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  1. Today
  2. Read the first post: Unzip into a dedicated folder outside of any Steam, game or mod manager folders or special Windows folders like Program Files, Users, Desktop, Documents, Downloads etc. Do not mix with xEdit installations. Read the readme.txt included into the download archive: Install into a dedicated and empty folder outside of any game folders, mod manager folders, Steam or other third party folders or special Windows folders like Program Files, Users, Desktop, Documents, Downloads etc. For example C:\Modding\xLODGen\ From the log: <Error: Could not execute "H:\SteamLibrary\steamapps\common\Fallout New Vegas\Edit Scripts\LODGenx64.exe" "H:\SteamLibrary\steamapps\common\Fallout New Vegas\Edit Scripts\LODGen_Terrain_WastelandNV.txt" 00000002> [WastelandNV Default] Terrain LOD meshes generation error: System Error. Code: 2. The system cannot find the file specified <Error: Could not execute "H:\SteamLibrary\steamapps\common\Fallout New Vegas\Edit Scripts\Texconvx64.exe" -nologo -y -aw 256 -sepalpha -f DXT1 -bc d -o "f:\mods\fallout nv\lod gen\textures\landscape\lod\wastelandnv\diffuse" -flist "C:\Users\Dylan\AppData\Local\Temp\FNVEdit\Texconv_WastelandNV_0_0.txt" 00000002> Error converting textures: System Error. Code: 2. Make sure the entire download archive including all subfolders like "Edit Scripts" which contains the LODGenx64.exe and Texconvx64.exe are properly unpacked into a folder outside Steam and the game. If the exe files do exist, then the OS, UAC, antivir etc. might be interfering.
  3. While tinkering with this to decide which to pick I've found that the Lightside has one less file than Majestic Mountains or Majestic Mountains Darkside. Both of those possess /textures/clutter/statues/mehrunesdagon_n.dds while the Lightside does not and so is lighter both in colour and in weight!
  4. Discussion topic: Terrain Freckles Be Gone by DoubleYou Wiki Link New replacement noise and detailnormals textures. This should replace FAR since it was removed.
  5. Yesterday
  6. I deleted your ridiculously massive posts of your logs that were bottle-necking this entire discussion. ... ^this means READ THE FIRST POST, and UPLOAD your logs. DO NOT POST 30000+ lines of log data. Post logs & bugreport.txt from the installation folder using text sharing services like Paste.ee Each run log is appended to the existing log. Truncate logs to last meaningful full run.
  7. If you have problems following a 3rd party guide, you should ask on their forum, discord etc. Update the Windows registry entry that is set automatically by the game's launcher. This should be explained by every decent modding guide. Alternatively use command line arguments. From the first post: If required, use command line arguments to set the paths to certain directories and files. For example: -d:"c:\GOG Games\Skyrim Special Edition GOG\Data\" From the readme.txt included in the download archive: Use command line arguments to set the paths to the INI folder, plugins.txt and the data folder if required. For example: -d:"c:\GOG Games\Skyrim Special Edition GOG\Data\"
  8. Upload the log file as explained on the first post. If you have problems with following a 3rd party guide, you should ask on their forum, discord etc. The file it is looking for is typically mentioned in the log message(s) above.
  9. Hello, I'm having trouble with using xlodgen for TTW. I installed a second version of New Vegas to use as the base for it in my D drive, but every time I load up xlodgen through MO2, it reads the plugins of the New Vegas I have in my C drive, which is not the right one ( it doesn't have TTW installed). How can I make it read the game that's in my D drive so that I can generate lod for TTW?
  10. So I've just read too much into it then, as I do at times, and as it's not essential for playing the game I think I should be good to go then and stop worrying that it's not listed as activated in MO2. I believe I have everything in order then so I'll go through the list top to bottom and make sure it's all set and be good to start playing. Thankyou for settling my nerves
  11. First, make sure you are running the latest xEdit and configuring it so everything works.
  12. This is most likely shown as "inactive" because Mod Organizer looks to determine whether a plugin of the same name exists (MarketplaceTextures.esm or MarketplaceTextures.esl or MarketplaceTextures.esp) or if MarketplaceTextures.bsa is listed in sResourceArchiveList or sResourceArchiveList2 in Skyrim.ini. Mod Organizer is not aware that MarketplaceTextures.bsa is loaded by the game engine so it doesn't need to be loaded by a plugin or the INI files. Also note that nothing in MarketplaceTextures.bsa is used while playing the game either. This just contains assets when using the creations menu.
