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  1. 3 points
    Keep it simple: just move the XPMSE.esp plugin to 'Optional' on MO2's 'Optional ESPs' tab. No need to hide anything but the plugin, which MO2's Optional conveniently does. The plugin starts hidden quests to set up the MCM and the whole cloak spell thingamajig, which run scripts. Without the plugin, the scripts and MCM interface resources are completely harmless and can stay where they are. If users want to use these features, they can just move the plugin back from 'Optional', without unhiding anything. That's it.
  2. 2 points
    10 years later, they finally come to their sense and revert their ludicrous capitalization "fixes". Better late than never, I guess. LOL. Too bad many mods have been forwarding those changes. Wondering why it took so long for BGS to let the USSEP team know that, yes, in fact, the game's capitalization of words (mostly consistent throughout) was as intended, it wasn't broken and needn't be fixed.
  3. 1 point
    I will keep this post brief. Make use of the Help buttons and hover over settings. Do not hesitate to ask questions and provide feedback. This is an ALPHA version to test things and iron out bugs. Certain things may be incomplete, not work as expected or change considerably between versions. Read the documentation included in the Standalone archive. Changelog Downloads Installation Generation Updating Help Messages Mods FAQ In case of error messages prompts, click the link Click on this link for additional explanations and help for this message if available to open the associated help/message page on https://dyndolod.info Always use the latest alpha version. Do not waste time using older versions or reporting problems with older versions. Use search to find similar questions and answers. Provide feedback, ask questions (also about 3rd party mods) and report any problems or issues in this thread only. Questions or problems can only be properly answered or addressed by the developers. If making posts or reporting errors, upload/paste these files (if they exist) to a file or text sharing service: ..\DynDOLOD\bugreport.txt ..\DynDOLOD\Logs\[DynDOLOD|TexGen]_[TES5|ENDERAL|SSE|TES5VR|ENDERALSE]_log.txt (truncate large log files to the entire last meaningful generation) ..\DynDOLOD\Logs\[DynDOLOD|TexGen]_[TES5|ENDERAL|SSE|TES5VR|ENDERALSE]_Debug_log.txt (do not truncate) If issue involves LODGen upload/paste ..\DynDOLOD\Logs\LODGen_[TES5|ENDERAL|SSE|TES5VR|ENDERALSE]_[Worldspace]_log.txt If the option "Copy this message to clipboard" is available, copy and paste the text instead posting a screenshot. Requirements DynDOLOD Standalone 3.00 Alpha-95 (Nexus SE) (Nexus LE) (Mega) DynDOLOD Resources 3.00 Alpha-21 (Mega) for Skyrim/Enderal or DynDOLOD Resources SE 3.00 Alpha-27 (Mega) for Skyrim SE/Skyrim VR/Enderal SE Microsoft Visual C++ Redistributable for Visual Studio 2015, 2017 and 2019 For dynamic LOD: SKSE, SKSE64, SKSEVR and PapyrusUtil, PapyrusUtil SE, PapyrusUtil VR or DynDOLOD DLL For grass LOD: A warm precache from No Grass In Objects. See next post for details. For Majestic Mountains: Majestic Mountains LOD Pack for DynDOLOD 3. Obviously do not install LOD meshes from older versions made for DynDOLOD 2.x. Installation Install the requirements as usual. Install the Core Files from either DynDOLOD Resources or DynDOLOD Resources SE depending on the used game version. Typically overwrite any files or refer to Load/Overwrite Orders. Install other options as desired. Unpack the DynDOLOD Standalone archive into a new empty 'DynDOLOD' directory that is outside of special OS folders like 'Programs Files' or 'Program Files (x86)', User, Documents, Desktop, Download and also not in SteamApps, game or any mod manager folders. If the tools are started without setting a Game Mode with a command line argument (-tes5 for Skyrim, -sse for Skyrim Special Edition etc.), a message window will prompt for the desired Game Mode. Since TexGen now generates billboards do not install any 3rd party billboards. LOD Generation Use TexGen to generate object LOD textures and tree/grass LOD billboards into a dedicated output folder and then install as a mod. Use DynDOLOD to generate object LOD (includes grass LOD if enabled), tree and optional dynamic LOD into a dedicated output folder and then install as a mod. Major Feature Changes Generate high quality tree/grass LOD billboards with TexGen. No need to install any billboards. Optional ultra tree LOD is now a checkbox - remember to update the tree mesh rule as desired. Optional billboard Grass LOD in object LOD Level 4. See next post for details. Generate some pre-rendered object LOD textures, including all cities. Optional generate an underside terrain mesh to block sun rays. Automatic texture replacements for stitched object LOD textures. Optional occlusion generation is now a checkbox and can generate Occlusion.esp in the same session, eliminating the step with xLODGen. Support for Seasons of Skyrim. Changelog
