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Vashra1

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Everything posted by Vashra1

  1. So. I have "Cutting Room Floor" and "Misc Quests as Misc Quests." (I'll call the latter MQamQ) LOOT says I should load CRF before MQaMQ, and that makes a certain sense, since the latter mod reclassifies quests while the former likely adds "new" quests and/or alters them in other ways. But that load order results in a conflict for one quest, where MQaMQ effectively deletes stuff added/restored by CRF. I thought a patch would be as simple as carrying over the information being redacted to a new esp via TES5Edit. And honestly, it may still be that simple. But I noticed these warnings in a couple of places, and I've never seen any such thing before (granted I'm a very green noob), and I was hoping someone could tell me what they mean. I am too ignorant to know if TSE5Edit added the warnings - to say something is wrong with the mod, or if the warnings are a part of things that happen when making mods and the author missed them...or what. So here's a screen shot. What do the warnings I marked in the boxes mean?
  2. Um... You've been talking to too many people who think systems aren't adequate unless they can mine cryptocurrency with it ;) My main monitor got damaged in a recent move, and I'm stuck using an ancient 1600x900 thing that can't even get *to* 1080p. The vid card for it is only an Nvidia GT 740. I'm running visual mods like Dawn of Skyrim and SMIM. Granted, I think I did SMIM at 2k this install because this monitor is never going to show me the detail of 4k no matter what I do, but still, you should be fine.
  3. Sorry if I sounded too literal. I just learned two days ago that mods "bake" things into saves whether what they put in there turns out to "corrupt" the save or not. I'm trying to understand what "injection" is, because apparently it can be rather bad. I've discovered that there's more to resolving mod conflicts than changing load order, and now that I have TESEdit up and working, I'm sitting here staring at a BUNCH of mods with red text and red background. I initially thought all I had to do was let LOOT pick the load order. Now I apparently have quite the mess to fix. A kind person put me onto some tutorials by Dirty Weasel on youtube, so there's *some* hope lol. It sounds like my instinct to just start over with the "fresh out of Helgan, no mods installed" save was at least on the right track.
  4. I shouldn't post on not enough sleep. I figured out my confusion.... This was the mod in question: https://www.nexusmods.com/skyrimspecialedition/mods/3422 I suppose I could have just downloaded it and run some tests rather than asking *blush*. Anyhoo, I was confused about the Description which reads: "It's a reasonable mod, for the reasonable gamer. It simply alters player and NPC movement speeds to make them more realistic, and makes NPCs move the same speed as the player." --- Because I'm pretty new to the whole modding thing, I was wondering how this implemented in game. If it's a default value applied to all NPCs and the Player, then to my understanding these small edits would be global -- every NPC mob with legs would start at these speeds. But when he said "makes NPCs move the same speed as the player," I slipped into a literal understanding....and was worried the mobs would be gaining any multipliers the player had in effect as well. That's clearly not the case, because those would be modding the speed *multiplier* (I think) and not changing the default values the way this esp does. Sorry, I think I just put too much mental emphasis on the words "makes NPCs" for what the mod author probably meant. Thirty years of speaking English as a main form of communication is still not always enough to get it right the first time ;)
  5. Hiya, If a mod changes the default movement speed of NPCs (including the player) and then locks the NPCs to run and walk at the player's pace, does this then mean if the player adds an effect (spell, Wuld shout, potion etc) that modifies the player's speedmult...that every NPC in the game is going to suddenly have that extra effect?