  13. This post is one small question and then mostly Skyrim discussion. Is MarketplaceTextures.bsa a required archive? I'm asking this because I often, and easily, get confused. Yesterday I notice that MO2 is actively keeping MarketplaceTextures.bsa disabled but I assume it's a default asset like _ResourcePack.bsa so it should be used. I've come across textures in the past that were missing such as bench legs or end table sides that I've had to search Nexus for mods that replace them and that has made me nervous this may be causing that, or at least it could do that with other things so I've tried to get it enabled. Search on the forums here has resulted in Unchecked BSAs and other results from google talk about accidentally updating Skyrim (but I'm not trying to remove it to play at a lower edition) or Automatic Archive Invalidation (but that's not applicable for Skyrim). So overnight I deleted everything, cleared %appdata% and started with a fresh clean Skyrim installation and a fresh clean MO2 installation... and MarketplaceTextures.bsa was disabled from the very start. It's been 2 months now that's I've worked on getting a mod installation working and I've had great support here, thankyou! I just think I get too easily confused to do this as I've worked on it every day and something like this always comes up that I might have taken the wrong idea with. I'm starting to think if I'll ever end up simply starting to actually play Skyrim.
  14. Last week
  15. I have never heard of this issue. I don't know if ini tweaks can solve.
  16. I updated DynDOLOD DLL and the issue appears to have been fixed. The waterfall stays in place and the pop in gone. I guess the outdated versions affected it somehow? I didn't realize I hadn't updated. Thanks for the help.
  17. I have been looking at previous guides but none seem to work for me. I am not very used to using xedit, as this is the first Bethesda game where i have bothered to even download it. I wish to remove EBT from being a Master Dependency and I don’t know how. I followed previous guides but I couldn’t figure it out, as certain things just wouldn’t work for me. Like when I applied the script to list references to the plugin, nothing would show, even though I was copy and pasting the name straight from the file header and my plugin list. EBT causes certain bugs for me in game, and the only guides to do this are from over 10 years ago and are outdated. I tried to just remove the master file from the conflict resolution.esp but it just caused my game to infinitely load, which is probably because i messed smth up. I just reinstalled it all and i have been troubleshooting.
  18. i am having issue trying to run the terrain LOD. I have been following the viva guide but everytime i run the 64 bit exe it will run for a bit and give me this error "[00:18] Error converting textures: System Error. Code: 2. The system cannot find the file specified Operation aborted" ? any help would be great and i can give more info if needed
  19. Hm. I apologize, I have wasted your time. The issue does occur in vanilla, and stretched snow begone just makes it more evident because it adds more snow. Entirely vanilla behavior it seems.
  20. Read the first post and/or https://dyndolod.info/Official-DynDOLOD-Support-Forum#Post-Logs which DynDOLOD debug log to also upload when making posts. Also upload A:\Edits\DynDOLOD\Logs\DynDOLOD_SSE_Object_Report.txt Have you done any rudimentary troubleshooting and checked if the issue happens just the same with vanilla LOD? What changes or how does it look if you disable the mod that is the last to overwrite the snow shader(s)? The screenshot might show a snow shader that is also a decal so it is always drawn in front of things which gets worse the further away the camera is. What does testing toggling LOD of reveal? Also test difference with uLargeRefLODGridSize set to 5 / slider in launcher to the left. The posted screenshot does not show more informative console information for the stair snow cover. Can you click it? Make a of all of full models being loaded and just everything being LOD past the large reference gid close up with tfc as explained. Use the fov console command to zoom if needed. The reported base record and model is a wall/platform corner piece, so not the stairs or something below them, but next to them.
