Skyrim Special Edition
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mnikjom

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mnikjom

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  1. mnikjom
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    -1.0.8-

    ***
     

    Compatible list:

    Spoiler:  
    Show

    Compatible || Semi-Compatible || Incompatible
     
     
    High Hrothgar Fixed - compatible, overwrite (assets) with my mod;
    Unofficial Skyrim Special Edition Patch
    Landscape Fixes For Grass Mods
    Clams and Oysters Clipping Fix - my mod already covers clipping with objects (like rocks). You can use both if you, for some reason, don't want to see clams buried by sand/dirt;

  2. Indio21
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    The spoiler shows the mod compatible with the USSEP, but I do not see it as a master and it is not forwarding some XLRL - Location Reference/s. Is this intentional? Thanks for the mod.
  3. skifer1
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    Thank you for your mod . Can/how to install this mod with https://www.nexusmods.com/skyrimspecialedition/mods/39260?tab=description ?
    There are overwriting files and the plugin format does not allow you to change the order .
    1. mnikjom
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      Depends on meshes. I'm not sure what Dlizzio did in his mod (I'm not using it), so it's hard to tell without comparing in NifSkope.
      But just from looking at the description - let my mod overwrite Dlizzio's Mesh Fixes. I would not use his plugin tho. It does some unnecessary changes.
  4. DavidMaurus
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    Fantastic mod, still useful even in 2024. Thank you
  5. Daemonjax
    Daemonjax
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    After 1.0.5 this makes too many minor edits in esp.  IMHO.  Years back I'm pretty sure I had this in my load order.  But now... checked a couple dozen cell edits... clams... more clams... things I'll never see.   And I'm getting older, so I don't really wanna burn myself out checking for conflicts in xedit if I don't have to, ya know?  I might have a copy of 1.0.5 somewhere... dunno why I can't just download it from here.
    1. mnikjom
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      I don't support older copies of my mods, because there's a good reason why they are updated. You can literally put the esp high in the load order and let other mods to overwrite it. I doubt that you'll find many mods, that are touching these records anyway.
  6. Jack9999
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    Hi, I found out by disabling that your mod is incompatible with Ryn's Standing Stones. The area with three stones (the beginning of the game ID GuardianStones) is broken.
    1. borokoshow
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      +1
  7. KainThePheonix
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    Thank you for all your work improving Skyrim mnikjom. It is appreciated.

    Endorsed.
  8. aJrenalin1
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    If we are using both SMIM and Enhanced texture details (uv-tweaks) which option do we select in the fomod under Walkway wall FIX?
  9. Zanderat
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    Tracking. Quick question. Does the grass fixes play nice with Landscape Fixes For Grass Mods https://www.nexusmods.com/skyrimspecialedition/mods/9005 ?
    1. SlyWolfe
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      +1
    2. PindaKing
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      +2
    3. aenda
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      I found that some of them didn't, as they were edited in different ways by LFfGM. I ultimately decided not to include this due to some conflicts with other landscape editing plugins like Enhanced Landscapes/Majestic Mountains, and all the mesh fixes were covered by Windhelm Fence 3D, Dlizzio's Mesh Fixes, and High Hrothgar Fixed. I'm sure there are still some good fixes in this, just didn't want to go to the trouble of patching.
    4. mnikjom
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      My mod is fully compatible with ALL mods that you mentioned. I have no idea why do you think that they are not compatible (or "already covered"). Please, in future, use xEdit and MO2 to check conflicts instead of assuming what is compatible and what's not.
    5. Galishai
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      @mnikjom

      I think the issue is that we do not understand what you mean by "compatible".  Does your version of "compatible" mean "I can overwrite every mesh fix conflict with things like LFfGM, Dlizzio's Mesh Fixes, etc. and it's generally accepted to be the best fix?"  or does it mean "It's compatible and you can load those mods over mine or mine over them and you will get a good result either way".

      Windhelm Fence 3D changes the mesh of the fences.  So when you say it's compatible with that mod, I am still going to get wSkeever's 3D fences if I install your mod, or will I get meshed fixed 2D fences?

      Your mod also conflicts with ELFX Shadows.  WiZkiD is pretty adamant that ELFX Shadows should overwrite everything.  What is your view?  Does your mod fix the messes in that mod like it does with ELFX?

      I have multiple mods which tell me to "overwrite everthing else with this mod" so I need to get specific when I am looking for interactions and conflicts.
    6. mnikjom
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      It's always about what do you want to see in your game. That's why I said "compatible" with everything mentioned. Comparing meshes in nifskope is probably the best option to check what do you prefer.
    7. jturnerkc
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      Whoa... Galishai if you're not sure what "compatible" means, in this context, I can guarantee you will have very little success and much more of a headache modding if SSE is your first rodeo. I would highly suggest to start that learning process with a different game with less of a learning curve.
  10. TendouAr1su
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    In the previous version there was an esm flag, right? In the latest version it is normal esp.Is this intended?
  11. ArcticGames
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    Just a heads up, a lot of the fixes in the latest update are included in Lightened Skyrim, and in a more consistent way; such as enabling the state to opposite of the player so it definitely won't appear and take up PC usage.
    1. mnikjom
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      I'm still working on it. I want to cover other cities first before I'll hide these objects under the map (like Lightened does). For now, I just checked few worldspaces in Creation Kit and marked as initially disabled every thing that shouldn't be there. 

      Also, yeah. I'm aware that Lightened Skyrim does it. I simply don't like it at all. It does way more than advertised. I already have good replacers for thickets and dead bushes so I want to see them. For some reason Lightened removes those objects from worldspaces (yes, they are visible for player!; there are used by beth to cover terrain "problems"). It also removes few objects that are needed to block the lighting from shining trough the walls (in Riften and Solitude, I didn't check other locations yet).