  6. It sounds like we're on similar quests. In my case, I've been modding SE so my daughter can possibly play it, despite extreme visual special needs. I'm gonna be wordy, as I was planning to write this up for others anyway. Getting rid of most of the blur in Skyrim can be done without too much in the way of mods -- adding in photorealism takes a lot more. I'm not going to address the latter, because it's too subjective depending on what YOU think is "photo realistic." So let's talk about blur and haze: Settings I've learned to deal with because blur/haze/fade/fog is the Devil: 0. CALIBRATE YOUR MONITOR. Seriously ...*so* many problems with looks can be solved by just doing that first. Gamma and Contrast being too out of balance creates half the "black crush" and "too bright/blurry/glowy/hazy" people deal with. I've learned this the hard way because my monitor sucks. Windows 7 has nifty tools to handle this, I'm sure windows 10 has something similar. --- 1. Read up on what it takes to make your video card set your monitor to a higher resolution than your monitor can really "do" so that you can squish it back down via the game settings. This lets you "sharpen" things because of technical crap that sounds like magic to me. I dunno what it does, Google it ;) I just know it works. For example, my almost ancient Nvidia 740 can get me up to 2550 x 1440 even though I am (God help me) stuck with a truly ancient 1600 x 900 monitor at the moment. While my monitor physically can't ever really put out 1080p, stuff sure looks better with the resolution forced up to that 2550 x 1440. I haven't tested it in heavy situations yet, but there's no major stuttering thus far, unless I mod the trees too much -- that hits my performance pretty hard but my system is probably like half what yours is. --- 2. MODDING INI FILES: BEFORE you download Bethini, use Skyrim's loader to set everything to Ultra AF. Turn the Godrays to max, the shadows, the grass, TAA, everything. Then login to the game (new save old save I don't care) and make sure the Depth of Field slider is turned as LOW as possible. Now look around at some stuff. Too smooth? Quit and try TXAA instead. Still too smooth? Try No Antialiasing at all. Can't tell the difference? God, I'm so jealous. TAA is blurry AF, TXAA is a *bit* less blury, and AA off is *sharp* BUT comes at the price of edges looking *too* sharp in the end. Pick what you like best, though if you get into Reshade and/or ENB, your choices may change to match someone's preset needs (or your own). --- 3. Now MAKE COPIES OF YOUR Skyrim.ini and Skyrimprefs.ini and put them somewhere safe where they can't be lost/deleted/modified. 4. Download Bethini and run it, then pick Bethini (as opposed to vanilla), recommended tweaks, ULTRA (your system is beefy, you'll be fine...*I* can do it on mine). Settings which matter most to you for blurriness are Depth of Field, lens flare, and antistrophic (I probably misspelled that) lens flare. The snow shader can figure in somewhat too, but that one is really personal preference. You really truly want to uncheck the box for Depth of Field so that it's disabled. This one thing gets rid of a LOT of the blur in Skyrim at any sort of distance. Antistrophic lens flare are the horizontal lines of blurry "light" you see on various things, mostly candle flames. I hate them, and by the sound of it, you do too. Uncheck the box. The other lens flare is for the more round/shiny blooming effects. I've disabled that one too, though it doesn't necessarily affect looking right at the sun no matter what. I personally think the "new improved snow shader" also sucks, so I have all that turned off - you will base your decision on what mods you load up for weather and/or snow. REMEMBER THAT ONCE YOU TWEAK YOUR INI YOU *MUST* make any new changes to your ini manually or through Bethini -- opening up the loader will mess up stuff because the loader apparently auto-resets some things you normally couldn't touch except by tweaking, and all of the half dozen guides I've read on the topic say that can be game breakingly bad. In any case, this is why you saved copies of your files.... --- 5. Required console commands (I've not found any other way) After doing all this, login and look around again. There is a *perpetual* fog in Skyrim. Even if the weather is clear...there is still haze. The only way I've found to kill it is to make a batch file that I just load up right at the beginning of a game in the console commands. (Batch files are just named text files that go into your Data directory where all the other mod stuff is. You can make them in notepad. You load them inside the game by typing "bat filename" with no quotes.) My batch file for fog is called "see.txt" - it