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  1. As a workaround, I ended up increasing the "Mass" value of the involved lanterns. Most had a mass of 30. I increased this value to 170. Works well so far in my game.
    2 points
  2. Should not be. I use the nude version to with no problem.
    1 point
  3. Discussion topic: 1st Person Greatsword Idle Animation Fix by Kellborn Wiki Link Greatswords in Vanilla didn't have any Idle animations, tbh i've never noticed this. Not sure if its "worthy" to be considered here but i think it is a great "fix".
    1 point
  4. Discussion topic: Crosshair-aligned Crossbow by Pragasette Wiki Link A small animation replacer to align the crossbow with the crosshair. Makes aiming with a crossbow a lot better in my opinion.
    1 point
  5. This hole fix is already covered by "Major Cities Mesh Overhaul" and it looks imo better than this fix here. You just have to hide the "wrblacksmithbase.nif" file from Whiterun Mesh fixes so it won't overwrite the hole fix from "Major Cities Mesh Overhaul".
    1 point
  6. You can change the size of the font by editing Convenient Reading's INI file. Double click Convenient Reading on the left pane and then click the INI tab. Select the Convenient Reading.ini and on the right change both iBookFontSize and iNoteFontSize to a higher number. The default is 15 which I personally found too small. I changed them both to 20 which is Skyrim's default font size. iBookFontSize=15 iBookFontSize=20
    1 point
  7. Only debug logs were uploaded. The debug log reports that there is a file C:\Games\Steam\steamapps\common\Skyrim Special Edition\Data\seasons\MainFormSwap_WIN.ini, it is loaded and processed. As usual, to find files in the data folder, use MO2 right window Data tab. Make sure enable the Mod column. Make sure to check Enable archives parsing under menu Tools, Workarounds tabs.
    1 point
  8. Fixed the download options.
    1 point
  9. Same thing happening on my end with that piece of CC content, Alpha 189 is the first time it's ever been an issue. Copying from a separate post in which I mentioned the issue: As a side note (I didn't want to make this its own thread because I resolved the issue, but nevertheless think it's worth bringing up): When generating a new output on Alpha 189 and the newest Resources mod (wanted to see the new rock wall LOD), I got a notification about an unresolved form ID in cctwbsse001-puzzledungeon.esm. I went through the steps to find the errors in xEdit (there were two such errors in that plugin) and deleted the relevant properties, as both errors were for VMAD script properties. I was able to generate with no problem after doing that, but I felt I'd bring it up here since I've never gotten that warning before on past DynDOLOD versions and because that plugin is one of the AE creations/DLCs. As a test, I reinstalled the base game + AE creations and the same two form ID errors returned, which means they've probably been there all along. Just found it strange that I'm only now getting warnings about it, and I just want to make sure that it's safe to delete those properties for CC content. (Note: I am using the Unofficial CC Patch, too, and have been for a while).
    1 point
  10. How much free main memory is there available before starting DynDOLOD? What kind of disk is the drive F:? Can you test what happens if you change affinity in task manager to only use half the CPU cores?
    1 point
  11. Read https://dyndolod.info/Official-DynDOLOD-Support-Forum#Post-Logs how to enable and upload the realtime log. The issue might be because of memory issues, unstable PC, BIOS settings etc. Check the memory usage with task manager while LOD is generated. Make sure the PC is stable with prime95/OCCT for example.
    1 point
  12. Mod was updeted over at AFK. v4.2.3 Fixed a gap in the railing inside Shoal's Rest Farmhouse. Cleaned up a few instances of navmeshes with floating nodes. Especially around the farmhouse area.
    1 point
  13. 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. You only uploaded the normal log. The debug log to also upload is in the same log folder. Use the Copy message to clipboard link and paste the message as text instead of posting a screenshot, as explained in the first post and https://dyndolod.info/Official-DynDOLOD-Support-Forum#Copy-and-Paste-Text The message reports that Unfrozen_SUM.ini in the subfolder seasons contains an entry for a DynDOLOD plugin. The subfolder and file are read from the reported data folder F:\SteamLibrary\steamapps\common\Skyrim Special Edition\Data\ In MO2, right window Data tab. Enter the filename Unfrozen_SUM.ini into the filter field to the lower right. It should then list the file in the seasons subfolder and if the Mod column is enabled tell you which mod the file is actually from. You should be able to right click and open the file in notepad. It should be opened from its physical location in whatever mod folder it is from. Find the line and remove it. Save the file.
