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Tech's Skyrim Special Edition Guide



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#1111 Shadriss

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Posted 08 July 2019 - 12:38 PM

If you are using a version of WB that still merges mods, then WB turning off mods after creating the Bashed Patch is normal and expected. You should not be turning them back on.

 

As to the second, there's a LOT more information likely needed... ENB or not? Lighting Mods used or excluded, etc...


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#1112 TechAngel85

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Posted 08 July 2019 - 11:58 PM

So I'm not sure if I'm doing something wrong, but after applying the Bashed patch, I sort in LOOT and it disables almost all of the plugins in MO2 forcing me to either re-enable them individually or just enable all and hope for the best (which actually has been working okay, only 1 crash). Any idea how to fix it?

It's shouldn't be disabling nearly all the mods. If you're merging mods, then it will disable those mods that it merges and they should remained disabled. You can view the list of mods it's merging on the "merged" selection before building your patch.

I'm not going to be recommending users merge any mods with v3. All WB will be used for is merging the leveled lists and including a few tweaks.
 

Also I've noticed that the shadows on objects aren't rendering beyond a few meters, making everything much brighter than it should be. I'm a novice to modding and have no clue how to fix that. Would it be more worth while just waiting for V3 of Tech's or is that not close to completion?

Ensure you have BethINI running correctly and on the correct profile in MO2. Simply selecting the Medium or High setting button with the "Recommended Tweaks" checkbox should fix all the shadow issues in the game.

Version 3 is completed (mostly, I'm still tweaking and adding to it as time passes). However, it will not be released until STEP 3.0 is released because it uses Mod Picker to manage the mod list, which will not be available until the new STEP website is launched. No ETA. We're still chiseling away at it....hopefully it'll only be a few more months, but the way development is going (slow due to time restraints) it'll likely be late Fall.



#1113 chromzepher

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Posted 09 July 2019 - 12:46 PM

It's shouldn't be disabling nearly all the mods. If you're merging mods, then it will disable those mods that it merges and they should remained disabled. You can view the list of mods it's merging on the "merged" selection before building your patch.

I tried rebuilding the patch but it still resulting in loot disabling more mods than the ones it should be merging. I'm not going to fiddle with it more for now as it's working fine at the moment and I don't think I'll be adding more mods to it. Glad to hear there won't be merged mods in v3 since I had a lot of trouble with wrye bash from it not installing to it hanging in MO and now this. It's a powerful program but a bit much for the amateur

 

 

Ensure you have BethINI running correctly and on the correct profile in MO2. Simply selecting the Medium or High setting button with the "Recommended Tweaks" checkbox should fix all the shadow issues in the game.

 

 

I reran Bethini and re-selected the profile used in MO2 and that seems to have fixed the shadows. Maybe something didn't take the first time around.

Looking forward to v3 when that drops.


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#1114 Shadriss

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Posted 10 July 2019 - 11:53 AM

LOOT shouldn't disable anything... in fact, you appear to be doing things out of order. LOOT sort, THEN Bashed Patch, then don't move anything. The only thing that should be coming after Bashed Patch runs are xLODGen and DynDOLOD (if you are using them). LOOT shouldn't be run after you start those patching processes.


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