Tamriel Master Lights + ENB
Tamriel Master Lights + ENB
You could also try new animations and combat overhauls, fitting that BFCO just released Also Apocalypse is a must have magic mod
If you’re using MO2 you can simply check the conflicts of the meshes/textures or item records (using the plugin manager for MO2)
I use Verdant together with Grass FPS Booster and Complex grass
I also did some tweaking, throwing together some other flora mods but for grass that’s mainly it
You can use more informative console to look up which mesh it is using and which textures it requires
Then it could be a incompatibility with a skeleton replacer / equipment mods / AI mods… If your loadorder isn’t finalized and there is no save to break,just disable mods in ~50 batches and narrow the faulty mod down
Start a new game and check if the equipment is right. If it is, you most likely changed object IDs by swapping mods or replaced a still running AI script
Check their inventory with informative console. If they have their stuff but don’t equip it, check your skeleton/npc/race overhaul mods
Make sure to delete all files before running nemesis again, it only adds and overwrites filed and doesn’t cleanup beforehand
Idk, I don’t use steam. But I guess I’ll have to update because some mods will require it but then other mods break and so on…
For fucks sake, can Bethesda stop breaking the game already?!
What’s a “character menu”? Do you mean racemenu? You can toggle the zoom using the racemenu mod
That’s typically a problem related to the used skeleton (XPMSSE does support decapitation if installed properly)
Maybe you changed/reset the Nemesis Patch order? The order dictates the priority, which matters.
You can try to narrow it down using a clean installation with only XPMSE + Nemesis. If this works, something is messed up with your skeleton files
Stolen from reddit:
Make sure that you did never run FNIS on your mod set, because FNIS modifies .hkx files in each mod directory DIRECTLY, despite you may think that changes happening only in MO2 overwrite directory. Sometimes FNIS breaks .hkx behavior files, so Nemesis can not process them correctly. Thus if you ever decide to change animations patcher from FNIS to Nemesis or vice versa, make sure that you did backup of all you animation mods. Otherwise, you need to try to reinstall all animation mods, since they may have .hkx behavior files modified by FNIS previously. After reinstalling animations the problem will go away.
I used XPMSE + Nemesis from the start without issues. Also, if you’re using ModOrganizer2 delete all Nemesis generated files out of overwrite before running it again.
Are you using xp32 skeleton?
I also use Increased Enemy Spawns SSE No Scripts