    1 point
  14. Read the first post and/or https://dyndolod.info/Official-DynDOLOD-Support-Forum#Post-Logs which DynDOLOD log, debug log and crash log to upload when making posts. https://dyndolod.info/FAQ#Entire-LOD-missing Can be caused by [MapMenu] uLockedObjectMapLOD=32 in Skyrim.ini (or SkyrimCustom.INI or a mod INI), especially if there are no object LOD level 32 meshes (which is the vanilla/default). See Trees on the Map for further explanations. https://stepmodifications.org/forum/topic/19903-lods-not-appearing/ https://dyndolod.info/FAQ#Entire-LOD-missing#Object-LOD-shows-in-active-exterior-cells Can be caused by [MapMenu] uLockedObjectMapLOD=32 in Skyrim.ini (or SkyrimCustom.INI or a mod INI), especially if there are no object LOD level 32 meshes (which is the vanilla/default). See Trees on the Map for further explanations. Also see Maps And Map Mods and Seasons if relevant https://stepmodifications.org/forum/topic/20455-lod-and-full-models-overlapping/ The above problems are most likely caused by not following the instructions of ACMOS. https://dyndolod.info/FAQ#ILS-or-CTD Install a crash logger and troubleshoot the real cause of crashes as explained in the ..DynDOLOD\Docs\DynDOLOD-README.txt. In case any help is required with analyzing the crash log or to report actual problems, make a post on the official DynDOLOD support forum. This includes believing having found an issue with DynDOLOD and in particular when using a workaround or fix like disabling mod or plugins, changing certain settings etc.
    1 point
  15. Discussion topic: Knotwork by Jelidity & SeaSparrow Wiki Link Quest Journal Fixes implemented
    1 point
  16. Hello! Thank you for your quick response. However, I’m a bit lost. Nothing on the Bruma forum helps me with my issue. I have some additional elements that I’ve tested… I tried generating the LODs myself using "Execute LODGen" from DynDOLOD, but it results in the same issue. When I check the files (I tested with Molagworld (Coldharbour)), I see that there are only 5 or 6 files, and on top of that, they are only 1KB in size… I don’t know what could be causing this or how to fix it. I know that Bruma is poorly handled by DynDOLOD, but Vigilant should normally work fine. However, I noticed something: there are LOD files included in the base archive of the Vigilant mod. I have no idea how to use them or if they are even useful. If I generate the files with xLODGen, they work fine, and all the files are present (there are 510 files, each around 250KB). However, they conflict with those from the Vigilant mod. I don’t think that’s a big issue, though, since I’m generating them myself for the terrain. The real problem is with objects (and trees as well, but there aren’t really any in Coldharbour, as I recall from playing the mod before). I also want to mention that I followed the STEP guide for everything related to configuration and basic elements, including xLODGen and DynDOLOD. I installed everything as detailed in the STEP guide for improving the map, along with a few extra mods here and there. As for Bruma, what’s strange is that I never generated LODs for its worldspace, neither with xLODGen nor DynDOLOD. Despite that, I have the same issue as with Vigilant, even though I did generate the LODs for Vigilant. Thanks for your help and response!
    0 points
  17. Really appreciate you checking that out! Looks great now! R
    0 points
  18. Problem solved, I followed the guidelines and no more seams. Case closed! Thank you for the quick help. EDIT: Unfortunately no, it's still happening. EDIT 2: Fixed for good! I had to disable Worldspace Transition Tweaks before generating the terrain LODS. I also used the settings from that page instead.
    0 points
  19. Here's a video. I tested at the nodes near Lakeview Manor and Embershard Mine. Please let me know if there's anything else that might help.
    0 points
  20. Oh wow my settings were all wrong. I'm generating new terrain LODS with your settings, hopefully that takes care of the issues. Thank you for the help, Azura's blessings upon 'ya!
    0 points
  21. The vanilla complex grass with the default ENB settings for complex grass and every other effect disabled still matches fine at noon with the default billboard NIF 4, perpendicular normals and settings. Though I might change the default to billboard NIF 5 (still perpendicular normals) and use a bit of backlighting and reduce the brightness multipliers a bit for slightly close matching at dusk/dawn depending on view direction. The hole thing of complex grass with a normal map texture was that it - unlike the vanilla grass - that the LOD billboards required 4 planes with perpendicular normals to match what ENB does. The first question to answer would be what ENB settings or mods change that.
    0 points
  22. Great. Thanks for reporting back that it works as intended now. The debug log is saved right after the normal log if you let the tool shutdown normally. Since it is working OK now, don't worry about it.
    0 points
  23. Great, thanks. I saw recommendation for convenient reading settings on internet, but somehow missed to find the ini file itself in my installation. Now it works, so either ways are good or even in combination of FOV and convenient reading settings.
    0 points
  24. Seems like i made oversight on the other LOD settings. I generate it again and replaced existing, the problem is fixed now thank you.
    0 points
  25. Mod was updated to NG. Version 18/1.3.0 Switch to CommonlibNG to support all game versions with one DLL. No other changes.
