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hizen0cap joined the community
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Great, that's all I need thanks Also, regarding reference loading/unloading can you give an example for how that would look/glitch/ctd in game? I imagine it wouldn't ctd from my guess.
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Provide a screenshot of the problem. According to the log xLODGen generated terrain LOD level 32 meshes for no season and the 4 seasons. If no terrain LOD is showing, it might be a problem of INI settings or DLL plugins like po3_SeasonsOfSkyrim.dll. The uLockedObjectMapLOD setting controls which object LOD level is shown on the map.
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What are the form IDs of the other records? Since you mentioned placed NPCs, they are not eligible for LOD. Error: File not found scripts\cot_disableflies.pex ezPG.esp [REFR:3E149E05] (Places CoT_FliesWE [ACTI:3E149E04] in [CELL:000075E1] (in Tamriel "Skyrim" [WRLD:0000003C] at -33,-2))> The reported reference defines an ACTIvator as base record. https://dyndolod.info/Messages/Reference-Attached-to-Wrong-Cell This causes issue with the reference loading or unloading at the wrong distances depending on the cell being attached or detached.
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Error: OpenGL: from TwbRender.DeleteID
strangelyliteral replied to strangelyliteral's question in DynDOLOD & xLODGen Support
Back again, and thanks for everything so far. The good news is the advice you gave me worked the first time: I upgraded the drivers, added GLDebug=1, and updated to the test version of DynDOLOD, and it ran successfully. The bad news is I had to re-run DynDOLOD again tonight when I made some tweaks and also realized I hadn't set some of the settings correctly, and now I'm getting a framebuffer error. The advice is the same as the OpenGL error, but I already did all that. I did not generate a bug report this time, but I uploaded the other logs here. -
Dradaki started following 3D LOD for DynDoLOD Q
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Simple question really. I made a tree mod that uses NotW trees that I renamed to vanilla file names, so they only replace trees that vanilla Skyrim has. I tried generating the LOD using DynDoLOD, but not really happy with how they look in game as in some areas, they look like a giant + and is quite noticeable. As of right now, I am going to try and just have the flat billboard for LOD, much like how I have created for the XBox. Anywho, I was going to try and make the 3D LODs as these are infinitely better. I used them when I had the full NotW mod, but decided to make the aforementioned mod to improve performance. Since these trees are just vanilla named (ie treeaspen01.nif), could I just use these models and add "_LOD_0", "_LOD_1" and "_LOD_2" or is there a different process that has to be done? Thank you for your time
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Dradaki joined the community
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Sorry here's the logs: https://limewire.com/d/TLQSf#MRMGqzkgiy Also upon further investigation, it seems that "Flies" is the only Placed NPC starting with Citizens_ under " [05] ezPG.esp (288F2238) \ Worldspace \ 0000003C <Tamriel> \ 00000D74 \ Persistent \" that has a package and activator as referenced by. But yet all the other NPCs have CoT_Disable[NPC_Name] in their script name, yet none of those scripts point to anywhere that actually exists. And Flies is the only one with the initially disabled flag. So what's the cause of this being the only one appearing? Also, what are the issues that can happen in game IF a Reference is Attached to the Wrong Cell?
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Discussion topic: Dual Wield Parrying SKSE by Borgut1337 Noticed the current STEP list was missing this mod which used to be included STEP Oldrim. Coincidentally it's by the same author but this time it's rewritten as a DLL mod so one less mod to worry about for potential script lag. I think this would be a good addition since it adds some variety to combat since players that opt for dual wielding aren't forced to tank hits. The new implementation also means it's not an all-or-nothing situation where they have to install this mod if they want to use the STEP modlist.
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Works perfectly.
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Hi; haven't generated xLODGen or DynDOLOD in a while. I recently generated xLODGen for SSE following the setting suggestions of the FOLIP mod (https://www.nexusmods.com/skyrimspecialedition/mods/79197), including setting to LOD32. After deploying generated files to my SSE\Data folder with Vortex, in game, the map doesn't show any of the generated terrain. I modified my Skyrim.ini config file to include the setting "[MapMenu]uLockedObjectMapLOD=32"; Still no generated terrain displayed. My xLODGen log: https://drive.google.com/drive/folders/1q5wWMScBNmji6Zrsl78oARd2leGKJ9ft?usp=sharing Any help?
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XXanon88 joined the community
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The zerobin link does not show any log files... That seems to be the summary for an error message. What are the other records? https://dyndolod.info/Messages#Warning-and-Error-Messages It only checks records and assets that are potentially eligible for LOD or which are used by records or assets eligible for LOD.
