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3aq

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Everything posted by 3aq

  1. Looks like a drug deal/illegal transaction is going down in that picture, lol. Joking aside, that problem occurs because the amount of actors have exceeded the allowed limit in the cell you are in. This can be addressed by increasing your game's actors, give this mod a try: https://www.nexusmods.com/skyrimspecialedition/mods/6270/ As for the glitching shadows, this problem occurs because the game engine can only process four, yes FOUR, active detailed shadows, this means that once it exceeds that limit, based on the positioning of your camera, you will be pingponging between which shadows will be actively showing. This ultimately means, any mods that alter shadow placements, such as Relighting Skyrim, will ultimately cause this issue to occur. Unfortunately there is not right way to fix this without sacrificing shadow draw distance. Personally speaking, as I'm using ENB, I choose to do without the lighting overhauls as I find the flickering of the shadows more of an immersion breaker then anything else. That said, lowered my interior shadow to a 24 and exterior shadows to 1536. Strange, I know, but after many test runs through out live another life's starting dungeon and Whiterun's Hall of the dead, as well as strolling through Whiterun itself, I was able to cut down the flickering of shadows by large amount. Hope this helps, and have fun with your game. PS: You can modify your shadows using BethINI if you haven't done so already. The program can be found here: https://www.nexusmods.com/skyrimspecialedition/mods/4875/
  2. Here's what my problem looks like: https://imgur.com/JI9r4UT.jpg Note: I've already tried the enblocal.ini deferred rendering, but it didn't work. I've went into TES5EDIT and looked at possible conflicts in the area and these are what came up: https://imgur.com/tdnzrVr.jpg https://imgur.com/jf6WHId.jpg RESOLVED: I've disabled each individually and tested to see whether it would rectify the issue, and it did. The problem stemmed from the ELE mod.
  3. I wish to know which variable(s) I must add/edit in order to attach sounds during sprinting. Reason: I am currently improving upon Steadfast Magnolia esp, primarily the armors that came with it; ie. I've removed the steam noise coming from the npc and I successfully reduced the volume of the power armor footsteps by using Audacity and applying the default Noise Reduction settings to all the audio files. Everything worked to great effects, HOWEVER, I noticed one very large discrepancy: there is no sprint sounds (particularly for the player character). I've already made a set of sprint sounds from a copy of the modified walk, by speeding the .wav files by 33% all that's left is finding a method to associate sprinting to the wavs... yet I do not know how to do that.
  4. try nif optimzing your mods mesh folder, cleaning the esp then resaving it through ck (perhaps files may not have successfully conformed to sse during the port?)
  5. a follow up on this post. after several trials, both in the dungeon of LAL and in Halls of the Dead (whiterun), I was able to find the MOST OPTIMAL setting in order to be COMPLETELY (or near it) cured of flickering interior shadows WHILE benefiting from having shadows (no need to disable shadows). Note, this relies on the fact that you do not have any mods modifying interior lighting. [DISPLAY] fFirstSliceDistance=24 or if you're using Beth.ini [Detail] Detailed Shadows= 24
  6. Is there a specific title the game uses? ie, there is rightattackLEFT, walkrightattackLEFT. Would mt_jumpfast be any different? I've tried mt_jumpfastLeft but didn't seem to work. Help is appreciated, thank you.
  7. just thought of leaving this note here for the next unlucky fellow that gets plagued by flickering shadow pstd. game engine only allows a max of 4 light source at any given time. no amount of tweaks will change that fact. that said mods which changes light source, particular mods which ADDS THEM will give birth to this problem. in my case, I had Relighting Skyrim, not saying it is a bad mod (I highly recommend it), however upon finding out what I just wrote earlier, It made me rethink just why Beth did not add logical light source placement, the answer is simply it would probably cause these annoying light flickering issues. that said, my fix is simply removing and relying on facelight + better facelights to provide for psuedo better lighting upon character's profiles.
  8. if you haven't already, implement the performance options for any/all texture packs you install. install the SSE fixes (https://www.nexusmods.com/skyrimspecialedition/mods/10547/), follow the instructions by kotobukkiya, download Beth.ini, lower your shadow textures to 1024 or lower, and your draw distance by half, if you're using enb, use the mods performance option (ie. low DoF, etc.) following these simple suggestions will surely increase your game's fps. ps: if you can help it, maybe install your main games onto a ssd (or sshd). you'll be in for a bad time playing off of hdd due to the slow r/w all hdd inherently (which ultimately means longer load times).
  9. If you are using MO2 I would suggest you use your conflict categories and disabling mods with conflict, afterwards I would disable all texture mods. From there you just reenable a set of 10-20 mods from your list until you ctd, either fix those mods or omit it from your list. this is my surefire way to resolving/finding trouble mods. Also bear in mind installation order is as important (arguably more important) than load order. So fixing your load order won't necessarily stop the ctds from occurring.