    0 points
  26. Detailed Instructions for Vanilla Landscape Corrections needs to be updated. There is no longer an update file that needs merging. And the .esp "VLC Merged Patch - CFR-StaveChurchBW.esp" no longer exist so it can't be deleted.
    0 points
  27. Thanks! I went back through and that has fixed the issue. I did have to re-enable all plugins in MO, however as that wasn't automatic for the FearsomeFists alert, but all sorted after doing so. Much appreciated!
    0 points
  28. The one with %USERPROFILE% is not working with xEdit! And normally works if the whole path set I suggested above: BethINI pie works with INIs saved in MO profiles. By default when you select the game SkyrimSE it tries to go to non-GOG folder, so you have at first correct the Setup path via menu Edit->Setup and set a proper path (it needs to be done once): Once edited and saved by BethINI (f.e. change just resolution) you may check whether MO2 shows the changes in open INIs folder or in INI editor.
    0 points
  29. Managed to use the whole STEP guide on GOG version 1179 where My games and similar other paths contains GOG. MO2 supports this GOG version already, just I suggest using profile specific paths for inis, plugins and saves (like in TRA guide), then BethINI pie works with no args. All other tools (xEdit, etc.) should have the GOG paths for ini, saves, profile, f.e. xEdit: -IKnowWhatImDoing -SSE -AllowMasterFilesEdit -I:"C:\Users\<user>\Documents\My Games\Skyrim Special Edition GOG\Skyrim.ini" -P:"C:\Users\<user>\AppData\Local\Skyrim Special Edition GOG\plugins.txt" -G:"C:\Users\<user>\Documents\My Games\Skyrim Special Edition GOG\Saves" And for Mods where FOMOD contains GOG 1179, you have to select it, instead of Steam 1170 as of STEP. Final trick with RaceMenu, just check discussion for the mod on Nexus, there is a link to GOG 1179 racemenu version.
    0 points
  30. Wouldn't ya know it. Just as soon as you update the guide, a new version of this mod is released rendering the STEP instructions outdated. EDIT: Oh, wrong mod. It was the Static Mesh Improvement Mod Improvement Mod that got updated.
    0 points
  31. https://dyndolod.info/Help/Grass-LOD Grass LOD is generated for LOD level 4 only. https://dyndolod.info/Help/Grass-LOD#Settings With No Grass In Objects full grass can be rendered past the active cells, so grass LOD can either start right beyond the active exterior cells (uGridsToLoad), which has better for performance - or beyond the large reference distance (uLargeRefLODGridSize). The DynDOLODGrassMode/DynDOLOD-Grass-Mode 1 or 2 setting controls the distance of full grass respectively to make sure it renders to the edge where the grass LOD starts. Grass LOD is only generated in LOD Level 4. Grass Mode 1 and 2 define max distance of full grass and thus where grass LOD starts. For grass LOD to be visible the terrain LOD needs to be of high quality so the billboards are not hidden under coarse terrain LOD or float above it, which can be achieved by increasing how far terrain LOD level 4 shows. Grass LOD in higher LOD levels will take a considerable longer time to generate, create huge LOD files, since they cover 4 times the area. Rendering lots of small triangles covering each other can have quite the effect on performance. The performance and resource requirements still increase quite a lot, even if density is lowered. The idea is that at those distances "grass" colors should be baked onto the terrain LOD textures.
    0 points
  32. Thank you! AFAIK, our company has its own reasons to become friends with modding community (among other things, our engine-under-development should include explicit support for modding, including running mods on our servers (!)). So, when SUMMON - which was indeed started as a hobby project - got to where it is now, we raised this question with the management, and they agreed to spend some resources on making a (free and open-source) product out of it.
    0 points
  33. As for the problem itself, I'm at the same step as ClonedMew; I've fixed the issue with "Repair Spider Release Lever" by having xEdit Quick Auto Clean clean cctwbsse001-puzzledungeon.esm, though now DynDOLOD's error message complains about some kind of "Altar of the Seasons" (though it returns to the lever thing if I activate the older DynDOLOD output file). The concerning thing is that this does seem to be an issue with Forgotten Seasons's own plugin. I know a basic amount of how to use xEdit, and going to the FormID that DynDOLOD reports as problematic does reveal that one of its scripts references another FormID that doesn't seem to refer to anything (see attached image). It would be trivial for me to make a simple patch that changes this value and the similar gap in Repair Spider Release Lever and then distribute it to you guys. But the issue is, I have no idea what was originally supposed to go here.
    0 points
  34. https://dyndolod.info/Messages/Property-Not-Found-In-Scripts In case the script property does not exist in the script anymore intentionally, remove the no longer needed entry from the script properties on the mentioned record with xEdit. Open the mentioned form ID xx1EC62C in 3DNPC.esp in xEdit. Replace xx with the load order ID of 3DNPC.esp. Enter the form ID into the FormID field top left of xEdit and hit the enter key. That opens the record in the right window. Unfold the VMAD - Virtual Adapter, unfold Scripts, unfold Properties, find the mentioned Property with FreeformMarkarthO and right click it, select remove. Close xEdit and save.