contains the following console command: Setfog 0,55555555 This pushes the haze/fog WAY into the distance, but doesn't turn it off entirely. Play around with the second number (I've never had good luck changing the first number) till you find what you like. Sometimes, when I want to see but I want foggy weather, I'll set it as low as 0,20000. Anyway, if you hate what you did and want it reverted, just type "Setfog 0,0" to return to the game default. You can fiddle with this in game on any save to your heart's content and be fine without corrupting anything. This setting will. not. save. with your game file. You have to do it at least once every time you login or reload. Now...if you want a fun test, type something really high like Setfog 0,99999999 Look around, then type tfog As you can probably see, toggling the fog COMPLETELY off via that command **gets rid of some kind of up-close visual effect/shader/shomething** even AFTER you've already pushed the fog back to some insane distance with the Setfog command. I'm still messing around with this to see what's up with that....for now, because I do want my foggy weather to be foggy, I have my fog set as I mentioned above, and accept the immersion breaking need to maybe type in the tfog command or move it farther back now and then. If you want to see how weather is affected by this stuff, you can force the weather to be foggy by typing: fw 10a7a7 force it to clear weather with fw 81a and force it back to default weather with fw 15e ----- 6. Poorly coded Godrays (Come ON Bathesda!) Now that you're done messing with outdoor fog, it's STILL not time to actually mod the game.... First you get to double check how those Godrays are *really* working out for you. My daughter simply cannot play with the Godrays enabled. Pretty as they are, they absolutely DO add a yellow haze over...everything. If they were precise strips of light that ONLY cast beams from the sky to the ground, that'd be snazzy...but they aren't. I spent four and a half hours messing with this on every possible setting mixed with various fog and TAA vs TXAA vs no AA etc...and taking screen shots. I'm not posting them. Trust me, the Godrays leave a haze. Some idiot at Bethesda apparently said "covering everything in a shade of yellow "brightens" it and makes it look like light is falling on it, right?" I want to devour his soul. Anyhoo... you'll just have to poke around with the Godrays and see which setting you like, but you need to do it here - AFTER you've fixed everything else so far and AFTER you've fixed the fog to your liking. Playing without Godrays enabled at all takes a good bit of the visual coolness out of several places in the game, so spend the time you need to make this look "right" to you. As I said, my daughter simply cannot parse the colors with them enabled, and I have them set to low because the haze gets on *my* nerves if I'm trying to just play the game rather than stand around in/near Riften staring up at the very well lit almost magical trees :P --- MODS! (We made it!) I consider Interior Floating Fog Remover (Mod# 4298) to be *essential* if my daughter is trying to play. It does what it says in the name. All this mod does is replace the billion nifs/dds for fog/smoke/dust/etc with blanks. That's it. You might even see a performance boost since rendering blank nifs is easier on your system than rendering full ones. Anyway, I'm pretty sure you can install or uninstall it without fear of corrupting a save because it doesn't really change anything (no scripts, no esp). My 2nd favorite is Remove Interior Fog (Mod# 11983) - This changes the default fog values for umpteen interiors. No matter where LOOT thinks you should load it, I'd put it pretty near the bottom of your load order or you'll find some other mods that bother to mention interior areas will revert the fog there back to the game defaults. If you're *really* serious about modding interiors, it's worth putting in the time to resolve conflicts between this mod and your other interior mods. I *think* everything this mod aims to do can also done by enbs and/or reshaders, but it's nice to have it you're not using those yet (or don't want to do so). Barring this, tfog works indoors too. There's a great mod called HD Candle Flames (Mod#15027). In addition to the flames he created being just fabulously beautiful, the mod author luxor8071 took the time to make a blank dds for me, so I could completely remove the candle "glow" around flames for my daughter's visual needs. I recommend the entire mod, as I've tried several and I think his flames look better even than SMIM's version...and that no-glow around the candle flame is a must have for a blur-free experience :) No Camera Filters (Mod# 