  4. 1 point
    I have not seen any problems with the use of ECO. The Legendary modifications can be used for good or evil, but you can increase or reduce damage for weapons that need it. There is a growing number of mods being patched to work with ECO also, ECO Expansion and Patch Archive at Fallout 4 Nexus - Mods and community. ECO and Synth Overhaul at Fallout 4 Nexus - Mods and community to name a few.
  5. 1 point
    I didn't elaborate very well, I did overwrite the settings with NGIO a few times testing it out, and a few times I didn't let it overwrite settings, sorry for not explaining that better my mistake. So basically you could say I tried it several times with and without NGIO settings.
  6. 1 point
    This can also be useful if you want to pick up skill books without reading them because you want to save them for later in your game. This becomes a non-issue with Reading is Good. Yep. Here is a shot showing the Read action with Convenient Reading. It also shows the Read icon glitch which is not caused by Convenient Reading but by a bug in either this mod or moreHUD:
  7. 1 point
    But, I mean...MILLISECONDS! In this day and age milliseconds are important! I want everything NAO. Coincidentally I (forgot I) asked on Kryptopyr's patch hub about perhaps changing from levelled lists to SPID. This is DrMonops reply on it:
  8. 1 point
    Perhaps you may want to clarify that users need to run TexGen with whatever glacier textures they're using, beforehand. I know it's kind of obvious as the instructions are referring to 'TexGen Output', but just in case
  9. 1 point
    Unlike, let's say, SPID for Footprints or SPID for XMPSSE, for example, this one is nice to have but it's not going to make a big difference. ACE only affects a few named NPCs (about 100). Without SPID there is an invisible quest and associated script that runs at the start of a new game to change their default outfit. The changes are then baked into the save file. This part only runs once at the start of a new game and shuts down, but remains dormant and available in case you toggle the changes in ACE's MCM, in which case it runs again (once each time). SPID replaces the above by static changes that are no longer togglable (no more MCM, which arguably nobody probably ever uses, so not a big loss). It saves you a few milliseconds at the start of a new game. Big whoop. SPID doesn't completely eliminate ACE's quest and script however, because ACE changes the outfit of certain NPCs dynamically and conditionally depending on their statuses. For example NCPs who become jarls during the civil war will have their outfit changed by ACE to reflect their new status. SPID can't handle this kind of dynamic change. So even with SPID, ACE's quest and script remain and are still used. So for me it's nice to have it, but I don't consider it a significant improvement over what ACE was doing without it. It's more a case of "SPID is cool tech so let's apply it to all the mods we can think of even if they don't really benefit from it, because I'm cool" by a user (Kinok) who is not officially maintaining ACE. One benefit of SPID however is that end-users can tweak the distribution files more "easily" than patching plugins in xEdit or editing in CK, to resolve conflicts between mods that change the outfits of the same NPCs for example.
  10. 1 point
    Nature of the Wild Lands has been updated and now includes the Morthal region as well. Version 2.2: - The Morthal region is completely done. - Changed trees in the Markarth region. - The trees are slightly increased in size. - Almost all tree meshes have been optimized. - Added new types of trees. - Other minor fixes and improvements. - Added patch for Cities of the North - Falkreath. - Added patch for Elysium Estate. - Added patch for JK's Riverfall Cottage. - Added patch for LC_Build Your Noble House. - Added patch for Riverside Lodge.
