassa

  1. Have you checked out [TrueHUD](https://www.nexusmods.com/skyrimspecialedition/mods/62775)? It’s not exactly what you described, but combined with the locked target features in True Directional Movement, should get you most of the way there.
  2. Update after the mods are updated… it’s really not that frustrating. Some things may have to be struck from my list in the end, but the hobby is modding, not playing so it’s fine. The most frustrating thing is the writing/guides I was working on that now have to be rewritten again. Oh well. While I’m waiting for the next Skyrim update and the last of the mod updates to roll in, there’s Starfield, ESO, and Baldur’s gate. Skyrim itch fully scratched.
  3. Unlikely guess but what is iMaxGrassTypesPerTexure set to in skyrim.ini? Since you have 6 grasses in this texture, you would need this value to be at least 6 for all 6 types to show in every area.
  4. SPID doesn't do anything on its own, but you may have mods that use SPID to distribute clothing to NPCs, which could possibly cause this issue.
  5. I can't quite figure out what's going on in that image - why do you think it's related to the body paint? It looks like GPU artifacting.
  6. I thought both programs were meant to use the windows setting for font size, which can be accessed under control panel > display > scale and layout. Try that and see if it helps. The themes in mod organizer 2 are editable. A quick google search led me to this theme, which increases the font size for the dracula theme. https://gist.github.com/pineapplemachine/454eacec21835fb61481b180d8d087d3 It includes instructions on how to add this to MO2. For SSEdit there is a setting in the settings menu for font size.
  7. What mods do you have installed? You can use load order library or modwatch to easily share your modlist.
  8. You should only need terrainparallax=true. If it still doesn’t work after that I’m not sure what else to try.
  9. Im not sure if the parallax fix is compatible with enb, but it does require some additional ini edits and engine fixes to work correctly per the mod description. You can edit enblocal.ini directly in your skyrim folder. Thats also how you set the keybind to bring up the edit menu in game.
  10. You dont have a parallax fix enabled. Either turn on terrainparallax=true in enb or use this mod. https://www.nexusmods.com/skyrimspecialedition/mods/31963 Skyrim doesnt support parallax natively.
  11. Here’s a big playlist of “dark pagan” music, for example the type of music in the mod Yggdrasil for Skyrim Special Edition. Lots of low chants, drums, and tagelharpa (a gloomy sounding traditional Nordic instrument. It’s pretty big and I’m always adding new albums so if you like this type of music check it out! https://open.spotify.com/playlist/48LjCX3xRdSHPptbBeDGo1?si=-uofokEbSB6pvSLqQETwNg
  12. Theres no limit on bsa files in skyrim, and you dont need separate textures and main bsa files either. Nor do the plugins to load all those bsas count against the plugin limit because theyre all esl. So theres no technical issue. I do agree its a lot of noise in your data folder if you need to look for stuff there, but definitely less than if it was all loose files!
  13. Crashing when you set your gender to female is likely an issue with CBBE. I would reinstall CBBE and be careful with the options you select. *Dont select the physics option unless you have hdt pe and xpmsse installed and all their requirements*.
  14. I should clarify, it loads merged patches after their masters (which is where they need to go, they don't need to go at the end) or if you name it TES5merged.esp it'll go at the end. Vortex does allow custom categories. Click on the "categories" button. It brings up this menu It doesn't allow tagging though, nor arbitrary ordering of mods.
  15. Mods have three states, uninstalled, disabled, and enabled. Uninstalled means that the archive is in Vortex's downloads folder, but vortex hasn't done anything with it yet. Disabled means that Vortex has unzipped the mod to its Mods folder. (You can configure exactly where you want these folders to be under settings > Mods). Enabled means that Vortex will place hardlinks in the game's mod folder (for BGS games, /Data). These hardlinks behave exactly like the file was really there. Any change to either file will be detected by Vortex. The process of placing hardlinks into the data folder is called "deployment". By default vortex deploys automatically whenever you enable a mod. You can set it to not deploy until you tell it to. Therefore, by default, you would enable the mod, make these overwrite changes, and Vortex would then re-deploy. Or you can tell it not to deploy, install a bunch of mods and configure overwrites, then deploy all at once. Deployment is when it detects if there has been any changes to the mod files either in the mod folder or in the data folder. Windows will show hardlinks as taking up the full file space. However according to documentation they're not actually taking up that space. I think this article explains it fairly clearly: https://devtidbits.com/2009/09/07/windows-file-junctions-symbolic-links-and-hard-links/ there are many other articles about this as well if you want more information, but most of it is at a too high level for me to understand easily.
