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  1. Discussion topic: FYX - Eastern Empire Company Building by Yuril Wiki Link
    2 points
  2. Maybe you'd like to consider using 'Skyrim Character Sheet', which provides also faction information and more in a custom, SKSE-configurable ingame window.
    2 points
  3. The following time-saving procedure allows for adding new worldspaces to an existing grass cache, or for updating the current grass cache of specific worldspaces, without re-generating the cache of all worldspaces from scratch, which as we all know can be a very time-consuming process. This is not a guide about precaching grass from scratch with NGIO. It is assumed you have already precached grass with NGIO successfully at least once, and know how to repeat the operation. The procedure assumes Mod Organizer 2 is used as the mod manager. IMPORTANT: Grass Cache Helper NG is required for Skyrim SE/AE 1.6.x players. The existing grass cache must have been generated with Grass Cache Helper NG activated, and it must remain activated at all times for incremental precaching, and for playing. Step 1: Note the Editor ID of the worldspace(s) you want to add or update. Figuring out which worldspace(s) and their Editor ID is a task left up to the reader. See some suggestions at the end about finding out this information. Step 2: EXTREMELY IMPORTANT. Disable your existing grass cache mod[1] on the left side of MO2. Failure to do so will wipe out the entire grass cache during the later steps, which will then need to be exhaustively re-generated from scratch, which would make this tip completely pointless. Step 3: Edit NGIO configuration and specify the list of worldspaces to add or update. The NGIO configuration file is [..]\NetScriptFramework\Plugins\GrassControl.config.txt. Edit it with a text editor. You may want to make a backup copy of that file before editing it. Search for 'OnlyPregenerateWorldSpaces' or scroll down until you see it. Then comment out the line by prepending it with a # character. Add a new line like this, containing the Editor IDs you gathered in Step 1: OnlyPregenerateWorldSpaces = "Worldspace1EditorID;Worldspace2EditorID;Worldspace3EditorID" The list of worldspace(s) to add or update must be enclosed in double quotes, multiple Editor IDs separated by semicolon. Example showing the result of editing and specifying only one worldspace: Step 4: Launch the NGIO precaching process from MO2 as usual. You may need to make preparations[2] specific to your mod setup before launching the process. The process should only take a few minutes[3], more or less depending on the number and size of specified worldspaces. Wait until it completes successfully. Step 5: Move the grass folder from MO2's Overwrite folder to your existing grass cache mod. If you are updating the grass cache of worldspace(s), you will be prompted to confirm replacing the existing cache files with the new ones. Step 6: Undo the NGIO configuration changes you made in Step 3. If you made a backup copy of GrassControl.config.txt as suggested, simply restore it. If you added new worldspace(s), don't forget to edit GrassControl.config.txt and append their Editor ID to the existing OnlyPregenerateWorldSpaces line. Otherwise they'll be missing the next time you re-generate the entire grass cache from scratch. Step 7: Re-enable your grass cache mod on the left side of MO2. That's it. Enjoy[4] your updated or added grass. Notes [1] Your existing grass cache mod is the mod containing the grass folder, not the mod containing NGIO (inside a NetScriptFramework folder). If you have merged both mods, then you're doing it wrong. Split them into two separate mods. [2] Preparations such as reducing Skyrim's display resolution, disabling mods that may interfere with the precaching process, switching environments/profiles... Anything that had to be done when generating from scratch. [3] If you're updating Tamriel (Skyrim's main worldspace), the largest of all worldspaces, it will take quite a while, but it will still be faster to process it individually than processing all worldspaces in the entire load order. [4] You're not yet completely done if you use the grass cache for grass LODs. You'll need to (re-)generate LODs with DynDOLOD for the specific worldspace(s) you added or updated. Refer to the official DynDOLOD documentation for details: Updating or Updating. How to find out the Editor ID of worldspace(s) with grass Method 1: Recommended when adding new worldspace(s) for its accuracy. Requires xEdit, basic knowledge of its operation, and Worldspaces with Grass SSEEdit Script for No Grass In Objects. Install 'Worldspaces with Grass SSEEdit Script for No Grass In Objects' as instructed on its mod page. Load up in xEdit the plugins of the mods adding new lands, as well as any grass/landscape mod plugins. Omit other plugins. Run the 'List worldspaces with grass' script. When it's done, copy the resulting list and paste it to some place where you can edit it. Remove