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TheWilloughbian

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Everything posted by TheWilloughbian

  1. Hmm. Maybe RF Character Overhaul, or Alternate Start - Live Another Life. Your best bet would be to load up your active mods in SSEedit and look for mods with conflicting race edits. Could also be an issue with the skeleton, maybe. I'm assuming that pic is of the player character. Is his head is just stuck like that all the time?
  2. Might have something to do with eye adaptation. Not sure though. Did you make any tweaks to your INIs?
  3. Just taking a shot in the dark, my guess would be that NightEyeUnlimitedDuration mod.
  4. Truthfully... It could mean I'm wrong about it being bloom. Maybe give this mod a try. It's what I use. https://www.nexusmods.com/skyrimspecialedition/mods/4577
  5. You might need to add BSDismemberSkinInstance to the shapes you added and then set up the proper body slot. Then you will likely need to add the bone weights in Outfit Studio. Once you learn how to do it, it's not hard.
  6. Try negative numbers. -100 should be full strength. From what I read the lower the number the higher the boost, at least that's how I think it works. Also it might be for the Prefs ini. But don't quote me on that.
  7. https://www.reddit.com/r/skyrimmods/comments/5e2x5y/finally_figured_out_how_to_remove_bloom_just/#bottom-comments
  8. Everything the sky has a texture that can be replaced. https://www.nexusmods.com/skyrimspecialedition/mods/10565 https://www.nexusmods.com/skyrimspecialedition/mods/6445/? https://www.nexusmods.com/skyrim/mods/42492
  9. As for the sun. I ended up editing my own sun glare textures to get it to look the way I wanted.
  10. This might help you out. http://wiki.step-project.com/Guide:Skyrim_INI It's got about every tweak you can make. I also think there's some edits that can be made in the CK, but that's more on a cell by cell basis, unless you want to start playing with weathers and climates.
  11. I have an EPS that is 8.75 MB and the CK loads it just fine. Takes a while, but never had an issue with it.
  12. I'm looking forward to giving xLODGen a try myself. Looks like it will do it all, trees/objects and terrain. The old SSELODGen just did objects and trees. Do let us know how it works out for you.
  13. And https://www.darkcreations.org/hoddminir/generating-lods-for-your-worldspace is worth the read.
  14. Just saw this. http://forum.step-project.com/topic/13175-xlodgen-terrain-lod-beta-for-fnv-fo3-fo4-tes5-sse/.
  15. Truthfully... There are a lot of warning against generating terrain LOD for the Tamriel worldspace. I've heard that it can cause problems. You might have better luck downloading a mod like https://www.nexusmods.com/skyrimspecialedition/mods/5804 and editing the map textures themselves. But as far as Landscape LOD, I'm not sure what to do about that.
  16. I was having the same problem with a custom world space that I was working on. Only one cell though. The best I was able to figure out is that it has something to do with the worldspace height map being "corrupted" in the CK. I guess the CK height map editor can generate errors that will screw the whole deal. Not sure if this is what is causing your issue though. Some times Oscape works fine and sometimes not, and it doesn't always seem to need a reason. I wish we could get a proper port of Oscape to SSE. Wish I could be more help. From the CK tutorials: "Mesh errors: The Heightmap Editor frequently creates some errors in the generated landscape mesh. These are most frequently located in cell 0,0 and the corners of each quad. These are rips in the mesh that cause errors when saving the plugin. When you save it and get error messages about the Creation Kit being unable to create the mesh for a cell, write down the cell cordinates (don't hit "yes to all"). If you quit before fixing these errors, on reloading your mod the entire cell will be "missing" e.g. be set to elevation 0, which is hard to fix. To avoid this, load up the cells with errors in the render window, switch to wireframe view (w), and turn on the cell borders (b). Look around the edges of the cell (most often its the lower left corner), and if you find the anomaly, use the soften or flatten vertices tool to mend the mesh. In general, it is best to correct these errors with the local landscape editing tools as corrections done with the Heightmap Editor can re-introduce the same errors during the saving process - even after initially fixing them."
  17. Not sure if the ESP will be reverse compatible. You could try though. That's how a lot of modders do it. They make their mod using Oldrim and then convert it to SSE.
  18. Hmm. I'm Not sure what the issue is then. Are you sure you have the file path right when you do the last step in Oscape? The only other thing I can think of is I could take a look at your ESP if you like.
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