  16. LOOT already puts bashed and merged patches last. :armscrossed: As far as the install ordering (man this is confusing already!) it's not ordered in the order you installed the mods like NMM. It's not ordered at all. It's just a list of the mods and some rules that tells Vortex which files to hardlink in the case that conflicts exist.
  17. For reference downloaded (but not installed) mods show up on the Mods panel as "uninstalled". I typically don't pay any attention to the "downloads" panel in Vortex unless I'm impatiently waiting for a big download. No comment on the rest. I think it's good feedback :)
  18. I submitted feedback to call it "install order" on the mods panel and "load order" on the plugins panel, which is, as far as I'm concerned, standard in this community. Not sure what happened to that fragment of feedback :) Regardless I'll continue to use that terminology even if it doesn't quite match what the program is calling it (I'll have to remember to clarify whenever I get around to writing a guide...) Actually at one point the "install order" of mods wasn't visible at all, I think. As tannin said you just set up the dependencies for which conflicts win, so the load order on the mods screen is meaningless for most mods. A "visual order" of mods (like manual ordering in MO) is still in the works afaik. It would be nice to have.
  19. You can import from MO. It looks like you currently have vortex set to manage Skyrim. Try setting it to manage Special Edition instead.
  20. I'm able to replicate this issue with Starbound and ESO.
  21. In response to post #57200871. #57201036, #57201401, #57201461 are all replies on the same post. It doesn't let you overwrite loose files with BSAs. That's a terrible feature that never worked properly and will break every intention of every mod author. If for some reason you need files from a BSA to overwrite something else, unpack the BSA. What happens next is on you but at least you will have full control.
  22. The choice of which files are deployed is done at the time of deployment. Vortex decides what to put in the data folder based on what's in the mod folder and the order it's been given using dependencies. If you don't want a particular file from a particular mod, you will need to manually change the file extension or delete the file in the mod folder. Here is where the "open in file manager" from my first post comes in handy :)
  23. I saw a bug in Vortex a few versions ago where plugin order did not visually change when you made changes to it. This was fixed by restarting Vortex at which point the visual order was correct. The actual load order as seen by all programs was correct. If you are still getting this bug that's good to know, Tannin can work on fixing it again. I got it to happen a few times and then wasn't able to replicate it anymore. Please submit exactly what happened through the feedback tab in Vortex.
  24. Changing file extensions works fine. Vortex will detect the change and ask you what you want to do the next time it deploys.
  25. OldMansBeard: It's not like NMM at all. Not really like MO either. One thing that isn't so easy to do is for example choose "I want to overwrite this file, but not this one." In MO this is done by right clicking on the file you don't want to use > hide file. Here you have to open the mod in the file manager and then change the file extension or delete it. These images will make more sense if you know how Vortex works: Mods have three states, uninstalled, disabled, and enabled. Uninstalled means that the archive is in Vortex's downloads folder, but vortex hasn't done anything with it yet. Disabled means that Vortex has unzipped the mod to its Mods folder. (You can configure exactly where you want these folders to be under settings > Mods). Enabled means that Vortex will place hardlinks in the game's mod folder (for BGS games, /Data). These hardlinks behave exactly like the file was really there. Any change to either file will be detected by Vortex. The process of placing hardlinks into the data folder is called "deployment". By default vortex deploys automatically whenever you enable a mod. You can set it to not deploy until you tell it to. Therefore, by default, you would enable the mod, make these overwrite changes, and Vortex would then re-deploy. Or you can tell it not to deploy, install a bunch of mods and configure overwrites, then deploy all at once. Deployment is when it detects if there has been any changes to the mod files either in the mod folder or in the data folder. Load order: Ah, I see. You can set a global priority (much like LOOT) which should put your esp always in the same place.
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