all vanilla worldspaces from the list. The remaining worldspaces are the new ones with grass. Example with Wyrmstooth: AlftandWorld;Blackreach;BloatedMansGrottoWorld;BluePalaceWingWorld;DarkwaterWorld;DeepwoodRedoubtWorld;Dimfrost;EastEmpireWarehouse;FallowstoneCaveWorldEnd;FallowstoneCaveWorldStart;FrostmereCryptWorld;JaphetsFollyWorld;KarthspireRedoubtWorld;KatariahWorld;LabyrinthianWorld03;LabyrinthianWorld04;MarkarthWorld;RedEagleRedoubtWorld;RiftenWorld;ShadowgreenCavernWorld;SkuldafnWorld;SolitudeWorld;Sovngarde;Tamriel;WhiterunDragonsreachWorld;WhiterunWorld;WindhelmPitWorldspace;WindhelmWorld;WyrmstoothWorld Method 2: Suitable when adding or updating worldspace(s). Physically go to the place in-game where there is already grass to be updated or where there should be grass to be added. Use fast-travel, coc or cow console commands, whatever works to get there. Open the (More Informative) Console and press the Tab key until the Worldspace & Cell information card is displayed. Ctrl+Click the 'World Space' field in the information card, to display more details. Note the Editor ID. See following screenshot for illustration: Method 3: When adding new worldspace(s), less accurate than Method 1. Requires xEdit and basic knowledge of its operation. Load up the plugin of the mod adding new lands in xEdit. Expand the Worldspace node. Select a new worldspace entry (i.e. not vanilla), and check the 'DATA - Flags (sorted)' section on the right panel. If it contains 'No Grass' then skip it, go to step 6. Otherwise note its Editor ID. Repeat from step 3 for each new worldspace entry. Illustrated example showing the first two worldspaces from Beyond Reach:
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  4. In case anyone ends up here to solve grass not appearing in their new land mods, like Beyond Skyrim: Bruma, Beyond Reach, Wyrmstooth, etc. after following step, here's a quick note to expand on "Method 1" of Mousetick's post. I'm sure I'm not the only follower of Step who doesn't know much about xEdit. 0. Install all your new land/worlds mods. 1. Install Worldspaces with Grass SSEEdit Script for No Grass In Objects by pasting its script (it's only contents) into the folder: Tools/xEdit/Edit Scripts/ 2. Run xEdit and be sure to check all the worldspaces you want to generate for. You can use Mousetick's method of only doing the new .esp's added by your new land/world mods, but I re-ran it all because I had to redo DynDOLOD anyways. 3. Select all the files in the left panel (CTRL+A), right click, choose "Apply Script". In the next screen that appears, use the drop down at the top to find the script "List worldspaces with grass" and then click ok/run. 4. When it is done, it will literally present a list of all the worldspaces, formatted correctly to be added to your NGIO "GrassControl.ini". There's even instructions in this window to explain these steps. Copy the list. 5. Double click the Step mod "SKSE64 Output" in MO2 and go to the INI tab. Choose GrassControl.ini. Replace the text in "quotes" after the line: Only-pregenerate-world-spaces = argument with your new list that you copied from the xEdit script. Be sure to keep/add the quotes around the list you paste. Be sure to back up the old list to be safe (though it can be found in the Step 2.3 guide, under "No Grass in Objects". 6. Save and close everything. You'll need to repeat the steps from the Step guide for LODgen, TexGen, and DynDOLOD (basically everything in Step 7). Mousetick's post basically answers this already, but like they wrote for Method 1 "Requires xEdit, basic knowledge of its operation" - this should cover the solution for anyone who is less knowledgeable with its operation Cheers!
    1 point
  5. Use xEdit to set the DATA - Flags \ No Grass on the worldspace record 0001A26F WhiterunWorld in the winning plugin to disable grass.
    1 point
  6. Moved to the appropriate thread for the error message. Use search as explained in https://dyndolod.info/Official-DynDOLOD-Support-Forum#Use-Search. See posts above. Try the test version from https://stepmodifications.org/forum/topic/20153-error-opengl-framebuffer-objects-unsupported/?do=findComment&comment=282545 and if there is no change try setting RenderTexturesSingleThread=1 in C:\apps\DynDOLOD\Edit Scripts\DynDOLOD\TexGen_SSE.ini and if that makes no difference set RenderSingle=1 and if that makes no difference set RenderBillboardsSingleThread=1
    1 point
  7. Moved to the appropriate thread for the error message. Use search as explained in https://dyndolod.info/Official-DynDOLOD-Support-Forum#Use-Search. See posts above. Try the test version from https://stepmodifications.org/forum/topic/20153-error-opengl-framebuffer-objects-unsupported/?do=findComment&comment=282545 and if there is no change try setting RenderTexturesSingleThread=1 in C:\apps\DynDOLOD\Edit Scripts\DynDOLOD\TexGen_SSE.ini and if that makes no difference set RenderSingle=1 and if that makes no difference set RenderBillboardsSingleThread=1.