  11. 1 point
    Sorry, just pure laziness regarding putting that on the existing mod page. Majestic Mountains has vanilla LOD0 meshes with UV and shader tweaks, maybe vertex colors too, didn't check. But not sure what is meant with premium. Edit: Apparently sheson has made new LOD meshes for MM on the SE page, sorry. These are indeed superior if you use MM. The vanilla LOD0 mountain meshes are of varying degrees of quality, sometimes they were just way to crude in shape for my tastes. Also, I always thought they looked too flat, some of that was because they lost the vertex colors of the full model, which gave them some fake AO and highlights, all around making them look more interesting.
  12. 1 point
    This is very confusing. Why do you want to overwrite MM meshes with SLaW meshes? They're not at all alike. The additional triangles are for improved collision compared to vanilla. The SLaW version is based on vanilla. The additional mesh node comes from the vanilla mesh, which has it too. It's not a fix or an improvement at all. Quote from SLaWF comments section (currently at bottom of page 3): Quote from SLaWF compatibility section on main page (emphasis added), and confirmed in the comments section: The MM meshes are based on vanilla, but largely rebuilt, and most of all, they use a different texture set than vanilla, so they look different and are consistent with the rest of the MM aesthetic. Comparison shots of mountaincliff02: Vanilla > SLaW > MM (Double-sided) If you want MM meshes with MM texture sets + Double-Sided + Improved collision, there is this mod: Majestic Mountains - More Accurate Collision (by Korodic). I was suggesting (and showing) the complete opposite. SLaWF currently has highest priority for assets because it's in the 'Fixes' category of the STEP guide, causing unwarranted conflicts that need to be resolved by hiding stuff. It should have lowest priority. Considering these points: SLaWF is a hodge-podge of various fixes (and gameplay changes). The fixes are "better than nothing" on top of vanilla, they're vanilla-based and not essential. The gameplay changes should not be included in this mod, but that's beside the point. The SLaWF plugin is sorted very high by LOOT, meaning it's considered very low priority and should be overridden/overwritten by most other mods. Like USSEP. Consequently its assets should be treated the same: they should have very low priority too and be overwritten by most other mods which provide actual specific improvements and features over, or deviations from, vanilla. Because its assets are loose files (they should really be in a BSA to make things easier), they need to be sorted very high on the left pane to have very low priority. If you move SLaWF to 'Foundation' for example, there will be no hiding necessary. Imagine USSEP came with loose assets instead of a BSA, where you would put it in the guide: in 'Foundation', or in 'Fixes'? And how much hiding would you have to apply?
  13. 1 point
    I don't think it was me, or I don't remember. But coincidentally I've been using this mod in my current playthrough. It works as advertised. Or at least it appears to, going by the bonuses displayed in its MCM, but it's hard to tell for sure without looking at the actual before/after skill gain numbers and I have no idea how to do that. One thing is working for sure: reading a skill book no longer gives a skill point. As per its description, it grants +4% per book and it's capped at 5 books per skill. I patched it in xEdit to nerf the bonus per book (+2% instead of +4%) and to increase the book cap (10 instead of 5) because I have mods that add more skill books to the game, such as BCS - Lost Library (part of STEP). I also felt that the default +4% permanent bonus per book might be OP... +4% skill points x skill books over the course of an entire game seems to me like quite a lot of skill points compared to a one-time skill level per book. But I really don't know, it's just an impression. Last, I can't tell how balanced it actually is with vanilla levelling mechanics, as my game is modded to decouple character XP and levels from skill XP and levels (i.e. gaining skill XP and levels has no effect on my character XP and level). I also modified the skill XP curves to be much harder at low levels (half of vanilla skill gain) and flatter than vanilla, using Skill Uncapper. So the little skill bonuses provided by this mod are very useful and valuable for my modded game - assuming that they do work.
