Guest Posted August 26, 2021 Posted August 26, 2021 On 7/25/2021 at 2:56 PM, bybee said: I'd also like to know... Has anyone found out how to fix this yet? P.S. @Aylis I LOVE LOVE LOVE your guide! I ended up going the BHUNP and OSA/OStim route, but use the rest of the guide. Thanks for all your work! ❤️
Tiemphyx Posted August 26, 2021 Posted August 26, 2021 (edited) 8 hours ago, Drakas900 said: Should I just stick Unofficial High definition Audio Project in Foundation Or Sound part because I seen guides stick it up near the top or with sound. Just my opinion, but I've had it fourth in the left pane in Foundation and first in the LO for some time and ah'm lovin it. L Pane: Cleaned Vanilla esms, Skyrim Priority SE, SKSE64 Data, UHDAP R Pane; UHDAP- en0->4, USSEP Which prompts the questions: anyone here have problems with Skyrim Priority SE or the now old school practice of putting the SKSE scripts high in the mod list? Edited August 27, 2021 by Temphyx
wollboi Posted August 26, 2021 Posted August 26, 2021 @alaunus01 Do we have confirmation that current mods aren't going to work for it? I'm really thinking either SE mods should work or I don't see a lot of modders wanting to start supporting a ten year old game for the second time.
Tiemphyx Posted August 26, 2021 Posted August 26, 2021 On 7/25/2021 at 8:56 AM, bybee said: I'd also like to know... Dbl, dbl; bump; bump... (yer gonna need a smaller ass?)
jaeos Posted August 27, 2021 Posted August 27, 2021 6 hours ago, bybee said: Has anyone found out how to fix this yet? P.S. @Aylis I LOVE LOVE LOVE your guide! I ended up going the BHUNP and OSA/OStim route, but use the rest of the guide. Thanks for all your work! ❤️ get a smaller ass? it looks like the standard idle dar puts in, mine clips a little.. but not 2 whole hands all up in her ass..
akadeadpool Posted August 27, 2021 Posted August 27, 2021 4 hours ago, wollboi said: @alaunus01 Do we have confirmation that current mods aren't going to work for it? I'm really thinking either SE mods should work or I don't see a lot of modders wanting to start supporting a ten year old game for the second time. Beth only announce they will add 3 creation mods to current Special Edition. Don't know if we can disable those mods but potentially those 3 mods will conflict. Some comments on reddit also said that skse will need to be updated, thus skse plugin mods will also need to be updated. Even then AE only add Creation mods and doesn't change game code like LE -> SE, so I don't think we'll have another nexus page for skyrim AE.
alaunus01 Posted August 27, 2021 Posted August 27, 2021 8 hours ago, wollboi said: @alaunus01 Do we have confirmation that current mods aren't going to work for it? I'm really thinking either SE mods should work or I don't see a lot of modders wanting to start supporting a ten year old game for the second time. My understanding is they put 'all' the creation club content into it. Which at the very least will create a metric frakton of conflicts with a bunch of mods.
Rey_Vegeta Posted August 27, 2021 Posted August 27, 2021 11 hours ago, user037951 said: What was the problem you were having when running Grass Cache with ENB activated? CTD upon CTD whithout caching the grass.
Espar Posted August 27, 2021 Posted August 27, 2021 Spoiler Spoiler Spoiler I'm not even sure if I'm having an issue or not. But in the above screenshots you can see that certain light sources cast shadows, and other don't. Interior light sources such as the windows/hearths in Dragonsreach or inns do cast shadows. Some lights in outside spaces such as those shown in pic 2 + 3 and also most lantern posts you find on roads and such do not cast shadows. Picture 1 has an outside light source that does cast shadows. Could anyone confirm or not if this is the way it's supposed to look? This is the relevant part of the load order I think, using the latest versions of LoS II and EmbersXD with 0.95RC2patch2 for ENB Lights. I've generated the ENBLights zEdit patch with esps for these mods enabled and put it all the way at the bottom, below even Dyndolod and occlusion.esp. Spoiler
jaeos Posted August 27, 2021 Posted August 27, 2021 5 hours ago, alaunus01 said: My understanding is they put 'all' the creation club content into it. Which at the very least will create a metric frakton of conflicts with a bunch of mods. Since mo2 will put all of that at the top and not spaced out like we have the mods i'm guessing we will be able to just overwrite 90% of the texture mods, quest mods.. not so much..