    1 point
  8. Thank you, that makes perfect sense. It might be nice though to have this and Mercury's playstyle reflected in the mod's MCM recommendations, with something like maybe: 'Players may want to choose to activate the Bunkhouse chimney after the Bunkhouse being built later in the subsequent quest ...'
    1 point
  9. Sunhelm and Survival Mode are mutually exclusive: you can't have both simultaneously turned on. However Sunhelm uses some Survival Mode features under the hood, such as Sleep to Level Up, among other things. When using Sunhelm, you should also install Survival Control Panel. This will let you turn off Sleep to Level Up if you don't like it, and configure other Survival Mode settings that impact Sunhelm, in an MCM, separate from Sunhelm MCM. This is all explained on the Sunhelm and Survival Control Panel mod pages. Both mods are made by the same MA and intended to work together. They're split for technical reasons.
    1 point
  10. You can select a single worldspace and select a single or more seasons and then Execute LODGen and wait for it to complete. Then select another worldspace and check different seasons and click Execute LODGen again.
    1 point
  11. Using 'Flawed Varla Stones', which were one of the concerns when playing with GIST, are also working fine with YASTM, they are now stackable, separate as they should when one is in use, and re-stack again when all are in the same state.
    1 point
  12. Thanks. I was a bit too fast going through the installer. On the second FOMOD page titled 'Which versions of the mods do you have installed?' you have to confirm you use 'Metallurgy', then it will automatically be recognized as a patch for CCOR on a later page ...
    1 point
  13. Both debugs logs show that both RenderSingle=0 and RenderTexturesSingleThread=0 are set. You do not seem to be using the test version from https://stepmodifications.org/forum/topic/20153-error-opengl-framebuffer-objects-unsupported/?do=findComment&comment=282545 only it has the RenderBillboardsSingleThread setting, however in your case I believe RenderTexturesSingleThread=1 should work in case the test version still does not work with default settings.
    1 point
  14. Viewable Fraction Ranks has put out version 1.1.11 which apparently fixes the Thane status bug. I know this mod has been removed for STEP v2.2.0 in favour of Skyrim Character Sheet but thought I'd point this out. I have not tested it and have no vested interest in either mod.
    1 point
  15. Well I should explain that I looked up what the "cap" is with the USSEP patch but nobody, can seem to give a legitimate answer as everyone got different values somehow. And I already farmed for it lol. But I didnt expect the values to go up so high! I could just not upgrade but my worry is I am unsure how the difficulty is affected by mods in this guide. Ive been running legendary and getting one tapped by anything but slowly making it through. Thank you though, maybe Ill just create low buff number and keep playing.
    0 points
  16. TexGen is a multithreaded program running on a multitasking OS. The order of things are not guarantied. How long something takes depends on the OS scheduling, other processes, available resources etc.
    0 points
  17. Damn! this looks essential (flabbergasted)
    0 points
  18. Thank you for pointing me in the right direction. It's indeed ENB related. According to Boris over at enbdev.com: It's a bug. I only disable mod for usual world map, never thought there is some other way to see it. But not sure if i will fix it, not important at all.
    0 points
  19. For the SKSE64 detailed instructions. The reference images for creating the SKSE.ini file don't match what the instructions are telling you to do. They show the built-in MO "Filetree" which might be a little confusing as the text instructions are showing how to do it in Windows Explorer itself outside of MOs interface. Also the instruction for the plugin "Address Library for SKSE Plugins" seems to be outdated as it instructs "Install the All in one (Anniversary Edition) main file", while the mod it links to has them named "All in one (1.6.X)" and only archived versions of the mod now have that nomenclature.
    0 points
  20. I just found the problem, and I feel stupid now. I checked Task Manager, and multiple instances of Skyrim were running. Which makes me think that it didn't close out properly after its first test run, and then I failed to notice that the .esp didn't save the first time and kept going. I first noticed something was up when I tried to generate the grass cache and the game wouldn't fully load, which just led to MO helpfully trying to restart the game for me every time I tried to close out of it, and it continuing to run in the background despite not being on my taskbar. Once I took care of that, the clean version of the .esp saved successfully, and grass cache generation is underway. It is physically impossible for me to facepalm hard enough right now. Thanks again for helping to troubleshoot.
