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  1. I've created a MO2 plugin to band-aid this issue. Thanks for information provided here. Plugin just redirects anything that goes to Documents/Skyrim.INI back to Documents/Skyrim Special Edition via MO2 VFS, it's not a real fix but enough to satisfy my OCD for now. https://www.nexusmods.com/skyrimspecialedition/mods/144932
    3 points
  2. I really like Pandora compared to Nemesis. I belive Pandora will be the new standard.
    2 points
  3. 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
  4. I was doing some reading of issues on the Mod Organizer github and stumbled onto an issue the same as yours, crashing when launching applications through MO2. A couple of users there stated there they were using BitDefender Antivirus. They also stated that they were also using BitDefenders Advanced Threat Defense which is separate from the AV. It looks like one of the users outright disabled the threat defense and the other made some exceptions to the advanced threat defense. I took the liberty to copy them here in case you also use that. (MO2 Install Directory)\modorganizer.exe (MO2 Install Directory)\ufvfsZ_Zproxy_x64.ext (Skyrim special edition Install Directory)\skse64_loader.exe (Skyrim special edition Install Directory)\skyrimse.exe From <https://github.com/ModOrganizer2/modorganizer/issues/1808>
    1 point
  5. Dont bother about that. Follow the guide. Loot information is outdated.
    1 point
  6. 1. First install the main Conflict Resolution patch. 2. Then install all four (4) CR Modular extension patches. Make sure you dont merge them! 3. Then install one (1) of the Combo Extension patches. With a full Step guide install, that is a total of six (six) patches. You can see HERE under modlist step 20 how it should be with a full guide install.
    1 point
  7. Use the Copy message to clipboard link and post the text of the message instead of a screenshot. See https://dyndolod.info/Official-DynDOLOD-Support-Forum#Copy-and-Paste-Text The OS does not seem to have an application associated with opening htrml files or web links. It is usually the default web browser. This can generally be fixed by right clicking an *.html file, select open with, choose a browser and check the box to always open with it.
    1 point
  8. Yes, the dll for your version & the scripts. Make sure they overwrite the scripts from dyndo resources
    1 point
  9. https://dyndolod.info/Help/Grass-LOD, https://dyndolod.info/Updating LOD for grass is part of object LOD and can not really be separate. If you already have an existing LOD mod you want to keep but also be able to switch back to, make a copy of it into a new LOD mod. Deactivate the old LOD mod to be kept as is and activate the new LOD mod to be updated. Start DynDOLOD, select the desired worldspaces, check grass LOD and generate as usual. Merge the new output into the new LOD mod. Overwrite existing files.
    1 point
  10. This is a beta of [FNV|FO3|FO4|FO4VR|TES5|SSE|TES5VR|ENDERAL|ENDERALSE]LODGen with terrain LOD meshes and textures generation. This is for experienced mod authors and users that know how to use xEdit, xLODGen or DynDOLOD already. Installation and Setup Download xLODGen beta 130 - based on xEdit 4.1.6. See the xEdit Discord #xlodgen-builds channel for changelog. 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. Rename xLODGenx64.exe to [game mode]LODGenx64.exe (TES5LODGenx64.exe for example) or start with command line parameter -fnv, -fo3, -fo4, -fo4vr, -tes5, tes5vr, -sse, -enderal, -enderalse Use -o:"c:\OutputPath\" command line parameter to change where files are generated to, default is the game folder. Then install output as a mod. Do not generate into any game, any mod manager folders or special Windows folder like Program Files x86, Users, Desktop, Documents, Downloads etc. If a mod manager is used, refer to its manual how to add tools and their command line arguments. Otherwise use a windows shortcut. If required, use command line arguments to set the paths to certain directories and files. For example: -m:"c:\Users\[USERNAME]\Documents\My Games\Skyrim Special Edition GOG\" -p:"c:\Users\[USERNAME]\AppData\Local\Skyrim Special Edition GOG\plugins.txt" -d:"c:\GOG Games\Skyrim Special Edition GOG\Data\" or -m:"c:\Users\[USERNAME]\Documents\My Games\Skyrim Special Edition MS\" -p:"%localappdata%\Packages\BethesdaSoftworks.SkyrimSE-PC_3275kfvn8vcwc\LocalCache\Local\Skyrim Special Edition MS\Plugins.txt" -d:"c:\Program Files\ModifiableWindowsApps\Skyrim Special Edition (PC)\Data\" Requirements Microsoft Visual C++ Redistributable for Visual Studio 2015, 2017 and 2019 - Required by LODGen.exe/LODGenx64.exe and Texconv.exe/Texconvx64.exe. Get matching platform x86/x64 depending on which xLODGen.exe (x86) or xLODGenx64.exe (x64) is used. RTFM and Share Results See the included Skyrim-Occlusion-Readme.txt for a brief explanation of the Skyrim TVDT Occlusion data generation. Read