FYI: The esp for this mod contains header form version 43 (old Skyrim). That means that it has NOT been loaded and saved with the new CK. Doing so, as I have just tested, updates the mods header form version to 44 (new Skyrim). Not loading the mod and saving it in the new CK can purportedly result in some undesired consequences such as corrupt saves.
For more in-depth info on the issue, check out this thread in the AFK Mods forums: Link
There are several posts throughout the thread that discuss the issue. It is stated on the very first page by Arthmoor that, and I quote, "ESP files need to be loaded into the new CK and saved out to be sure they're updated correctly."
Also, SSE plugins should have Skyrim.esm, Update.esm, Dawnguard.esm, Hearthfires.esm and Dawnguard.esm as masters. And this plugin oddly does not have a single master.
there are no undesired consequnences with form 43. i run about 30 form 43 mods together with 600 form 44 mods without any problem over years. they are just fully compatible until anyone one shows me an existing incompatible example related to the esp.
and if some dlcs are not needed for the mod why should they be added as masters ? ok necro...
I'm really glad you figured this out. I actually prefer to edit my .ini files so I don't get cluttered with .esp files. So I would have preferred you just mention the edit in the description or at least add a well written readme in the download on where the edits are (to help convince me to download it to endorse). Regardless great find and it was easy enough to figure out, endorsed.
go to your ini and edit this line under display. Make it whatever number you want. It stretches the high res shadow map out. So go too high and you will get blurry shadows. You can raise your shadow res in your prefs but I prefer just using ultra settings and slice distance of 3500.
I've also noticed the same issue on some of the buildings around Whiterun with yellow tiles on the roof (Honningbrew Meadery and Dragonsreach specifically). Is there any way you could fix that as well?
Edit: I learned that it is actually a bug from USSEP, so they'll have to fix it.
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For more in-depth info on the issue, check out this thread in the AFK Mods forums: Link
There are several posts throughout the thread that discuss the issue. It is stated on the very first page by Arthmoor that, and I quote, "ESP files need to be loaded into the new CK and saved out to be sure they're updated correctly."
and if some dlcs are not needed for the mod why should they be added as masters ?
ok necro...
In Skyrimi.ini in "Documents/My Games/Skyrim Special Edition"
[LightingShader]
fDecalLODFadeEnd=1.0000
fDecalLODFadeStart=1.0000
[Animation]
fAnimInterpFarDist=10500.0000
fAnimInterpNearDist=10000.0000
https://forums.nexusmods.com/index.php?/topic/824605-this-new-moss-decal-popping-everyones-talking-about/
those values are a bit unecessary. Any input ?
Does it even work?
fFirstSliceDistance=3500.0000
Though the game keeps disabling the .esp at every startup because it is treated as an empty plugin.
Thanks
I've also noticed the same issue on some of the buildings around Whiterun with yellow tiles on the roof (Honningbrew Meadery and Dragonsreach specifically). Is there any way you could fix that as well?
Edit: I learned that it is actually a bug from USSEP, so they'll have to fix it.