  21. I've recently noticed that MarketplaceTextures.bsa is unchecked and so not being used when Skyrim is loaded. As Automatic Archive Invalidation is marked as not required for this game I haven't been able to find a way to enable it. I tried compressing it to add it to MO2 as it's own mod and while it was recognized it was still left unticked in Archives whether it was active or not in the left pane. How can I get so MO2 will have it active as it should be?
  22. Some screenshots to show Community Shaders with the Step Guide Post-Processing: It looks good and it's a lot brighter than the ENB. Outside the Frozen Hearth in the day and in the night: Inside the Frozen Hearth was much brighter than the ENB for me. A comparison between the ENB and Community Shaders renting a room: ENB also needed to be tinkered with to get shadows working. Community Shaders had shadows working without any tinkering: The shadow from the college was much less for Community Shaders, it was the same time of day but I forgot to check for the weather when I took the screenshot. Some interior screenshots, the fireplace in the Frozen Hearth looks good with the Community Shaders and the students rooms in the College are very nice. The lights from the staff and the chaurus eggs by the student do seem a little off though so CS Light and the Light Placer might be a better thing to investigate.
  23. I believe those tweaks apply to first person and may be wrong for third person, but DoubleYou would know for sure.
  24. Hello, Having used the free camera to review the situation, it seems the issue is at certain distances the LOD *beneath* the stairs vanishes, allowing things to shine through. But when you pull close to it, the issue vanishes utterly as the items below the stairs load. https://imgur.com/a/bLH9kZ3 The objects that are vanishing are: NorTmpExtPlatCorOut01Snow, Base ID of 00026FD2, last changed by stretched snow begone. LOD is Lod\NordicExterior\NorTmpExtPlatCorOut01_LOD.nif. Stretched Snow Begone would not effect the distance at which an object vansihes, I believe. See below for log. https://zerobin.net/?bc92868796143cf5#OSwU0g4wYarNpYAm6YRiHvABL3wO16OfLSFx5UQxB9k=
  25. The red arrow points to a waterfall in Markarth. Read https://dyndolod.info/Official-DynDOLOD-Support-Forum#In-Game-Screenshots how to make a useful screenshot with more informative console. The waterfall should be a reference in a DynDOLOD plugin as by default the game does not show them outside the city. There already is a mesh mask rule for markarthwaterfallcliff in the high preset settings which according to the log has been loaded which should make it show up to the Far Grid distance. https://dyndolod.info/Official-DynDOLOD-Support-Forum#Use-the-Latest-Versions Always use the latest version of DynDOLOD Standalone, DynDOLOD Resources and DynDOLOD DLL NG and Scripts. Bugs and other problems may already be fixed or addressed. From the DynDOLOD log: DynDOLOD DLL: C:\Users\GM\steam\steamapps\common\Skyrim Special Edition\Data\SKSE\Plugins\DynDOLOD.DLL, Version: 3.0.36.0, Game Version: SE/AE 1.5.x/1.6.x, VR 1.4.15, Date: 2025-07-08 20:00:00 Replace DynDOLOD DLL NG and Scripts with the latest version. If issue still happens, replace the DLL with test version from https://mega.nz/file/oZpSjYCD#G0x8e2t1QRKkYftfT5Ut6arTLv1MiHMMTfRguX3P074. Just replace and test with new game/coc MarkarthExterior01 from menu.
  26. I've been using the standard recommended tweaks, BethPIE I believe applies those as well, at least the common ones. f1PArrowTiltUpAngle=0.7 f1PBoltTiltUpAngle=0.7 f3PBoltTiltUpAngle=0.7 f3PArrowTiltUpAngle=0.7 fMagnetismLookingMult=0.0 fMagnetismStrafeHeadingMult=0.0 I also did try increasing fArrowMinDistanceForTrails and fArrowMinSpeedForTrails but this seem to get overridden by something else in game or do nothing to help that I can tell. But basically it looks kinda like the trail/tracer of the projectile launches directly behind by about a foot, and slightly offset to the right of my character model. It's more a problem with bolts, slightly less so with arrows.
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