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headfullofdread

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Everything posted by headfullofdread

  1. I was just finishing my load order when I encountered this problem. I had all the usual, realistic water 2, smim, numerous texture mods, engine fixes, etc, besides a few minor bugs that were/are graphics settings and load order, maybe ini, nearly good to go. Using BethINI. This is just south east of Windhelm, alt start female witch will exit the cave here, The Atronach stone/Dark water precisely. It persists across saves/new save, minimal mods. I have two solutions to the ocean section missing, see spoiler and bottom of post. The small hole I can't seem to fix. It's hard to tell from a still pic but it is like a moving blob in game, it disappears when you get closer https://youtu.be/QKAlXcUoFas So much more detail- - [TerrainManager] fSplitDistanceMult=1.5 {1.9 highest I could set it} (was 4.0000) Fixed ocean. Verified. Better values/Alternatives?
  2. Unless there's a specific Nvidia Geforce settings guide for SE I'm basically just going to copy steps guide for nvidia geforce profile inspector setting, but there's no ambient occlusion compatibility setting for SE, is there? My SE profile was preset for Dragon age 2, I see one for old skyrim, set as that. Steps guide says to type "Elder" into the profile selector, which will not show SSE. You must type "The Elder" ("the eld" works) to bring up the SSE profile. Most of you probably knew that, my old skyrim is nice and reconfigured now. :smile: So, what ambient occlusion compatibility setting are the nvidia se users using? Any nvidia profile settings you've found that make a huge difference that deviate from STEP? Quality over performance, opposite is welcome. - https://wiki.step-project.com/Guide:NVIDIA_Inspector#Setting_Up_the_Skyrim_Profile Found this, several deviations from STEP https://www.geforce.com/whats-new/guides/the-elder-scrolls-v-skyrim-tweak-guide?sf2686171=1#19 Not recommended. Particularly interested in SLI compatibility, I set the option shown in step to ES V Skyrim, but I have options for x10 + x11 AND x12
  3. Edit: Standalone race compatibility overwriting worked. Still wondering about converting xp32's sos plugin NORDIC- - XP32 -The only major difference seems to be folder structure, I went ahead and tried XP32's way and MO gives no game data on top level, "most likely wont work blah blah", none to be set. My gut tells me not to ignore the warning and stick with nordics method. https://www.nexusmods.com/skyrimspecialedition/mods/17990 I just opened and saved the sos one, esm steps for racecompatibility
  4. I've only been modding SSE for about 2 months with a decent amount of time spent modding LE in the past, so I'm not a complete noob but most common knowledge isn't as common to me. Shout out to youtubers Gopher, Gamerpoets & anyone maintaining noob friendly guides. One of my biggest problems was MO2 launch speed, it would take 30 seconds or more just to launch Skyrim, slick as snot now as we say in the mid west, we'll see if it fixes other minor issues I'd had. What I did wrong: When creating the skse scripts mod for MO2 I did not take the SCRIPTS folder out of the DATA folder. (NOOB!) Skyrim still launched, SkyUI worked, get skse version console good, Ok. Not ok. For all that is holy: Do not leave the scripts folder in the data folder! If this helps one person or makes you feel better about your noobish mistakes my personal embarrassment is worth it.
  5. Couple of shots in the dark here, try checking SSE fixes for any fixes you don't need or may need & turn them on/off. I notice you don't have fnis, do any of your mods require it? Last ditch, disable everything except your essential mod & process of elimination from there. A bash patch could help too but it sounds like something else.
  6. RE-re-edit... Make sure you're using the latest SKSE. Try launching SKSE from your Skyrim special edition folder, if it launches, close the game. Go back to MO, Uncheck everything besides your skse scripts, SkyUI & race menu. If that works it's a process of elimination from there.
  7. I found an armor mod that adds to the level list but it is primarily female armors but the mod distributes them to males as well, making for some disturbing images. Male head, female body. The author recognizes this & suggests to remove the armors from the level list till a solution is found. My knowledge of SeEdit, Mator/Wrye is pretty much limited to their most common uses & what I've read/watched on editing level lists in the past 24 hrs. Is it even possible to set Male/Female only distribution? Maybe a Papyrus script?
  8. Edit: Creation club purchase. Mainly what's the deal with the wild horses? I've spent a decent amount of time running around since the update & I've seen one horse, just standing there chilling in the woods, saddled up & ready to go. I walked right up to it and rode off... *Me, a butterfly, Is this a wild horse?*
  9. Lore, lore & more lore. Bring back character creation similar to Morrowind but with Alt Start choices, more freedom on how you start - your stats but also the situation or choose to be 'Generic Race Character' prisoner arriving in game setting. More grandiose battles. Drawn out sieges. More stats, I miss jump...but jumping everywhere you went was tedious. Body specific strengths maybe with your physical appearance bulking up the stronger you become. Swing weapons & smith a lot, strong arms. Run everywhere, carry too much, like to kick stuff, Strong legs. Kick stuff. More game world effecting consequences. Creation of Mundus
  10. Just started modding SSE shortly after the last update so I'm unfamiliar with the process besides "update all mods dependent on skse". I'm using MO2 so I was hoping to just untic my skse & MO would complain. Already set skyrim only to update when I launch it, so good there. I know the obvious ones like SkyUI & racemenu. Any easy way, rely on outdated ver warning in MO2, or do I just comb through all my mods respective pages? Keep a list?
  11. I had the same/similar issue. On one of those patches there's 2 available patches in one, one if you use X, another if you use Y , idr which one, uninstall both patches & reinstall choosing manual install & un-tic the conflicting patch.
  12. I just started playing my SE version with mods a few weeks ago, so everything "should" be matching up, version wise, & this happens to me too. I'm using racemenu & found clicking onto one of the other tabs, back to race for example, forces it to unfreeze.