Aylis Posted August 27, 2021 Author Posted August 27, 2021 @SzForsaidh First don't forget how old the game really is. The number of lightsources is limited (six if i remember correctly) and a lot of shadows cost alot of FPS. So often enough lightsources 'vanish' when they are out of view and, with them, the shadows too. While being in an enclosed space this is not so much of a problem, but outside it becomes a completely different beast. At the entrance from Whiterun you got firebowls, guards with torches, several lanterns and a lot of spots with shadows which change when a guard comes near. So having every lightsource cast shadows would completely wreck the FPS and cause a flickering when you move. __________________________________________________ Skyrim AE will be interesting... All the added plants and trees alone will cause some issues. Then the expanded cities/towns and added locations. I wouldn't be surprised if i had to make a new guide for AE. __________________________________________________ DynDOLOD 3.0 isn't working for us atm. Quite a few mods seem to be incompatible with it and even some mods from the group 'LL' suddenly start to cause issues. But i finally got the cache for the grass run through. It just took me two days to find the problem and fix it... But i'll have to write up something for it as it is a bit tricky and one small error and it won't work as intended. Sadly the generation of the cache doesn't really give much feedback or pointers what went wrong.
Espar Posted August 27, 2021 Posted August 27, 2021 (edited) Thanks for the fast reply. I was unsure if ENB Lights somehow increased that shadow limit by relying on some different tech (the particlelights stuff in ENB), but from what I understand now it doesn't and the shadow count is just an engine limitation with no workaround. Good to know. On the topic of Dyndolod 3.00... somehow I have managed to get it to work without changing any mods, I don't use SL though. Grass lods work at the very least although the colour is way off, they are quite green while the actual grass is more brownish, atleast near Whiterun. Currently rerunning it and TexGen after removing all billboards to see if ultra tree lod looks OK. Might post pictures if it's succesfull. Edit: Here's a picture of what Dyndolod 3.00 looks like for me. What I've done is remove all the billboard file from the tree mods in Foundation and then follow the instructions in the alpha thread for cashing grass etc. At first i had uGridsToLoad at 7 and was getting a gap between grass LOD and actuall grass. Pics are after changing uGrids back to 5. The second picture has ENB turned off which makes the grass colour mismatch a lot less noticeable. Spoiler Spoiler Edited August 27, 2021 by SzForsaidh
Aylis Posted August 27, 2021 Author Posted August 27, 2021 @SzForsaidh ENB Lights uses a lot of tricks to sort of add lightsources and shadows. The biggest problem is the used game engine. With every new game Bethesda bolts additions to it and some of those don't really fit. You could compare it to an old coat that has been patched so many times that you don't really know if a part of it is still original or already a patch. Sometimes i get the feeling that some of the modders know more about the engine than the developers do.
Rey_Vegeta Posted August 27, 2021 Posted August 27, 2021 2 hours ago, Aylis said: @SzForsaidh ENB Lights uses a lot of tricks to sort of add lightsources and shadows. The biggest problem is the used game engine. With every new game Bethesda bolts additions to it and some of those don't really fit. You could compare it to an old coat that has been patched so many times that you don't really know if a part of it is still original or already a patch. Sometimes i get the feeling that some of the modders know more about the engine than the developers do. Hope that Microsoft forces them to switch engine. They have ID for the love of gods!
Tiemphyx Posted August 27, 2021 Posted August 27, 2021 @Aylis Thanks again for the amazing amount of time and work you've invested in this, it only gets better. One question: is/was there some upside to not checking the Symmetrical Eyes (Female) option in the HPHead fomod? Maybe it's a texture choice issue, but crooked eyes have been a long standing problem, so just asking.
trgdolors Posted August 27, 2021 Posted August 27, 2021 Now that SL Framework SE 1.63 - BETA 9 has been out a while, does anyone have any comments about it? Recommendations for updating/installing?