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Crash Fixes causing crashes, seeking alternative for LE (also SE)
Deno46 replied to AkiK's topic in Step Skyrim LE Guide
Crashfixes config plus enboost in necesry, if you are still there give me your ini settings and ill tell you what to change. -
Deno46 joined the community
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Hey Chief, here's a curious one. This mod here: https://craftian.itch.io/ezpg - Log File: https://zerobin.net/?72bae8f69b0d294a#+WvpJRUFBirMo9cLww/qCeBOWIHy66afXaipI2PYdMU= It has some interesting features, however, when looking at the records, we see other similar records that use cot_disable[NPC_Name] we can see that even those scripts don't exist and they avoid using "initially disabled" but don't appear in the list of errors. Why is this disable_flies the only one and not the others? Also, feel free to add DynDOLOD TexGen Fixes into other areas that are worked on from my description, because I do include Root Block, Texture Resolution, Potential Wild Edit, Duplicate Cell, File Not Found Scripts and most recently Reference Attached to Wrong Cell error resolves in my mod. Anyway, hope to hear back Mattski123
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FEEDBACK v2.3 - Feedback & Bug Reports
Bushranger replied to z929669's topic in Step Skyrim SE Guide
This is a great one, thanks @CleverIdiot. I have no idea or say about an alternative to aMidianBorn Book of Silence armours/weapons but I do like the look since xavbio has based their designs on them. I also like that there are patches included for LeanWolf's Better-Shaped Weapons, I've also no idea if they're needed but it's nice that it's also taken into thought for the designs. So far I've added the CC options for Common Clothing Retexture SE along with the Leather Armors Retexture SE for the Netch armour, Silver Armor and Weapons Retexture SE for the armour and crossbow, and the Vigil Enforcer Retexture SE. Xavbio's Iron Armors and Weapons Retexture SE is just as dark as the texture in aMidianBorn's iron weapons so it doesn't help with my own lighting issue not seeing details well when I tried it. I have seen that it does cover the Headsman's Axe, the Iron Plate and the crossbow bolts aMidianBorn doesn't so it's also a nice addition. -
Trystan joined the community
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Yes, covering the remaining vanilla CC leather armors/accessories is what I'm talking about. Otherwise, it would require reassessment of both Rustic and aMB (CaBaL), which is too much work for me ATM. I'm currently testing weather and landscape alternatives to the Step SSE build as well as Community Shaders, which takes most of my kb time.
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I had failed to check the images... The retex is good and vanilla friendly. I will check it out.
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FEEDBACK v2.3 - Feedback & Bug Reports
CleverIdiot replied to z929669's topic in Step Skyrim SE Guide
My line of thinking is that quite a number of xavbio's textures include Creation Club (CC) armors/weapons plus it's own equivalent to Rustic Clothing/aMB. In that case, it could be a possible all-in-one replacement to Rustic Clothing/aMB. Design wise it's fairly close to Rustic Clothing/aMB too. Of course we could just use the Creation Club (CC) armors/weapons textures from xavbio and keep Rustic Clothing/aMB since that's what's mostly missing in STEP currently. -
Leather Armors Retexture SE (by xavbio)
CleverIdiot replied to CleverIdiot's topic in Skyrim SE Mods
xavbio's mod page does include screenshots that shows the before and after comparisons. (vanilla textures vs modded textures) Granted STEP's lighting/ENB might affect how the textures looks in game so the colors might differ slightly. I can probably post the comparisons in a bit if it'd help.- 3 replies
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What don't you like about aMB and Rustic Clothing? We'd need a reason to use an alternative to either of those, and I cannot think of any off the top of my head. The uncovered vanilla CC leathers are something to check though. I posted on your mod topic about this.
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I'm finding that this mod does cover a few of the vanilla textures that are currently not covered by any mods in the Step build (mostly netch leather). aMB Content Add On covers most of the leather though. If you feel like posting some screens of some of the uncovered leathers in comparison to vanilla, that would be great.
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FEEDBACK v2.3 - Feedback & Bug Reports
CleverIdiot replied to z929669's topic in Step Skyrim SE Guide
Has the STEP team considered using the weapons/armor textures by xavbio? I think it may be a good alternative to the Amidianborn armors/weapons since the author based his designs on them. I'd say at the very least it's worth looking at the Creation Club (CC) armors/weapons xavbio includes since I don't think Amidianborn covers any of them. xavbio also has Common Clothing Retexture SE as an alternative to Rustic Clothing but I'm not sure if works well with Armor and Clothing Extension which is currently in STEP. -
Discussion topic: Leather Armors Retexture SE by xavbio I think this mod might be a good addition since it covers CC leather armors which can fill the gap in the current STEP list. One thing to note this mod does replace the fur armor from Rustic Clothing. This probably isn't an issue since the Leather Armors FOMOD has an option to pick and choose the armors to replace. Other than that there aren't any new conflicts with other mods. Overall I think the designs blend in well with the current STEP armor mods based on the mod page's screenshots.
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Prelestnica joined the community
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That is great. Thanks for letting us know.
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bethini Starfieldprefs.ini quality settings are off
DoubleYou replied to demonik's question in BethINI Support
Bethini presets are not the same as Vanilla presets. In addition, in order for the advanced level of tweaking to work, it sets all the Quality settings to Ultra and modifies the actual quality settings in the Ultra.ini to align with the desired values. The in-game quality options just set which of those ini files to pull values from. It doesn't actually affect the quality but rather where the real quality ini settings are read. -
The test version worked just fine and was actually several minutes faster than the last time I ran the program successfully. Thank you for your help.