13735) is also nice for my daughter. It gets rid of a lot of blurring effects. I honestly like the *temporary* blurring effects for immersion reasons, but it's essential for her and you might like it. Remove Blood (Mod#8010) gets rid of that absurd "blood in your eyes" screen effect without messing with any other aspect of blood/combat. No scripts, no esp, nice and easy. I haven't gotten the dynamic adaptation mod (#2135) to work with my load order, but it looks promising. Thus far, I've removed most of my black crush issues with that monitor calibration I mentioned back 13000 lines ago. Definitely bakes some stuff into your saves though -- I feel obligated to warn you that my first CTD came after installing this mod, but as I knew *nothing* about the need to resolve mod conflicts and was running a heavy mod list at the time (that was probably *infested* with conflicts), I won't say it was the mod's fault by any means. --- I haven't had time to fiddle with enbs since my CTD above. Reshade worked for me...sometimes... and there are two presets you can find by searching for "clear" - both have pros and cons, so you'll have to mess around and see which you like better. I need to get the bazillion conflicts out of my load order (now that I know a bit more about resolving conflicts hehe) before I mess with reshade again though. I have, as yet, been unable to find a SINGLE lighting mod on Nexus that doesn't make interiors too bleeping dark. I even tried ELFX with the patch someone put up to make said mod "brighter" -- but it wasn't "brighter" enough for *me* (let alone my daughter) which is really sad because of the stuff I've downloaded thus far, ELFX made the outdoors look pretty fabulous. My best luck with interiors was through Luminosity (#16830), but it *did* make a couple of spots (most notably that hideous floor fire in Breezehome) *too* bright *sigh*. Good luck, hope this helps.
  7. Ok *good*. I was worried I'd managed to REALLY sprondle something up lol. I'll chock the reference to its default value being 1 on the Step Wiki as a residual marker from the Mandela Effect because typos are boring :wink:
  8. Thank you, that seems a wise distinction. So, by your description, any save I made, no matter how "late" in the game I made it, that was on an install with no mods active is a "fresh" save? ------ I'm overcautious enough that I've always only ever loaded up a new mod for testing onto a save fresh out of the Helgan tutorial that I saved back before I'd installed ANY mods (or even skse64). AFTER that works (with any prerequired things like SKSE or SkyUI etc) without explosion, I'll load that mod up on my already modded save...which is probably *filthy* AF because I *just* learned that mods can be "dirty" hehehe.
  9. I think maybe you got SKSE and SkyUI confused. SkyUI, as Old Man's Beard already said, is installed into Skyrim's Data directory like any other mod. SKSE64 however is NOT put into the Data folder. In order for it to work properly, you will need to MANUALLY (I don't know about Mod Organizer, but NMM cannot do it properly) unzip the archive, and dump the dlls and exe found there into the same directory where you find SkyrimSE.exe. After that time, you must ALWAYS then use (make a shortcut for it on your desktop or something) skse64_loader.exe to boot up SkyrimSE. Using Skyrim's own exe file will make it so SKSE doesn't load up, and this will at best disable any mods you install (including SkyUI) which require SKSE, and at worst corrupt your saves or crash you out. That bit about where and how to install SKSE64 was included in the readme file which is located in the archive of SKSE64. ---- You're right about SkyUI not having any instructions...I honestly never noticed that, but I was following Dirty Weasel's now very mildly outdated "Modding SkyrimSE" series on Youtube at the time I installed it. If you're new to modding (I'm a noob at modding Skyrim, which is quite different from modding WoW or Minecraft or AO), I highly recommend you look up his channel and watch his vids. They do a great job of walking you through some things you probably never knew you'd need to know to mod your game successfully without umpteen corruptions.
  10. Then I read this thread, and now I'm all confused: https://www.reddit.com/r/skyrim/comments/4bt2a4/what_is_a_clean_save/ So... Which is it? There are at least 5 different definitions for a "clean save" there. Like...I have this .ess (as opposed to skse) that I made just as you get sent to the block in Helgan (barely after all the race pick stuff) - I made it on a fresh install of the game, where all I had done modwise was clean the masters and do the bethini stuff. I hadn't even installed SKSE yet. Does that count as a "clean" save?