Aylis Posted August 28, 2021 Author Posted August 28, 2021 Planned changes This can still change! Mods to be removed Spoiler Immersive Fallen Trees Patch Found nothing that suggests a need for it. Riften in High Definition Found a better solution Skyrim 2020 Parallax Got updated Mods to be added/moved/renamed Spoiler .NET Script Framework Required for the caching of the grass. Diamond Skin Can be combined with my skin to make the elves more humanlooking (i only reduced the ridges of the brows) Skyrim 2020 - Landscape Skyrim 2020 - Architecture Skyrim 2020 - Other Skyrim 2020 - Blended Roads Retexture Changed 'Roads' to 'Blended Roads Retexture' to make the connection more visible WiZkiD Riften and Ratway Better than the texture pack we used before Riften in High Definition - Cobblestone Optional texture for the streets. Moved within the group Checking out Spoiler Louder Nature - Birds And Insects Highly Improved Male Body Overhaul -HIMBO- Snow Veil Sanctum Key Nordic Coast JK's Arnleif and Sons Trading Company JK's Candlehearth Hall JK's Silver-Blood Inn JK's The Hag's Cure
jaeos Posted August 28, 2021 Posted August 28, 2021 21 minutes ago, trgdolors said: Now that SL Framework SE 1.63 - BETA 9 has been out a while, does anyone have any comments about it? Recommendations for updating/installing? I have not had any issues with it. I also disabled all the lieto animations on beta 8 and never enabled them in beta 9, but i think you'll like it. I've seen more different animations than before too 1
Aylis Posted August 28, 2021 Author Posted August 28, 2021 (edited) 1 hour ago, Temphyx said: One question: is/was there some upside to not checking the Symmetrical Eyes (Female) option in the HPHead fomod? Maybe it's a texture choice issue, but crooked eyes have been a long standing problem, so just asking. That is what i'm also testing right now. Some had issues with it, some say it causes problems with 'Expressive Facial Animation'. So far i havn't noticed a problem with it... @trgdolors I can only confirm what @jaeos said (also deactivated the anims). Edited August 28, 2021 by Aylis
Tiemphyx Posted August 28, 2021 Posted August 28, 2021 45 minutes ago, Aylis said: That is what i'm also testing right now. Some had issues with it, some say it causes problems with 'Expressive Facial Animation'. So far i havn't noticed a problem with it... Thanks, @Aylis , one other thing: JK's Pawned Prawn isn't currently listed among the Area mods, but its patch for Riften Docks Overhaul is among the patches. Which way do you want to go there? 1
akadeadpool Posted August 28, 2021 Posted August 28, 2021 Looking forwards to HIMBO addition to modlist. Btw, how do you guys disable Leito animations in SL, delete leito anim file or tick off leito anim in SL MCM?
Aylis Posted August 28, 2021 Author Posted August 28, 2021 @Temphyx Oooops. Had it in the update but missed copying the link to the list. Fixed
m0rdr3d0 Posted August 28, 2021 Posted August 28, 2021 Thank you for the guide. It changed the way I experience Skyrim. I followed it almost to the letter. However, I have a question: do you know which mod removes helmet when the weapon is sheathed? It drives me nuts, I want to keep my helmet on most of the time - I am playing on survival and I can't sacrifice warmth for looks, and I don't want to constantly run with my weapons unsheathed.
akadeadpool Posted August 28, 2021 Posted August 28, 2021 1 hour ago, m0rdr3d0 said: Thank you for the guide. It changed the way I experience Skyrim. I followed it almost to the letter. However, I have a question: do you know which mod removes helmet when the weapon is sheathed? It drives me nuts, I want to keep my helmet on most of the time - I am playing on survival and I can't sacrifice warmth for looks, and I don't want to constantly run with my weapons unsheathed. It's Dynamic Equipment Manager SKSE Updated in SKSE section. However you don't need to uninstall that mod to turn off auto hide helmet. There is text file named DynamicEquipmentManagerSSE.json Open that file and change line 3 manageHelmet to false.
jaeos Posted August 28, 2021 Posted August 28, 2021 6 hours ago, akadeadpool said: Looking forwards to HIMBO addition to modlist. Btw, how do you guys disable Leito animations in SL, delete leito anim file or tick off leito anim in SL MCM? in the sl mcm there is a tab called toggle animations. use the filter option to show lieto uncheck box all of them and rebuild registry 1
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