    0 points
  35. You probably have a plugin that contains a problem or error that causes xEdit to crash. If the paying attention to the log inclusive. do a binary search to find out which. 1. Only load about half the plugins. 2. Do the check. 3. If there is no problem load the other half. If there is the problem, repeat from step 1 for these plugins. 4. repat until one plugin remains.
    0 points
  36. The TreesApen06 full model shown in the right screenshot is the one Aspen tree LOD billboard shown in the left screenshot in front of the LOD tree with the missing texture. This warning message from the DynDOLOD log is probably related: [01:13] <Warning: File not found textures\mx\treeaspen01_c_lod.dds. Used by meshes\landscape\trees\treeaspen01_lod_0.nif Fabled Forests.esp TreeAspen01 [TREE:0006A9E6]> [07:53] <Warning: File not found textures\mx\treeaspen01_c_lod.dds. Used by meshes\landscape\trees\treeaspen01_lod_0.nif Skyrim.esm TreeAspen01 [TREE:0006A9E6]> Install the missing texture. You probably installed a mod that overwrites the trees from Fabled Forest. Maybe with Aspens Ablaze. Pay attention to log messages, especially the ones that are listed in the summary https://dyndolod.info/Messages https://dyndolod.info/Help/Summary-Of-Messages
    0 points
  37. Optional file added...SMIM SE 'Farming Creation Club' Patch
    0 points
  38. No it won't cause any issue. The last update was for DynDOLOD only and I just forgot to update the TexGen version number. It will be the same version number again next alpha.
    0 points
  39. The bugreport says the largest free memory block is 128427GB, as in 125TB, while 30GB being allocated, while having 16GB physical memory. This seems wrong somehow... If you have custom page file settings you might want to change that. Also disk C: seems low on free space. Try with this test version https://mega.nz/file/RVZyRDTS#BxWri-WfxDl3WS80ZXrQkHdjL4V8sH3vGitCSLgfZHo Report results.
    0 points
  40. Read the first post and/or https://dyndolod.info/Official-DynDOLOD-Support-Forum#Post-Logs which DynDOLOD log and debug log to upload when making posts. https://dyndolod.info/Generation-Instructions#2-Generate-The-LOD-Mod-with-DynDOLOD Disabling plugins, mods, meshes or textures is a troubleshooting step and not a fix. In case of problems or questions, use the official DynDOLOD support forum for qualified help and advice. If you have a problem with errors or warnings from something else as well, then ask for help with it in order to fix it if necessary. The uploaded file Unfrozen_SUM.ini does not contain any references to DynDOLOD plugins. The file name does not match the filename you write about "i got an error with circular seasonal swaps in Unfrozen_ini.", though that filename is probably not the one that was reported. If the file that is reported seems to be fine when you check it, it typically means you are not looking at the exact same file the game and tool use. Without logs it is not really possible to help or troubleshoot the issue properly.
    0 points
  41. Mod was updated to version 3.1.0. Improved flames that appear on actors so that they are smoother now. Improved smoke from fires for smoother animation and less popping. Added an option to not use the Master for users who do not use DynDOLOD. Added a customization option to reduce actor flames for improved 1st person visibility. Updated the Houses Shops and Inns SE patch to be load order agnostic. FOMOD instructions need to be updated on the guide. The plugin selection doesn't have the "Standard" option anymore. It's now "ESP + Master" or "No Master (no DynDOLOD)". Pretty obvious which one to pick as it pertains to the STEP Guide, just thought I'd mention it anyways.
    0 points
  42. Reading this just makes me want to thank the admins here for being so patient and helpful to all ages, regardless if we are "smart people" or not!
    0 points
  43. Thank you for the answer. I generated grass cache and didn't generated LOD's for grass. Figured intuitively that grass LOD's are going hand in hand with 21 Post-Processing. Also I made two versions of DynDOLOD's: First with medium presets and performance options and Second with high presets and optimal options to test on my laptop. I see around 7-10 FPS drop outside of Whiterun and Riften. Also what I saw that High presets with optimal options is much better looking than Medium presets with performance options. Medium-Performance: High-Optimal: Thank you for your answers, I really appreciate them.
    0 points
  44. This is one of those mods, where it doesn't matter which mods are installed. Mods that are not installed are simply ignored by Completionist. The only downside of installing an add-on that you don't need is that it takes up disk space. Same with Completionist itself really, which standard adds support for things like Wyrmtooth, cheesemod, Falskaar etc. As a btw, since my patch has been added to this patch hub, I am no longer involved in any development, testing etc. of Completionist or the patches.
    0 points
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