  11. So...I zorched Skyrim by installing and uninstalling too many different mods, and I figured the best thing to do was just burn it down and reinstall it. And I knew I had to get rid of my dirty modded saves even though Steam put copies of them back. And I was worried that some mod or some tweak I'd implemented previously had messed up my Skyrim.ini and/or Prefs. I deleted them and started the game (no SKSE, just pure vanilla) - and the launcher ran through the hardware detection and presets and blah. Ok fine. To my understanding, I should now have spanking new clear clean ini files as per the game default. But of course the next step was to go in and tweak Skyrim.ini -- and I wanted to look over it step by step before using Beth.ini -- and that's when I noticed that my brand new Skyrim.ini has [Actor]bUseNavMeshForMovement=0 And I could have *sworn* the default for that was 1...because don't the npc's kinda NEED to use the navmeshes by default? So I went to look up the default setting on http://wiki.step-project.com/Guide:Skyrim_INI/Actor and sure enough, it confirms that the default setting is 1 -- so how can mine be set to 0 already? It also happens to be set to 0 in Skyrim_Default.ini (which, to my knowledge, comes with the game upon a fresh install), but again, I could have sworn the default setting was 1 --- Just curious.
  12. And...it never occurred to the poster of that video...from a role play standpoint....that the person who initiated the contract to have you killed over the theft of a single potion might not use their own identity?!? Now I want to write a quest mod that creates a whole line of detective quests to ferret out the "actual contractor" who was so base and vile as to frame a child for an attempted assassination. I gotta learn to like...code and stuff. Blarg.
  13. While this is somewhat true, the instances of such dialogue go down a good bit if you've never killed a chicken or cow, haven't stolen anything, don't break into homes, ***do all the random help-the-people quests***, give booze and/or gold to the beggars on a frequent basis, and ***don't get thrown in jail all the time***. I suspect not intimidating people and possibly not doing dirty deeds like bribing guards to ignore crimes might figure in too. It should go without saying that refraining from the murder of local citizenry is a great help as well. I fully agree that Skyrim starts you out at a rather nasty faction level with everyone, but Skyrim is full of xenophobic racists who can't help but see your magic-laden arrival as "one more problem probably related to the filthy Thalmar," so it makes a certain sense. It helps to remember that even if you're a Nord by blood, you start the game as someone ostensibly NOT from (or even very familiar with) Skyrim. Whatever your RPG backstory is, it should include NOT being born in Skyrim (or at least not growing up there), nor should there be much expectation for the growing zenophobic bigotry of Skryim not to pour out all over your "stranger not from around here" character ;) Trust and respect are precious commodities to be earned. I never understand why people think they are due either as a matter of course, but *courtesy* is another separate thing entirely. The liberal application of courteous behavior is the lubrication that greases the wheels on the faction meters for trust and respect. Withholding it makes everything in life work exactly as smoothly as any engine lacking oil :P Are you old enough to remember the song "On the Turning Away" by Pink Floyd (I can't believe I had to type that, I feel so old now!) - this quote reminds me of that song. The slow societal-death-by-logic-gate-application-of-courtesy is why a certain Person of very little acknowledged Import once rather directly explained to everyone that we really are best off to behave as you describe, whether or not others do so, and to make an *additional* effort to do so with strangers and most especially enemies who are actively refusing to engage in such behavior themselves. Be the engineer that greases the engine. Alas....Nobody listened to Him either...and here we are... ---- I am woefully unqualified to even attempt this mod. Since it involves being able to change your character to say something to potentially any NPC in the whole game, I suspect there's a rather large pile of work behind it. But it sounds like a nifty idea, so if you can wait the year it will probably take me to learn how to actually script in Python, I'll give it a whirl, as it sounds like the kind of mod that would be nice