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Skyrim AE for Beginners - V 3.1.0


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Posted
15 minutes ago, Novosin said:

Has this mod ever been part of the list, or is this "issue" perhaps covered by one of the other mesh fixes?

I tried it some time ago but didn't notice an improvement so I never added it.

 

Now with PBR it will definitely be obsolete. The files we create fix a lot of problems we would encounter otherwise (like wrong/missing textures for rocks).

Posted (edited)

@AylisSome precision would be nice iShaders 

Improved Candleglow Lights for the Light Limit Fix could you clarify which version is needed ? the one with the fake glow or not.

Hair Specular (Hair Flow Maps) do we need to download both Hair Specular and Hair Flow Maps, or only the Hair Flow Maps ?

Terrain Variation Water Effects Wetness Effects does using different colors indicate something specific ?

Potent Potables CS Light Patch & True light - Small fixes give error in MO2, I know it’s normal, but it would be helpful to mention that.

Edited by Was1
Posted

@Aylis

Thanks for the update. Good stuff like always. :3

 

Also, did you know, that community shaders stopped supporting enb particle lights with update 1.4? I just found that out when updating True Light to its newest version...

Posted (edited)

@Was1

1. The one you want to use.

2. Come on, really? How many entries for this are in the guide and what is the name of the one I added?

3. The answer to this is still 'No'. Thats just a stubborn different font.

4. What error?

Spoiler

Unbenannt.png.b3b1f7a6000d1824d5ed19696c40eba6.png

 

@YuFeng

Nope. I removed the patches that did overlap with 'True Lights', but for some things they are still needed.

Spoiler

Faeries - Right side with the patch.

Unbenannt.png.5c779a2c9dcf4db47fb420fe2a28f955.png

 

Edited by Aylis
Posted (edited)

@Aylis

The two mods give the same error as

CS Light - Skyshards Addon

     Ignore the error from MO2. 

 

MO2 doesn't know of this LightPlacer folder yet, after all, so it will say, that it doesn't look correct.

 

Also this mod here does look pretty interesting:

Medieval Markets

 

And here we do have a fix for the vanilla hair remade movements that were too big in the wind and weather:

https://www.nexusmods.com/skyrimspecialedition/mods/161949?tab=description

Edited by YuFeng
Posted
2 hours ago, Aylis said:

Nope. I removed the patches that did overlap with 'True Lights', but for some things they are still needed.

 

Well if they are still working then it is good. The question is if they work with the Community Shaders 1.4+, though since the support for them was dropped.

Posted (edited)
15 hours ago, YuFeng said:

Well if they are still working then it is good. The question is if they work with the Community Shaders 1.4+, though since the support for them was dropped.

Using 1.4.5 here...

 

@Was1 @YuFeng

Grey entries > right-click > select 'ignore missing data' > done

 

And now back to my first coffee this morning. smiley_coffee.gif.1eb10d956d9bb1f2b94bd4250dd61e30.gif

Then its removing a patch I already removed several times... (Sixth time now - hope it stays gone)

 

Sidenote:

Its quite funny. Whenever I use 'grey' I think it is wrong and want to change it to 'gray'. But as soon as I type 'gray' I want to change it to 'grey'. And the result? Both are correct, one is 'British english' the other 'US english'. One of the hurdles you are stumbling over when you're not a native speaker... So don't be surprised if I use both. 

__________________________________________________

 

Gone through the guide to fix some typos, removed some of my comments that arn't needed anymore and expanded the 'Read Me!' for the ini files (it was, as usual for me, way too short). Adding a separate download for six core CPU's?

Edited by Aylis
Posted (edited)

Mini-Hotfix

This is for your info (and my german sorting addiction 😉).

 

Moved mods

Spoiler

Equipment Overhaul

SPID Dunmer Pack                                                                  Renamed and moved within the group.

SPID Elmlock Armor and Blade                                              Moved from 'Armor - Light'.

SPID Infiltrator Armor                                                            Renamed and moved within the group.

 

PBR (Physical Based Rendering)

Remove Small Rocks                                                               Moved from 'Textures - Landscape'.

 

 

Question of the day:

Spoiler

How many germans do you need to replace a lightbulb?

Spoiler

Exactly one (you have to be precise in all technical things).

There's no time to waste so we do it ourself.

We got no sense of humor and take this task very seriously (someone might get hurt in the dark).

 

Edited by Aylis
Posted (edited)

@AylisI tried this: for 6 core.

 

    iNumHWThreads=6
    iHWThread5=6
    iHWThread4=5
    iHWThread3=4
    iHWThread2=3
    iHWThread1=2

 

it's ok like that ?

Edited by Was1
Posted (edited)

@Aylis

Remember when this mod caused trouble because of an error that could not be resolved? Pepperidge Farm remembers. And so do I... well after I ran DynDoLod....

 

I made a patch for that, but the forum doesn't let me upload it today it seems. I tested it and it worked nicely like it should. Will upload it as soon as I can.

 

However, that also gives me time to edit it to change it to the desired names, so which name would you want for the marker?

Prospector's Shack (Skyrim default and AtlasMM)

Destroyed Shack (New Beginnings)

Greenwood Shack (3DNPC)

Edited by YuFeng
Posted
51 minutes ago, petrowitch said:

Trees PBR There don't seem to be any such Blubbo trees in the guide. Or did I miss something?

Yes. 'Deity tree of Kynareth' is from Blubbo.

 

@YuFeng

I'd go with 'Greenwood Shack'. There's ore in the area, but that is somewhat hidden (even knowing its there doesn't help much). And seeing the location makes Greenwood fit better.

Posted

So, this took a while as I suddenly got freezes when I had werewolves in view (PBR?). So guess I'll have to redo parts of that group. First test point at

Diverse Werewolves Collection

Fluffworks compatibility - Moonlight Tales

I removed those and the freezes stopped (good I had a save just before an encounter). What worries me is the 'unknown' mod modifying them.

Spoiler

SkyrimSE2025-10-2016-12-47_666.png.36df8d2a5ebb768fc6eb126743cc1f15.png

Thorsten recommended to test those two mods

Elegant Werewolf Replacer

Elegant Hairwolf (Werewolf Fur)

There will be less diverse werwolves but the fur looks good in the screenshots. I hope this fixes the 'unknown' reference. 

 

 

Found a small incompability with the bench from 'Hearthfire Carriages'. A rock 'hides' parts of the bench. It can be easily removed but I gave it to Thorsten so he can report this to the author of 'Riverwood has Walls'. Less hassle for us if it gets changed in the mod itself.

Spoiler

SkyrimSE2025-10-2016-06-40_977.png.801f233337a175e26bc43b72818d0e69.png

 

 

Faeries. I'm a bit torn as they remind me too much of Disney's Tinkerbell. 

Spoiler

SkyrimSE2025-10-2016-23-19_608.png.288314c2ae75cf775132e07b46db67a3.png

A little bit of background.

Spoiler

 

The new PGPatcher get several changes. I'll test the options available (entering the path to MO2 stops PGPatcher from working).

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