  14. 1 point
    It mentions disabling ELFX Fixes.esp? I assume that is an error?
  15. 1 point
    I was able to recreate the same issue. W/out this mod > With
  16. 1 point
    I would go with At Your Own Pace replacing the not so fast mods for the main quest and College of Winterhold. I think that using the companions' portion is worthwhile considering nothing in STEP improves the questline. For the Thieves guild I would go with Taking Care of Business. It already has built in compatibility with Thieves Guild Requirements and MCM options. For conflict resolutions there is not much. Nothing that would cause any issues. Mainly just text and quest log descriptions. At Your Own Pace - Companions.esp needs USSEP records forwarded. The better quest descriptions from BQO needs to be prioritized for the quest Take Up Arms and the Companion misc objectives At Your Own Pace - College of Winterhold.esp seems conflict free. The few it has with USSEP are intentional to do the changes the mod provides. At Your Own Pace - Main Quest.esp is also very conflict free. Extremely minor USSEP dialog text that just fixes grammar. A quest log text that is not forwarded. Thieves Guild Reformation.esp has no conflicts. I like the Misc file option for Jaree not harassing the PC every time they pass by lol. I also like the idea of the Riverwood Trader folks not being perpetually always in the same place when you don't go get the stolen claw. I need to test that though. I'm not familiar enough with the Bard's College quests/npcs for the changes there.
  17. 1 point
    I don't know if it's worth creating a topic for it: Crash Log Tools for Mod Organizer (by Parapets) This makes the Crash Logger logs look a little closer to .Net Script Framework crash logs by replacing numeric memory addresses in the log with symbols (e.g. variable or function names) if they are known to the Address Library Database (same database used by Address Library for SKSE plugins). It operates post-mortem, after the crash, on the generated log files it finds in the logs folder. As they currently are, without symbols, the Crash Logger logs are pretty much useless for troubleshooting by novices and experts alike. I have no experience with this tool, I'm just informing you of its existence. I'm still using the 1.5.97 runtime with .Net Script Framework, sorry.
  18. 1 point
    I've been using the setup described in the OP. I also turned off double-sided mountain LODs in DynDOLOD. It's been working fine for me. No visual or performance issues that I could notice.
  19. 1 point
    Had this exact issue and I'm pretty inexperienced with xEdit, your explanation was perfect z929669. thank you!
  20. 1 point
    After testing this for a while in my (limited) playthrough, I must say this is a vast improvement over Not So Fast. Especially the Main Quest is great. It just stops after each step, but leaves a clue in the journal of where to pick it back up when you are ready. So I would vote to use this over Not So Fast.
  21. 1 point
    Thieves Guild Requirements now has an optional file that updates the mod Thieves Guild Alternate Routes - Taking Care of Business Mod at Skyrim Nexus - Mods and Community (nexusmods.com). Kryptopyr's updated version is listed as an optional file while being integrated into his MCM. The mod fixes/gives options for altering the radiant quest issues I described. Mainly > Focus the Thieves' Guild radiant jobs in a single city. The alternate options seem fine. Mainly it lets you be more of a benevolent thief type.
  22. 1 point
    Hey, I figured for all the abuse I caused, LOL, I at least should show you some eye candy, SSE with a 3080. Enjoy! If anyone wants to see more pics, just let me know, I'll be happy to show what the 3080 can do. Meet my character Dalania! Dalania-Whiterun — ImgBB (ibb.co) Dalania at the Silver Blood Inn Dalania-Silver-Blood-Inn — ImgBB (ibb.co) Silver-Blood-Inn — ImgBB (ibb.co) Silver-Blood-Inn-Room — ImgBB (ibb.co) P.S. I didn't want to edit downsize the pics, so they'd retain their size/quality, so I uploaded them at ImgBB. (Be sure to click to enlarge)
  23. 1 point
    Nice, thanks for sharing! TUX ROCKS! LOL P.S. I only game in Windows LOL... I just built a new box; Asus Rog B550F-Gaming mobo, Ryzen 5 5600X, EVGA FTW Ultra 3080, dual boot, Win11 & Slackware 15.0, now all my gaming emulators in Linux, like Dolphin should fly with a 3080... LOL I use game emulators only in Linux...