    0 points
  21. amm oks oks so it's just that 'Occlusion.esp' file that I have to take to another mod folder in MO2, okis okis ty ;D I'm sure I didn't express myself well, my doubt was if apart from this file, there was 'occlusion' content in the textures or meshes folder... but if it's just the .esp file, 0 problems. thanks a lot for answering and sorry for asking something stupid
    0 points
  22. Thanks, Initially MO stated 'No notifications' but re-running LOOT then gave a few, and especially two for Step Conflict Resolution: # step patch - conflict resolution.esp - CRC: FA8D5706 - Load Order Index: 66 - Attributes: Active - Current Bash Tags: NoMerge, Actors.AIPackages, C.RecordFlags, Graphics, Keywords, Names, NPC.AIPackageOverrides, ObjectBounds, Sound, Stats, Text ## Messages - Error: This plugin requires \"RealisticWaterTwo \- Resources\.esm\" to be installed\, but it is missing\. - Error: This plugin requires \"RealisticWaterTwo\.esp\" to be installed\, but it is missing\. MO says that RealisticWaterTwo is installed and enabled. MO 'reinstall' didn't help - in the end I did MO 'remove' followed by 'install', which at least cleared the notification. I'll work through the other notifications, removing and installing.
    0 points
  23. I always chose to not have the bunkhouse chimney activated in the MCM when i start a new game. If i remember i activate it later in game.
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  24. If not added anything specific, you might have activated 'Survival Mode', which, I think, with a few tweaks added, makes the game more interesting.
    0 points
  25. The actual occlusion calculation code did not change in a long time. The last notable change was with Alpha-129 in regards to the preparation part importing the heightmap ..\meshes\Terrain\[worldspace]\Objects\[worldspace].objects.heightmap.dat created by LODGen when generating object LOD instead of having to read all BTO. I suggest to restore the default OcclusionMaxThreadsObjectLOD=4 for whatever BTO it might still have to load. If the CPU actually overheats, then there is a problem with cooling.
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  26. Thank you for the suggestion. I'm not overclocking my PC. I'm not really that technically savvy but I am very happy to follow instructions and suggestions and learn whatever I can as I go along.
    0 points
  27. Yes, that's it! Thank you very much! :-)
    0 points
  28. Animation in Skyrim is a rabbit hole of its own. This is an annotated list of the 'Animation and Physics' Mods currently in discussion on the SE forum, listing their respective forum links but also their (possible) prerequesites and dependencies with other mods. This is for me to keep track of developments and the mods i am already using in addition to Step, but also hopefully it might restart some of the discussions and also might give others a better view on how to test and play with different compilations of animation mods and how this might develop on to the next iteration of Step. The color-coded annotations signify mods I already play with as an extension to current Step 2.3 without any further conflicts or need for patches. Thank you. Open Animation Replacer The open-source successor to 'Dynamic Animation Replacer' which lets you organize, prioritize and replace animations based on configurable conditions. Animation Queue Fix A prerequisite for 'Open Animation Replacer'. Paired Animation Improvements A second prerequisite for 'Open Animation Replacer'. 05 - Animation and Physics Arm Movement Animations (OAR) Variants of NPC arm movements, gestures and animations. 'Open Animation Replacer' is required. Assorted Animation Fixes A variety of separate animation replacers. One module requires 'Open Animation Replacer' to function. Divines Prayer Animations Variety of prayer animations. Requires 'Open Animation Replacer' and 'Keyword Item Distributor' to function. Ice skating fixed for real - No more attack sliding movement Already in Step. Might be noteworthy that with its latest version the mod can function as a simple animation replacer without the need for 'Nemesis'. Jarl Sitting Animation Replacer Alternating and randomized animations for Jarls sitting. 'Open Animation Replacer' is required. No More Swimming In Air Simple 'SwimIdle.hkx' animation replacer. Open Animation Replacer - IED Conditions Prerequisite for 'Weapon Styles - Draw-Sheathe animations for IED'. 'Open Animation Replacer' is required. Stronger Swimming Animation SE Already in Step. In its latest version 'Open Animation Replacer' is required for alternating between different swimming animations. Take a Seat - New Sitting Animations for OAR or DAR New sitting animations fpr Player and NPC. 'Open Animation Replacer' is required. Weapon Styles - Draw-Sheathe animations for IED Style-fitting animations for 'Immersive Equipment Displays'. 'Open Animation Replacer' and 'Open Animation Replacer - IED Conditions' is required.
    0 points
  29. Vokrii - Complete Alchemy and Cooking Overhaul Patch says: For clarity I suggest removing double negative like:
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