to have on hand....and I *hope* you and I are not alone in such thoughts. In the meantime, I have contacted the author of Oldrim mod# 51469 "Immersive Player Dialogue," to see if he will consent to allow me to port his mod to SkyrimSE. I can't promise that I can actually make the mod *work* (I just started messing around with modding at the end of last month)...but it's worth a shot. I don't think it gets you what you want, but it seems to get a wee step closer, and it gives me something look at to help learn about how dialogue in the game even "works." I have also taken the liberty of asking him what would be involved in adding a few kind responses to the player's general options for all NPCs, as per your suggestion, and linked him this conversation, in case he'd be interested enough to fulfill the mod request himself. I just don't know enough to have any idea what level of actual work is required here. If it's as simple as giving the Player a single "It would be my honor" dialogue option that you can just insert into the end of any/all conversations, then that would be relatively easy. If it requires editing some kind of dialogue pool for every single npc in the game....well...*I'd* be crazy enough to take that on once I learn *how* ... but I don't know if many others would ;) Either way....let's drop this pebble in the pool and see what happens. Have a wonderful day, Vashra1
  14. Sounds like a good thing to put over in mod suggestions, as I don't think anyone's made such a mod yet. If I ever learn how this stuff is implemented, maybe I'll take a crack at it (don't hold your breath though, I'm finding that scripting for Skyrim has a rough learning curve for someone who hasn't tried programming since Pascal was a Thing (and I sucked at it back then)).
  15. ...Yeah...opened one of those psc files in Notepad....lol...time to pick up some books on Papyrus. Yikes.
  16. https://www.nexusmods.com/skyrim/mods/4020 - needs to be ported for SE Doesn't quite fix the issue, but it does get them to get up and get out of your way better than the default way they kinda fail to do so now.
  17. Well, I'll dump in the SKSE ones then and hopefully get started on the next step in my learning, hehe. Thanks for the reply! :) I managed to successfully port a *very* simple mod (just meshes and textures with a minor spell effect looks-related .esp) from Oldrim to SE, but I don't feel like I "did" anything yet, since I didn't lay hands on any code to do so.
  18. Hi! I'm at the BARE START of the "Hello World" stage of doing anything, so I apologize in advance for what is probably a really dumb question, but I am confused about how to even properly install CK to get started. TL:dnr SKSE64 and CK both provide some of the same .psc files (for example ActiveMagicEffect.psc). Should I use SKSE64's psc files or CK's in the event of duplicate file names? Longform: Ok...I've installed SKSE64 (latest version) and PapyrusUtilSE (also latest version), and made sure they both conformed to the Data/Scripts/Source convention for file location. I have read the posts on this forum and implemented the changes to CreationKit.ini to force it to recognize the Data/Scripts/Source location too. I "get" that I cannot simply unpack the CK Scripts.zip and expect it to magically conform to that directory path, since it's bass-ackwards...so I went to manually move all its .psc files into Data/Scripts/Source -- which should have been fine...except for the duplicate files. The CK versions tend to have file creation dates of around Feb 2018 -- But the ones from SKSE64 are from Apr 2018 and, as a rule, are slightly larger in size. Having no good ability yet to read and understand what's *in* the psc files, I am *assuming* that the "newer" SKSE64 ones are probably "better" than the ones that come with Creation Kit (since Bethesda is notorious for not keeping up with stuff etc.) But is my assumption correct? So yeah...CK or SKSE64?
  19. Ok, stupid noob questions here but um... Should we just switch to Vortex and be done with it then? I mean...your page linked above for obtaining the hotfix states that NMM is "end of line" and "no longer supported." That seems a bit cruel since you still describe Vortex as being in alpha. I mean...most folks kinda wait till their nifty new thing is at least at beta level testing before scragging all support on their previous product?!? I'm *barely* qualified to use NMM as it is...I'm over here trying to figure out which version of NMM I'm even using....gah.
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