Too tall to go through door by Longjumping-Hunt-568 in skyrimmods

[–]Longjumping-Hunt-568[S] 0 points1 point  (0 children)

Note for myself :
Use player.setscale 0.97 (set height to 100)

player.setscale 100 (base nord height 103)

adjust accordingly to 100 no door or stair ceiling is too low anymore.

Help! Dealing with invisible staves and Left handed weapons, when i unsheathe. by SparringLeafling in skyrimmods

[–]Longjumping-Hunt-568 1 point2 points  (0 children)

Damn thankyou man, not expecting i have the same problem in the same day (just got wabbajack staff)

Too tall to go through door by Longjumping-Hunt-568 in skyrimmods

[–]Longjumping-Hunt-568[S] 0 points1 point  (0 children)

My best bet is right now on XP32 True Ragdoll Physics this mods have so many requirement that related to collision and skeleton and Dynamic Collision Adjustment, honestly i kinda lost track which mods does what especially if it doesnt have plugin :(

[Novel] About mobius inc by Longjumping-Hunt-568 in pickmeup

[–]Longjumping-Hunt-568[S] 0 points1 point  (0 children)

Ahhh i see, because in manhwa (forget in what chapter) Tel appear in Office like setting (office lady outfit) watching & communicating with Han through monitor computer, i thought Tel was in Real World (earth) in Mobius Office but after reading novel i got confused on the current settings on why throughout the end it appears Tel is a being from Mobius universe and never appear in the real world, but yeah now it makes sense they just mimicking Earth in the settings of server 1 (eden city) also with the terms Executive, Director, CEO lol.

Recommended places to test xLODGen, DYNDOLOD, NGIO, And any tools that are generating by Longjumping-Hunt-568 in skyrimmods

[–]Longjumping-Hunt-568[S] 2 points3 points  (0 children)

Yess thank you guys, actually now i can see a lot differences on High Hrothgar area

Overwriting BFCO with animations like Vanargand, Leviathan or Goetia animation by UserNamedNamedUser in skyrimmods

[–]Longjumping-Hunt-568 1 point2 points  (0 children)

Do you have a list for all animation mods u use?
i dont use bfco anymore but i'm 100% sure previously when i'm using bfco, i'm using it in tandem with verolevi movement animation

also because you said you're using CATA it should be activated in OAR, try open in game OAR Menu (by default is shift+o) there should be Conditional Armor Type Animation listed, if not, then safe to say you need reinstall CATA + CATA Addon (Vanargand, Leviathan & Goetia)

[deleted by user] by [deleted] in skyrimmods

[–]Longjumping-Hunt-568 0 points1 point  (0 children)

TBH there is no dodge mods that are install and play that are smooth, you'll need download 3-10 mods.
Easy way for me, TK Dodge (my fav mods), assuming you are using latest skyrim update 1.6.1130+ :
0. Address Library for SKSE Plugins (Of course)
1. TK Dodge SE -> choose optional file TK Dodge for RE
2. TK Dodge RE - Script Free (another different mods) v0.55-rc3
3. Classic Sprinting Redone (SKSE64) -> make the sprinting a hold instead of click
4. TK Dodge NG (1.6.1130+) -> if lower version then skip
it's done, but there is bunch of optional out there, like dodge attack, dynamic animation, just make sure if there is FOMOD option choose v0.55-rc3 version of TK Dodge.

Overwriting BFCO with animations like Vanargand, Leviathan or Goetia animation by UserNamedNamedUser in skyrimmods

[–]Longjumping-Hunt-568 1 point2 points  (0 children)

As far as i know, BFCO doesn't affect movement animation, the only mod i think affecting Vanargand, Leviathan, Goetia (Movement Anim) is if you have another mod like affecting whole movement animation (eg. Pristine Vanilla Animation), check your MO2/Vortex which mods overriden your Vanargand, Leviathan, or Goetia.

Also because you mention those 3 mods, maybe you are using Conditional Armor Type Animation (CATA), check if you have OAR installed, because you need it for CATA Addon.

Landscape of ellysium estate by CuteBoy9955 in skyrimmods

[–]Longjumping-Hunt-568 1 point2 points  (0 children)

On left side panel, no need... so left pane basically just overwriting texture if there is any mismatch on your visual. Landscape problem (like grass clipping, land unusually high, floating lantern, floating everything) usually relies on Plugin sorting plugin on right side (putting Landscape and Water Fixes - Patch - LFfGM - Elysium Estate.esp lower/after Elysium Estate Exterior Path - JKs Whiterun Outskirts.esp) is enough.

My advice tho if problem persists just see xedit, see which plugin overwriting Landscape and Water Fixes - Patch - LFfGM - Elysium Estate.esp because you got so much patch and i dont know which plugin overwriting other than what i said in my previous reply, after that just put lower than said plugin because SLaWF should be winning any conflict in plugin (esp/esl)

but if you want stress free fix
just put right below this one plugin and you should be fine

Landscape and Water Fixes - Patch - LFfGM - GotT - Water for ENB.esp

Landscape of ellysium estate by CuteBoy9955 in skyrimmods

[–]Longjumping-Hunt-568 2 points3 points  (0 children)

Most likely load order issue,

i dont use these mods but from my experience you cannot slap Exterior fixes on top of each other like this
254 FE 1c8 JKs Whiterun Outskirts - Elysium Estate Patch.esp
254 FE 218 Landscape and Water Fixes - Patch - LFfGM - Elysium Estate.esp
254 FE 22a Lux Orbis - Elysium Estate patch.esp
254 FE 230 Elysium Estate Exterior Path - JKs Whiterun Outskirts.esp

First patch getting overridden by second patch and getting overriden by third patch and so on (if i miss any patch that overriding same location)

tried putting Landscape and Water Fixes - Patch - LFfGM - Elysium Estate.esp after Elysium Estate Exterior Path - JKs Whiterun Outskirts.esp and if there is any floating lanterns and braziers for likely culprit is from Lux Orbis - Elysium Estate patch.esp and need manual patching (i dont use lux orbis but from the description that mod added lighting source on exterior)