  24. 1 point
    Don't get too excited, this is pretty boring stuff The thing is, I actually don't use any antivirus/malware/security software (except firewalls and ad-blockers which I do use). I find they're more trouble than they're worth, they're horrible intrusive hacks similar to the malware they're supposed to protect against, they tend to slow down everything and cause all kinds of compatibility issues. I briefly tried MS Defender when Windows 10 came out and quickly disabled it. I rely on my own set of security "policies" and frequent + comprehensive backups which have served me well and kept me safe for ~30 years of Windows computing (knocking on wood). One of these policies is to not let any software handle custom protocols off the browser as this mechanism is easily and commonly hijacked by malware. I'll admit this is borderline overly-zealous, to borrow Z's words. In my case it doesn't hinder me, as I like to take a look at the archives' contents and I often rename the archive files (many of them are very poorly named by the MAs) inside my browser's downloads folder, before moving them to MO2's downloads folder. It's easier for me to do all this from Windows Explorer, rather than switching back and forth between MO2 and Explorer. I think MO's Downloads tab interface is very poor and cumbersome to use. I have an IT background too. I can't stand the babysitting of security software and having to exclude a bunch of apps and folders all the time just to get trivial work done. I know what I'm doing, I don't need this kind of 'protection' - thank you very much. To anyone else reading this: don't follow my example, it's not helpful. Please use security software.
  25. 1 point
    The directory is correct now, it's in ...\Games\Steam\steamapps\common. Previously it was in Games\steamapps\common. Yeah I started over by deleting everything Skyrim-related from the documents folder, uninstalling Steam and uninstalling Mod Organizer.
  26. 1 point
    You're correct - I missed a file. Looks like this plugin was tied to "The Legacy of X13" mod which I had neglected to install. Sorry for the red herring post!
  27. 1 point
    .Net runtime 6 or newer is a "soft" requirement, e.g. not needed for things to work. The default .Net Framework 4.8 installation of Windows is sufficient.
  28. 1 point
    https://dyndolod.info/Installation-Instructions Install the Core Files from either DynDOLOD Resources or DynDOLOD Resources SE depending on the used game version as any other mod. Typically overwrite everything else unless another mod specifically instructs to overwrite DynDOLOD Resources. Refer to Load/Overwrite Orders for detailed explanations. Install other options as desired. In case of Enderal or Enderal SE the only useful options are the Low-Res LOD Textures and the Desync Birds of Prey. https://dyndolod.info/Help/DynDOLOD-Resources Typically DynDOLOD Resources LOD assets should overwrite everything else unless another mod specifically instructs to overwrite DynDOLOD Resources. Refer to Load/Overwrite Orders for detailed explanations. https://dyndolod.info/Help/Load-Overwrite-Orders Based on that information and looking what conflicts: Tamrielic Textures SE 1 - Landscapes - all LOD textures that are included in this mod being overwritten by TexGen Output anyways. DynDOLOD Red Mountain Plume - if you want to use that plume it needs to overwrite the one included in DynDOLOD Resources SE. Assorted Mesh Fixes / ELFX - Exteriors Fixes - personal preference which mod should overwrite the Riften full models. Enhanced textures detail - LOD meshes should overwrite DynDOLOD Resources SE. https://dyndolod.info/Mods/Majestic-Mountains Download and install the DynDOLOD V3.0 LOD Pack from the mods file section overwriting all of DynDOLOD Resources SE.
  29. 1 point
    Good to know. Maybe I can force reproduce it. We'll see.
