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Vrakyas

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Everything posted by Vrakyas

  1. It just says "You have no file conflicts. Wow!"
  2. I created some mod dependencies for Stardew Valley, e.g. when a mod needs another mod to work. But how can I edit this rules again? There's only a minus-symbol for deleting when hovering the dependency icon. Are these rules stored in a file? Where is it located? (For Stardew Valley there is no "Plugin" tab like in Skyrim, whre you can do this.)
  3. This would break things, because this area is used for the spouses and their hobbies.
  4. Is there any chance to ignore specific files and/or file types when deploying mods? Because I don't want and I don't need those files for the mods to work. e.g.: desktop.ini (Windows) thumbs.db (Windows) .DS_store (Mac) readme.txt changelog.txt
  5. Thanks for the info to change the type to "dinput" - works like a charm (tested for SMAPI).
  6. Is it possible to include modding APIs/extenders like SKSE/SKSE64 (Skyrim/Skyrim SE) or SMAPI (Stardew Valley) into Vortex? So I can easily see, if there is an update available. At least SMAPI for Stardew Valley is available on Nexus, so information could be retrieved from there. I know that installing/updating those APIs/extenders won't work, as they are installed in a different location than the mods get installed.
  7. And why is there a download button for NMM on top of the site? "Install NMM 0.65.2" Shouldn't it link to Vortex instead?
  8. The issue you described is a "bug" in xnbcli i guess. I tried xnbnode instead for extracting. Here you get a .tbin and a .yaml file. And for opening the maps with tIDE, you don't need to delete the .png file extension.
  9. +1 Yes would be great to have this feature. I also don't want to have specific categories on the main page.
  10. You don't need this official HiRes DLC from LE, because they are already included in SE - or at least SE uses its own Hires textures. Maybe you have configured your monitor to have a warm color temperature? Then the screen will be more yellowish. You could test to reset your monitor to default settings or maybe just play around with the color temperature.
  11. Which graphics settings do you have set in your launcher? FXAA is a bit more blurry than TXAA. Do you use ENB? Maybe its settings are messed up? Try it again without ENB. Also don't install Oldrim mods/textures/meshes in SSE, try to find their SSE version on SE Nexus.
  12. I see you're using SkyUI, so I guess you're using skse64? Have you updated skse64 to 2.0.7 since Skyrim got updated to 1.5.39? Have you also updated all skse64 related mods/plugins? Especially the dll files in SKSE folder?
  13. I have installed many thousands of meshes and texture overrides, so your statement isn't correct. It seems you have some meshes and/or textures that are for Oldrim. Be sure your meshes and textures are converted to SSE compatible formats. Check the mod pages for new releases and/or check the comments for issues. For more info: https://afkmods.iguanadons.net/index.php?/topic/4633-skyrim-se-things-to-know-when-converting-standard-mods-to-sse/ TL;DR: Use NifScan (http://www.nexusmods.com/skyrim/mods/75916) to check for incompatible .NIF and .DDS
  14. You can just install the Oldrim version - works fine in SE. I use it since SE came out.
  15. The shiny rocks are caused by landscape or mountain textures that haven't been converted to SkyrimSE. And according to the comments for "All-in-One HD Textures - Sky Rework (1K. 2K. 4K)" there is an issue with the 1K and 2K version.
  16. I clean (nearly) every mod with SSEEdit when it hasn't been done by the author already. But I keep a backup of the original file, just in case it caused issues. I also re-save it to form version 44 in CK64 if it is still form version 43. I test the mod afterwards as far as possible, before cleaning/editing the next mod. But often CTDs are not caused by dirty esp files or dirty edits, but by faulty meshes or textures. Or like my last case: I got a CTD everytime I tried to enter the new CC Tundra homestead. This was caused by a faulty install of a texture mod with NMM. NMM creates symlinks to the files it installs and one symlink was 0 bytes in size. After copying the correct file, I could enter Tundra homestead.
  17. Is it a rar file? I got this errors in NMM with some rar files. But I could open them with 7zip. Maybe try a newer version of 7zip, I use v18.01 But there seems to be a problem with newer rar files.
  18. So which of your SKSE plugins aren't compatible? I have several SKSE plugins and they all got updated or are still compatible. If a plugin isn't compatible, you also can rename, delete or move the file until it gets updated. You also should ask for an update on the mod page (comments).
  19. They still need to be cleaned. Maybe you still haven't downloaded the 1.5.39 update?
  20. I guess you downloaded the SKSE version for Oldrim. Re-download the SKSE64 for SE.
  21. It must be a SKSE-mod, which are located in the plugins folder. Move them all out to a temporary folder and copy them back in one by one and try if the game starts. When it crashes again you'll know which plugin it was. In my case it was "Inventory Functions" (https://www.nexusmods.com/skyrimspecialedition/mods/13366) which is needed for "Poisoning Extended" (https://www.nexusmods.com/skyrimspecialedition/mods/13368).
  22. That's totally up to you. You can use just one digit and every new update will increase the number - it doesn't matter if it's just a bugfix or a huge new feature: 1st version is 1, 2nd version is 2 and so on. But my personal taste is to use 2 digits. 1st digit for major updates and huge features, 2nd digit for minor updates and bugfixes. I also like the 3 digit system like you mentioned. But you should stay to numbers and not use chars like i've already seen in some mods: *2.better (assuming 2.0 was bugged, then this should be 2.1) *1.4SSE (because we're at Skyrim SE nexus, leave the "SSE", just keep it 1.4) *1.0new (if version 1.0 got overhauled, the new version should be 2.0) *1.ab (I don't really get, what this shall be) But imo it's ok to use "alpha" and "beta" in your versioning.
  23. Indepentent whether you rollback your exe or not, don't forget to re-clean all the master esm files with SSEEdit again (Dawnguard.esm still has to be cleaned twice): *Update.esm *Dawnguard.esm (x2) *Hearthfires.esm *Dragonborn.esm
  24. Yes I did it again with much lower values and it works very nice. I used the following values: LOD4: *Meshes: Quality 0; Vertices 32767; Optimize 1000; Protect Borders *Diffuse: size 512; Format DXT1*; MipMap (* you can use Format 565 for diffuse if running Win10) *Normal: size 512; Format DXT1; MipMap; Raise steepness *no baked Normals LOD8: *same values, but both texture sizes 1024 LOD16: *same values, but both texture sizes 2048 LOD32: *same values, but both texture sizes 4096 This took me about 35 mins to generate everything. You'll need a decent PC (You can find my rig in my profile). Loading times will increase. It's more about the quality of the meshes, you can decrease the texture sizes if needed. I'm using the following settings in skyrim.ini now: [MapMenu] uLockedObjectMapLOD=8 uLockedTerrainLOD=8 Here's a screenshot of the area around Solitude and Morthal: Remember that this will not work with "A Quality World Map" as it overrides these textures!
  25. Is there a possibility to always show the HUD, e.g. health, stamina and magicka bars? So it doesn't fade out after a few seconds or when the bar is full? I know that this is possible with SkyHUD, but because I like the default style and layout, I think this is a little oversized to use this mod.
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