  13. I knew there is a cap but just wasn't sure what it was. That still doesn't explain how the light armor have a higher armor rating than the heavy, regardless of caps.
  14. Idk if SSE has it yet but one of the popular follower mods for oldrym had some pretty sweet follower customization options, add/remove spells ect. The names escape me, really only about two. EDIT: Aaaand I didn't read your second post
  15. Why are my light armors out classing my heavy? What are the best upgraded weapons & armor, Unique items vs crafted? I just finished alchemy/enchanting/smithing gear and potions and am in the process of upgrading my gear with smithing gear & potions. I have full sets of daedric, dragon plate & scale as well as the deathbrand set as I'd been using it and figured why not upgrade it. 5/5 on each armor, all perks besides the 10% perk on each, no additional armor perks/ench. Armor stats after upgrade - Deathbrand 913 Dragon scale 920 Dragon plate 893 (smithing potion might have run out) Daedric 903 (did first, smithing potion def in effect) I can see the unique having a little extra ummph, but scale better than daedric...really? All original DLC's, no CC, no mods
  16. I come back to modding skyrim after an extensive break and of course all my mods are outdated and I'm following the STEP guide...besides ALT start.. need a way to test play without playing through Helgen and making a save after..STEP wants you to test play between rounds of mods and following the guide it doesn't say how, everyone knows INTRO+MODS=BAD... and I like ALT starts different options. I don't have any body mods yet, the only skeleton I have is exmse, I've ran FNIS. As soon as I activate the bed, CTD. It worked on my last stable(ish) set-up. "Crash fixes" is still to be added....but STEP... Here's my LO, plugins, ect https://modwat.ch/u/Headzzz EDIT: Disabled all mods on this MO profile, loading only official DLC's, crashing on new game...so it's not ALT start. I'm going to take a wild stab in the dark and say it's because I don't have Update & DLC esm's in my /data.....I followed the video guide on STEP and not the text instruction, both vary from each other.
  17. Turn off auto-saves & add the following to skyrim.ini to reduce the fps during load screens to 15, this will make a major difference [interface] uTicksToWait=64 And definitely get crash fixes and enboost
  18. Using Sharpshooter ENB with latest enb ver 308 instead of 231 http://www.enbdev.com/mod_tesskyrim_v0231.htm The procedure entry point CreateDXGIFactory2 could not be located in the dynamic link library C:\Windows\SYSTEM32\d3d11.dll Looks to be SweetFX or NVIDIA related Possible fixes- A deleting "Mod Organizer.ini" from the folder of Mod Organizer. This forced my Mod Organizer to create another one clean version of the file. B. Delete Sweetfx folder C. Rollback NVIDIA drivers (no...) D. deleting (or better renaming) the dxgi.dll in my Skyrim folder - ".bak" to the file names - rename dxgi.dll to d3d11.dll I guess... E. Computer > C: > Windows > System32 Find and copy DXGI.DDL and paste in your skyrim folder. Overwrite if asked. . Reinstall Sharpshooter, hope for best G. Pick another enb ----- Using the d3d9.dll found in \SweetFX\dlls\FXAA DX9 dll\ for this, did not work. Going to try copying the Sys32 to skyrim/ AND renaming it, THEN delete MO.ini, different reports say just renaming didn't allow the ENB to function. Would really like some input before I go at it Win 10, NVIDIA geforce EDIT: Copied dxgi.dll from system 32, renamed the one in skyrim with .bak, pasted sys32 dxgi to skyrim/ Appears to be working, at least to title.
  19. Thanks for the info & that's a great idea, Thanks! Hmm, Idr seeing that install option, have to try again. ty. I'll def look into snapdragon, options are always nice. System requirements are no issue.
  20. I'm pretty much a noob when it comes to ENB's, I pretty much avoided them for about a year till I picked up RLO (previous pc). Straight to the point, I decided on Climates of Tamriel & Tamriel reloaded ENB. 1, my clouds are way shiny, like oww my eyes, I think I turned up Outside daytime intensity when I meant to do Inside. What would the default be for Outside daytime intensity or how do I reset ENB settings to default? 2, Insides are way to dark for my liking, what setting to brighten up inside locations? Intensity didn't seem to work unless I didn't increase it enough, from negative value to +15. 3, Should I even be using COT & Tam Re? Tam Reloaded calls for an outdated enb series & I have the most current. v0308 If I were to want to remove Tam re, would I just download, say Realvision & copy the zips extracted contents to my skrim dir & let it overwrite like I did with the first ENB? Looking through my skyrim dir, I'd say deleting any enb named files and overwriting with any new should do the trick.
  21. Cross posted on the crash fixes page. The start up warning for CF tells me "If using mod organizer try adding ForceSteamLoader to skse startup options" I've found 1.right click on skse_loader.exe on your skyrim folder 2.select create shortcut (or link...i don't have english windows) 3.right click on shortcut file then properties and at the end of destination write -forcesteamloader I have Target, start in, shortcut key, run & comment... not sure where to add -ForceSteamLoader & I assume I direct MO to run the modified shortcut after that?
  22. Well I just found this which I believe is the same process, looks like I'll be going back and redoing it when I get back to my game. http://wiki.step-project.com/Skyrim_Script_Extender
  23. Setting up Skyrim original, been following STEP's guide. I installed skse to my Skyrim directory & added the exe to MO, I consult hereodeLeyenda's guide on skse body slide & bashed patch, it has a a bit on setting skse as a mod, which I hadn't done before. Is it necessary to set it up like that? STEP doesn't say anything about it that I see & it worked ok before, better safe than sorry. Thanks.
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