  10. overworld/exterior ctds is usually from a corrupt/missing texture, least in my experiences. I would start off there. If you got MO2 select the "contains textures" category and then disable all textures. start up your sse, if it doesn't crash, then it's definitely due to textures. re enable a set of 50, and fire up sse, see if it crashes, keep doing that until you can pinpoint which set crashed, then enable that set of 50 by 10, keep doing that until you crash, eventually you'll find your culprit. afterwards its up to you what you do with it, you may either try and fix it via extracting or removing the necessary textures and nif optimizing it, or simply remove it altogether.
  11. Oldrim merged plugin I understand, however I am not so sure when it deals with SSE. Is there any additional steps I am suppose to follow after making the patch, ie. resave it in CK (since the MP was made for Oldrim in mind)? Let's say I have 3 rather simple yet similar mods which I wish to combine into a merged plugin. These mods were all from SSE: Flora respawn bug fix Harvest overhaul plants Harvest overhaul animals After making a merge plugin, would I need to then open the newly made MP in CK and resave it? Thank you
  12. don't trust what other people choose for you; you should use them as reference more than anything else. there's a reason why it isn't working-- it's because it wasn't tailored specifically for you (and pc as well). you must walk the journey of modding yourself. I still highly suggest the Septim SSE guide here on nexus aas 95% of it still applies and still plays for a very smooth and beautiful game.
  13. if you are still following this thread.. copy pasta from what I wrote a lil while back https://forums.nexusmods.com/index.php?/topic/6426361-beauty-mod-help/ Here's how, assuming you haven't done anything, go into your NMM folders and locate the category and profile folder/files and delete them; those categories will do you more to confuse you more than anything. Fire up NMM let it do its things, when prompted to associate categories click no, again don't use the category. Afterwards, left click the Unassigned category and click new category and title it "Installed via NMM" category will manage where things that aren't capable of being installed through MO2 vfx, such as TK Dodge, goes. Use your NMM as the main download manager / file bank, and your MO2 as your game manager. Port only the files you will be actively using to MO2 and remove those that you don't from it. When used properly, becomes an especially powerful and equally beneficial to you because you will no longer be forced to store all your files, both file bank (aka the originals) and vfx (the virtual copies) in the same drive, effectively doubling your storage capabilities. It also has the secondary effect of improving your overall file integrity if you should mistakenly f' up along the ways with SSEDIT/the like and mistakenly (quite easily might I add) wipe out your file bank's files. (And should that happen, MO2 will still show your install folders regardless of whether the files are inside them, so you simply have to rightclick and reinstall, no huss, no fuss, whereas if you were just MO2, you'd be pretty much be s*** out of luck). I personally been using this method. I store all my mods into my external backup SSD where Nexus mods is located, and port the mods I use to MO2 which is stored on my internal SSD.
  14. I stupidly clicked the checkmark when installing a mod and now I am not able to extract any bsa.. so is there a way to reenable the dialogue box particularly for the bsa extractor? thanks. edit: wahh lol, nvm right when I posted this I just found out how, please ignore.
  15. I may be jumping to conclusions here, but have you heard of our lord and Savior, MO2? if you haven't you should seriously consider using it to manage your mods, then running bodyslide wouldn't be such a scare. and here's a dirty little copy pasta from my self I recently typed:.. https://forums.nexusmods.com/index.php?/topic/6427476-easier-way-to-uninstall-manually-installed-content/ If you are considering upon switching over, it doesn't mean NMM will be over, it will still have its uses. Here's how, assuming you haven't done anything, go into your NMM folders and locate the category and profile folder/files and delete them; those categories will do you more to confuse you more than anything. Fire up NMM let it do its things, when prompted to associate categories click no, again don't use the category. Afterwards, left click the Unassigned category and click new category and title it "Installed via NMM" category will manage where things that aren't capable of being installed through MO2 vfx, such as TK Dodge, goes. Use your NMM as the main download manager / file bank, and your MO2 as your game manager. Port only the files you will be actively using to MO2 and remove those that you don't from it. When used properly, becomes an especially powerful and equally beneficial to you because you will no longer be forced to store all your files, both file bank (aka the originals) and vfx (the virtual copies) in the same drive, effectively doubling your storage capabilities. It also has the secondary effect of improving your overall file integrity if you should mistakenly f' up along the ways with SSEDIT/the like and mistakenly (quite easily might I add) wipe out your file bank's files. (And should that happen, MO2 will still show your install folders regardless of whether the files are inside them, so you simply have to rightclick and reinstall, no huss, no fuss, whereas if you were just MO2, you'd be pretty much be s*** out of luck). I personally been using this method. I store all my mods into my external backup SSD where Nexus mods is located, and port the mods I use to MO2 which is stored on my internal SSD.
  16. Your problem seems like it's a face mesh/texture that didn't get bodyslide/FNIS'd or added. Throw in Pretty Faces to your problem and rerun bodyslide/fnis it may just work.
