Skyrim Special Edition

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wankingSkeever

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theregisteredone

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47 comments

  1. Toasterwithagun
    Toasterwithagun
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    Not sure why but the tripwire mesh was giving me ctds whenever I tried activating or hitting one of the tripwires in Shroud Hearth Barrow. I want to say it's having problems when used with a lighting mod (based on the crash log and since I think others worked fine) but I can't determine that unfortunately. Either way deleting the mesh fixed it.
    1. rsslcs
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      I can concur! After fruitlessly rummaging around SSEdit and checking the meshes in MO2, I stumbled upon this mod being the only one that overwrites the tripwire mesh specifically.
    2. theregisteredone
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      Hmm, this mod is the only mod to change tripwire mesh in my game as well, and I just tested it without crashing.
    3. theregisteredone
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      I am testing with 00022F54 btw
    4. tanwenshui
      tanwenshui
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      The tripwires gave me ctd too!
    5. theregisteredone
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      Can you give me a refid or base id on this tripwire? Because I am playing through without seeing any crashing, and I have seen many tripwires
  2. CaptainSparkelz
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    "Not sure why but the tripwire mesh was giving me ctds whenever I tried activating or hitting one of the tripwires in Shroud Hearth Barrow. I want to say it's having problems when used with a lighting mod (based on the crash log and since I think others worked fine) but I can't determine that unfortunately. Either way deleting the mesh fixed it."

    @Toasterwithagun

    I initially thought that this issue was caused by HDT (since the tripwire has physics when you activate it), but that turned out not to be the case. Additionally, I could walk over the tripwire just fine as long as I wasn't looking at it, but if I watch it when it breaks, the game completely freezes and locks up. I'm in the process of putting together a new load order right now without Assorted Mesh Fixes installed - I'll see if this really is the cause.

    What's even stranger though is that this is the ONLY tripwire I've come across that causes this problem. So it could very well be a base-game issue.
    1. theregisteredone
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      do you have a refid for the crashing tripwire I can test?
  3. Drake0713
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    Just gonna throw this out there, there is an "Assorted mesh fixes - Material Fix" patch available under
    https://www.nexusmods.com/skyrimspecialedition/mods/9951
  4. KaptainCnucklz
    KaptainCnucklz
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    Looks great! Always good to see more bug fix mods.

    Suggestion: You can run the mod through Cathedral Assets Optimizer and tell it to package the meshes in a BSA, so any loose file meshes will take priority.
    1. LeelooMinai
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      I am actually happy its loose, so I can see with what it conflicts. :)
    2. cthunsthrall
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      a BSA will not be loaded by the game unless you have a plugin with the same file name enabled in plugins.txt, and this mod has no plugin
    3. KaptainCnucklz
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      CAO can create empty ESPs flagged as ESLs, so the BSAs are loaded while not counting against your load order.
  5. Pfuscher
    Pfuscher
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    Will at it, you could also add the missing specular flags, values and gloss value to the meshes.
    For example your reachplant meshes

    Good mod, thank you!

    I know it's work, but more screens would be even more epic, thank you.


    There are different opinions on the festival rope in solitude. It's a small rope hanging a few meters in the air.
    Sadly the skyrim engine gives it a clear cut dark shadow. Light doesn't work that way, as the sun isn't that small or far away.
    In real life there would be hardly any shadow and it would be super soft

    https://previews.agefotostock.com/previewimage/medibigoff/eabce117cd0faab6d2b40d0cb4c1a20b/wes-stsf01598.jpg

    This is 1,5m from the ground, imagine solitude's 4meter
    1. theicedevil
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      Are the festival ropes you are talking about is the one with the flags and the the ring in the center? Those things always look transparent when fog, cloud or smoke particles are behind them. They have been a problem even since LE. I'm still surprised someone hasn't fixed them yet.
    2. Jayombie
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      Oh god those festival ropes !!!, yes they always seem to be translucent when I look at them...
    3. wizkid34
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      @theicedevil someone has fixed them already, me, you can find them inside my Lanterns of Skyrim II
    4. cthunsthrall
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      don't you think the specular flag is disabled on purpose? idk about moss but dirt meshes in the vanilla files often have specular disabled. i always assumed it was intentional and that they had to be really sure they wanted specular on something since the dumb contrast boost makes the specularity so harsh and clipped in vanilla.
    5. cthunsthrall
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      though i tried your suggestion and i admit, at least with ENB it looks better with specular enabled, #fff, gloss 80, power 1.0
  6. Magicmute
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    I expect a fps hit. How's performance?
    1. JimmyRJump
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      Why are you expecting a fps hit? It's mesh fixes, not fifty-thousand followers in 4K with 8K gear.
    2. LeelooMinai
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      @JimmyRJump x'D
    3. madpaddy
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      @JimmyRJump
      I'm pretty sure that its fifty thousand and 2 4k followers that cause the fps hit lol ;)...
    4. toostruus
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      .
    5. cthunsthrall
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      there is obviously no impact whatsoever since all it does is flip a couple switches on using or not using shaders that are already compiled and loaded in memory no matter what you do
  7. usaid12345
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    i use rustic animated potions, it overwrites alot of it's meshes is that ok? or should i overwrite this mod with rustic animated potion. Any answer would be great
    1. Garymmorris5976
      Garymmorris5976
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      You can install this first then overwrite with Rustic animated potion & last the Optional glow files if you use them it needs its custom meshes to work properly. The other option (Animations not working) is to remove the potion folder from this mod then install it so Rustic has the base vanilla files.
    2. cthunsthrall
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      rustic animated potions' meshes are already fine. just load rustic animated potions after this in your mod manager
  8. Sorlomon
    Sorlomon
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    A few conflicts, was wondering what you suggest doing with regards to load order or if you have any input that makes it irrelevant.