  30. 1 point
    I know this. But the last times i failed on the Dyndolod thingy, which now finally succeeded. Maybe it shouldve been better if i correct this, to say thanks to all. But in this case, i wanted to mention Sheson a bit more, cause i finally saw the awesomeness of the generated lods, cause of Dyndolod But ofcourse, the step team itself has done a magnificent job; Easy to follow, easy to do, and in the end a wonderful result!
  31. 1 point
    The plugin and associated Papyrus scripts are only needed for the Weapon Styles feature (and associated animations). The skeleton meshes and animations overwrite vanilla files, they don't need a plugin to be effective. This is similar to installing ELFX and disabling its plugins to keep the meshes. I believe the XPMSSE mod could be omitted entirely from the guide - AFAIK there are no other mods in the guide that absolutely require it. However it's nice to still include it in the guide simply for the skeleton meshes and animations - without enabling the plugin - because it's the de-facto "standard" and a boat load of mods depend on its skeleton meshes and animations - but not on its plugin, which is a completely separate feature. In that case, as you remarked, the fixes, and fixes of fixes, are not needed anymore. That's essentially what I've done.
  32. 1 point
    Removing existing display drivers with DDU and reinstalling the most current version appears to have fixed the problem, as i've yet to reproduce the error in several hours of play. Hopefully this thread helps someone out in the future.
  33. 1 point
    Again, sorry for the late response. I solved the issue by raising the gamma of LOD32 in xLODgen. Now the maps snow is fine and in-game looks good as well.
  34. 1 point
    I am really thankful for that explanation. i removed columns with Step Patch from colored records and in Loot there is no warnings now so i guess that did the trick. now i need to do some settings tuning and generate lods. Thanks again
  35. 1 point
    By all means, debate away! It's an interesting discussion, I feel more knowledgeable just from reading your exchanges. Just wanted to check back in to say that I have benchmarked, added an ENB, and added all the LODS. Everything appears to be working perfectly! I've been trying to get a Mod list that was just right since November (2x on my own, 1x using that "collections" feature on Vortex, and now finally success with STEP!), and STEP feels just right! I'm so glad I can finally start playing this damned game again! Keep up the good work, it's much appreciated.
  36. 1 point
    Just another race condition. At the time the plugin is being loaded, the plugin that adds the linked record is not yet loaded, so the linked record can not be resolved. Once loading of all plugins completed, the record can be resolved and all is fine. It is expected to happen with injected records.
  37. 1 point
    1.6-compatible version here: https://www.nexusmods.com/skyrimspecialedition/mods/69326 This is not an update to this mod, it's a new mod, using the same code, rebuilt for "AE".
  38. 1 point
    Nah, I'd just walked out of the Dawnstar Inn. I think I know the problem. I'd run BethIni to specifications, except I'd not had the correct MO profile ticked. Redoing it with the proper profile made it blend in like it should. Thanks so much guys!
  39. 1 point
    Double-check and make sure 'Projected UV Diffuse Normals' is enabled 'Improved Shader' is disabled on the Visuals tab of BethINI.
  40. 1 point
    The debug log is replaced with each start and so only contains the last session. If you want to report or troubleshot a problem, upload the debug that contains the problem. The normal log is appended to. The one you upload contains two sessions. The first start seems successful and finds the DynDOLOD Resources and looks like the tool was simply exited. The second start shows the tool being start by Windows Explorer. When installing a new DynDOLOD version, make sure to follow the instruction to unpack the DynDOLOD Standalone archive into a new empty folder. This should be fixed with Alpha-94
  41. 1 point
    Too many compatibility issues and crashes Some mods bundle old versions of FISS scripts, causing conflicts and instability. Furthermore, it's been found that it can't cope with multiple mods accessing configuration files simultaneously (such as when starting or loading a game). Last but not least, it's not "officially" supported with AE (Skyrim 1.6.x). It's the right move to dump it, in my view. I recommend using the Settings Loader series to add the auto-load/save settings feature to MCMs lacking it. Many popular mods are covered. The modern and reliable replacement of FISS is MCM Helper, on which the Settings Loader series is built.
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