  17. RIP Banned, but for those who have the same problem-- use NifSkope and configure your character's skeleton file(s). Female have their own female structures. For a more comprehensive and thorough explanation google up DraccoTorre NifSkope Weapon Position.
  18. give Customizable Camera a go, I was able to zoom out of locked first person view while still bound after loading a save and zooming outwards. Though, I am not sure its possible to unlock it before you get off the cart since I don't think you're able to save on the ride to helgen.
  19. do what I do, use NMM as a download client and MO2 as the manager. First to answer your issue: copy your entire data folder as well as your NMM folder; I know it sounds absurd but hey this is what you want.. name tthose copied xx(where xx be its name)_original. Now fire up your NMM and uninstall all of your mods via the tools, click uninstall all mods; note the remaining files in your folder, those be what were manually installed. when you're done noting it wipe your folders and paste in those xx_originals go through your folder and search for those files you noted down. if that doesn't work, well you're s#*! out of luck.. may I suggest you use MO2 on a fresh install? If you are considering upon switching over, it doesn't mean NMM will be over, it will still have its uses. Here's how, assuming you haven't done anything, go into your NMM folders and locate the category and profile folder/files and delete them; those categories will do you more to confuse you more than anything. Fire up NMM let it do its things, when prompted to associate categories click no, again don't use the category. Afterwards, left click the Unassigned category and click new category and title it "Installed via NMM" category will manage where things that aren't capable of being installed through MO2 vfx, such as TK Dodge, goes. Use your NMM as the main download manager / file bank, and your MO2 as your game manager. Port only the files you will be actively using to MO2 and remove those that you don't from it. When used properly, becomes an especially powerful and equally beneficial to you because you will no longer be forced to store all your files, both file bank (aka the originals) and vfx (the virtual copies) in the same drive, effectively doubling your storage capabilities. It also has the secondary effect of improving your overall file integrity if you should mistakenly f' up along the ways with SSEDIT/the like and mistakenly (quite easily might I add) wipe out your file bank's files. (And should that happen, MO2 will still show your install folders regardless of whether the files are inside them, so you simply have to rightclick and reinstall, no huss, no fuss, whereas if you were just MO2, you'd be pretty much be s#*! out of luck). I personally been using this method. I store all my mods into my external backup SSD where Nexus mods is located, and port the mods I use to MO2 which is stored on my internal SSD. Regardless, hope it helps somehow, glhf.
  20. look up relighting skyrim, do not put it into a merge patch (as that will invalidate its lighting overrides) and toss it at the end of your load list (highest priority) you should be able to get good lighting without it being pitch black at 5pm outside, or abyssmal void black inside an inn.
  21. my problem right now is everyone whose wearing cloaks will have their cloaks clipped through by their backs because the cloaks are placed too close to the backs of the bodys (this is more apparant in males) so I was wondering if there a way to move the cloak a bit back through nifskope like you can with weapons? if there is, may someone please share with me? thanks
  22. if you haven't already checked out: https://www.nexusmods.com/skyrimspecialedition/mods/2846/ much of what is on there can prove for a very fulfilling playthrough. As for things I personally would recommend.. a killable children mod (any type works-- I usually almost always end up killing Braith for whatever reason, or turn her into a follower and send her to fight a dragon usually getting her killed in the process; ahh good times) but more to the point: tk dodge/hit/recoil; relighting skyrim, customizable camera, wearable lanterns (look up proper installation guide), SSE Fixes plugin (really that plugin boosted my fps by 40-60%), all of ddefender's (blood,no spin, etc.), realistic greatsword animation, fore's trifecta (fores animation, sexy moves, pcea2),eff, obis, wildcat, immersive patrols, skytest birds and creatures.. now that I think about it, far there's too many to name.
  23. Let me guess. You are using Sexy Move 360 animations, and a "3rd person animations in 1st person". Then it is probably the result of the problems I had with modifying custom animations for this pack. Mainly with Dragonfly's animations. https://forums.nexusmods.com/index.php?/topic/6125238-fnis-sexy-move-se/?p=57095691 winner winner chicken dinner, you guessed correct. To be more specific, I am running Joy of Perspective. From the sounds of it basing off of what I am reading, I take it that resolving this issue will be out of my expertise. I'll see if I can find some sort of workaround then. Thanks for the input.
  24. oh wow, really now. well I'll be damned, and here I was thinking I was doing something horribly wrong lol. Guess I'll try and cook up an ahk for it I suppose.
  25. is there a possibility to change the way the hands are while running? see img below: https://imgur.com/ppzCIIF.jpg it's not bad when I'm in 3rd person, but when I go into 1st person that sort of running.. it's just odd. By chance does anyone know how to modify them? I just don't want my characters to have lego hands while running and moving about it's rather immersion breaking. Thanks for those willing to lend a hand,
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