    Skyrim Particle Patch for ENB:
    /meshes/traps/hingetrap/traphingetrigger01.nif
    /meshes/architecture/solitude/sbluepalaceentrance.nif

    Unofficial Material Fix 1.17:
    /meshes/dlc02/architecture/riekling/dlc2rieklingbridgeplatformsmall.nif
    /meshes/dlc02/architecture/riekling/dlc2rieklingbridgeplatform01.nif

    High Poly Project 4.8:
    /meshes/architecture/solitude/clutter/sropefestivalring.nif

    For the Skyrim Particle Patch, I assume it makes the ENB changes for height you mentioned, but idk if your mod does more than that to those. I wouldn't know where to start checking.

    For Unofficial Material Fix, Idk what to think in relation to your mod. Could be doing the same thing your mod did or some or all.

    For High Poly Project, I just assume it's a whole new mesh that has corrected settings. What do you think?

    Just to be thorough, one or more of those mods have FOMODs and I didn't select every option so there could be more conflicts.
    1. theregisteredone
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      You can decide which look you like and pick the overrides accordingly. I don't have intimate knowledge of what these other mods do
    2. cthunsthrall
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      load after particle patch
      load before unofficial material fix. but if you have nifskope open the 2 riekling bridge files from material fix, and for each: click the bridge in the render window and expand the BSTriShape block in the block list, find the child alpha node and, under block details, double click flags and change it to 4844. then save. the material fix changes the mesh's collision material to wood so it makes the correct noises when you walk on it. but it doesn't change the alpha flags which are set incorrectly. it should have alpha testing enabled instead of alpha blending so that's what the bits 4844 mean. i guess it could be set to 4845 too, i'm not sure if it makes a difference in-game.
      load before high poly project.
  9. MisterBanana17
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    Great work !
    This mod is now featured on my True Graphics and Immersion List.
  10. Spongeman131
    Spongeman131
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    You should post these on the ENB forums so Mindflux can take a look. In general, he's kind of the goto guy for particle/mesh fixes for ENB. These should be added to the particle patch if deemed necessary by him.

    http://enbseries.enbdev.com/forum/viewtopic.php?t=1499
    1. theregisteredone
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      Looks like I made some mistakes on the permissions. Updated so anyone can use these however they want :)
    2. Kulharin
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      should this go before or after particle patch and USSEP?
    3. Talonmaster812
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      USSEP is in a bsa while this is not so I think it should win out regardless. The particle patch has textures in addition to meshes so I think it best if it was loaded after this mod.
    4. DarkViper680
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      USSEP should be the very first mod in any load order, period. No exceptions. None.
      As for the Particle Patch, it should be pretty high up too. Most meshes that overwrite it will be fine
    5. twizzOr
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      RS Children's ESM should load above USSEP...so one exception.
    6. Garymmorris5976
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      Second exception if you use MannyGT Lanterns of Skyrim- all in one.esm must be above USSEP as this edits small parts of the exterior cells.: )
    7. toostruus
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      Not the MCM version. Absolutly not above USSEP.
    8. JimmyRJump
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      @Toostruus
      I'm using Lanterns Of Skyrim by MannyGT and LOOT sorts it before the USSEP. A hundred hours into the game and no problems. There's only one version, too.

      Plus, for folkies talking about load order, this mod hasn't got a plugin, so, there's no tinkering with load order. Only faulty mesh files get overwritten.
    9. toostruus
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      Never trust LOOT. And u use regulair version right?

      This is been up for almost a year now. It is a fixed MCM version.. This one is fixed and must be placed below USSEP.
      There is even a LoS II.

      https://www.nexusmods.com/skyrimspecialedition/mods/23378
    10. LeelooMinai
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      Exactly, LOOT might be a guideline, but desriptions and readmes have always priority and basic modding knowledge. As well, taking a look into xedit. LOOT isnt god. x'D
    11. madpaddy
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      The particle patch and this have only 2 files in common, so it doesn't matter what order and this is just loose files no esp/ESL etc, I have it just under particle patch and any other mods below the two on the left panel if using MO2