the hints that are shown when the mouse pointer rests on a setting. Ask specific questions or give feedback in the dedicated Skyrim TVDT - Occlusion Data thread. See the included Terrain-LOD-Readme.txt for a brief explanation of the settings for terrain LOD generation. Read the hints that are shown when the mouse pointer rests on a setting. Ask specific questions about terrain LOD in this thread for a more in-depth explanation if required and share feedback (with screenshots) about results or problems. These tools generate LOD meshes and textures "exactly" like CK, but not like the meshes and textures which are shipping with the games (they are often manually edited). However, these tools provide more options and higher resolutions (use the x64 version if there are memory errors because you believe you require 4k or higher) and can be updated to add more useful features and options. I did some testing in the different games, but finding the best combinations of options and settings requires lots of testing and are a matter of personal opinion and which game is used, the load order, mods, even different worldspaces probably. That means, I am only able to give generic guidelines and hints to send you off to find and test for yourself and share your results. My main interested is that generations works correctly and without problems for now. This beta is about testing and reporting problems. Check out the thread xLODGen Terrain Settings Compare. Also refer to any modding guide which has a list of relevant mods close to your load order. The object and tree LOD generation is the same as the current versions of xEdit / xLODGen. Refer to their respective descriptions and explanations. Obviously, users of Skryim/Enderal/Skyrim SE/Skyrim VR/EnderalSE continue to use the easier and more comprehensive DynDOLOD for drastically improved object and tree LOD generation and only use xLODGen for terrain LOD (and maybe Occlusion) generation. See https://dyndolod.info/Help/xLODGen for terrain LOD generation instructions. First Time Here are suggestion to start without going crazy and that should be quick enough to generate: Set quality of meshes for LOD4 to 5 and then +5 for each next level. Or just set levels 8/16/32 to 10. Check protect cell borders (yes it fixes the ugly terrain drops at outer cell borders that still exist in Fallout 4). Use the max vertices setting only if you want to hard limit max file size. In Skyrim Special Edition or Skyrim VR, if you notice terrain briefly flickering when new areas are loading in, set [Display] bEnableLandFade=0 in Skyrim.INI Set Optimize Unseen to off for LOD4 for first generation. Start experimenting with a value of 550 with a quality setting of 10 or lower for LOD32 (used for map) and compare coastlines and file size to other settings. To quickly generate terrain LOD meshes just for the map, check only terrain LOD Meshes, check the Specific Chunk checkbox and set drop down to 32. Leave SW fields empty for complete map or set SW cell coordinates to same values as a *.btr filename to test a specific area with lots of water, river etc. Set texture sizes to 512 for a start. Larger sizes and large world spaces will take a considerable time (like 15 to 30 minutes or more easily). Each higher resolution means quadruple the work. Use DXT1 for diffuse and 565 (DXT1 if on Windows 7) for normal maps. If generating for Skyrim Special Edition and VRAM is not of concern use BC7. Uncheck mipmaps, raise steepness and Bake normal maps. For now, leave the Brightness, Contrast and Gamma at 0 and 1.0 respectively. It seems that only Skyrim CK and Skyrim SE CK are manipulating the intensity of the textures to adjust for the noise.dds and the god awful "improved" snow shader of Skyrim SE (just turn that thing off, really). If textures seem too dark in the game, brighten the noise.dds instead or vice versa. That way you can get perfectly matching LOD textures that look just like the textures in the loaded cells. For Skyrim a good average color of the noise texture seems to be around #C0. See below for a couple noise texture downloads. If you want to test larger texture sizes, use the chunk option to limit the number of textures that need to be generated. For example, check [x] Specific chunk, leave the drop down empty and set WS to the lower left cell coordinate of an 32x32 area, like 0, 0. It will then generate all textures up to 31,31. Not all worldspaces have their origin at 0,0 so you will have to check already generated meshes/texture filenames for their lower left coordinates. Questions and Feedback Obliviously anything related to terrain LOD should be posted in this thread. Upload the [FNV|FO3|FO4|FO4VR|TES5|SSE|TES5VR|ENDERAL|ENDERALSE]LODGen_log.txt that is saved in the same folder were xLODGenx64.exe is after the tool is closed. Posts related to Occlusion should be made here. Recommended Optionals TES5-Terrain-Tamriel.esm (Mega), SSE-Terrain-Tamriel.esm (Mega) TES5-Terrain-Tamriel-Extend.esm (Mega), SSE-Terrain-Tamriel-Extend.esm (Mega) - These extend the sea of ghost further to the north (see screenshots) SSE-Terrain-Tamriel-Full-Extend.esm (Mega) - Entire map from -96,-96 to 95,96 with northern ocean extension. Useful for mod authors. Only use one at a time. Put in game data folder obviously. Adds back terrain for Skyrim (Tamriel worldspace) at the outer edges so there is no missing terrain meshes/textures when generating terrain LOD for Skyrim. Load as early with lowest priority as possible, so that any other plugins overwriting or adding land records or cells with the same coordinates take precedence. Only required to be loaded when generating terrain LOD. No harm done when loaded in-game but typically the player can not get close to these areas. There are no effects outside the far away added cells. Noise Single color flat noise, Adjusted vanilla noise, HD Terrain Noise Texture SE Examples for Skyrim. Install to game folder like any other texture mod. The noise texture is applied in-game on top of terrain LOD textures, so no effect for LOD generation. Only the red channel is used in case the textures is not a grey channel format. MipMaps are ignored. The textures is tiled 3x3 per LOD quad, e.g. for LOD level 4, the noise texture is repeated 3 times to cover 4 cells, for LOD level 8, the noise texture is repeated 3 times to cover 8 cells and so on. Test-Terrain-Tamriel.7z For testing terrain LOD distances. Plain color terrain LOD textures for Tamriel with coordinates for every LOD quad. Green for LOD 4, yellow for LOD8, blue for LOD 16 and red for LOD 32.
    1 point
  11. Deactivated "Font overhaul - Natural Typefaces of Skyrim" and the "bug" went away. Now i just have to figure out how to solve it.
    1 point
  12. In the instructions for "Unofficial High Definition Audio Project" there are no longer any instructions about downloading all the files and merge them. Maybe bring that back?
    1 point
  13. If a on demand textures like the *linear.dds already exists in the load order or the output folder it will not be created again. For now you would have to delete them beforehand manually.
    1 point
  14. Should not be. I use the nude version to with no problem.
    1 point
  15. 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
  16. 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
  17. 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
  18. 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
  19. 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
  20. What i write is ofc my opinion. How could it be anything else? I belive you are very wrong that most STEP users play without adding or extracting other non guide mods to there game. People using the guide (and other guides) ask all the time if this or that mod is compatible. You have the OPINION that it is a god given human right to have an automated way to install mod lists into their game? That is what you impose. Many mod authors are getting more and morre tired of people on the Nexus demanding support.
    1 point
  21. Yeah, I used ESET before in the past but it was part of a work license, so I do not have access to it anymore. I will corroborate that I had no issues back when I had ESET. Just glad this seems to be the fix we were looking for.
    0 points
  22. Mod was updated to version 1.18.0. Version 1.18.0 Fixed some parts of the ground in Windhelm were marked as “Unknown” material. Fixed some parts of the dirt ground in Windhelm were marked as “Heavy metal” material. Fixed a piece of imperial tower ring ground were marked as "None" material. Fixed dwemer mill gear assembly marked as "None" material. Added Patch for Golden Dwemer Pipeworks Redone.
    0 points
  23. This small, but significant comment is unbearable: Since 2017 I was using my GTX 970M graphics card laptop and had to always micro manage my step setup according to my hardware, BUT now I got i5-14600KF, 32GB DDR5 and juicy RTX 4070 Super and I started laughing when I saw this developers comment about "avoid temptation" which is HUGE I remember this comment from way before and I was thinking "maaaan I wish to have this temptation". So yeah just wanted to share a bit. And huge thanks for this guide - a life saver.
    0 points
  24. When following first time launch of MO, this section of setup is missing: I will leave it default like this I assume. EDIT: This section later explains it: And I remember now I asked similar thing about INI's last year.
    0 points
  25. Yes, that was the issue. Thanks for the thoughful replies and comments everyone. Cheers.
    0 points
  26. I'm going to go out on a limb at this point and say using the SE version stopped the CTDs from occurring. So now, I suppose I'll enable all the mods including ENB and regenerate the LOD using the SE scripts and DLL.
    0 points
  27. That resolved the issue. The mod authors for both WTT and ACMOS never specified that I needed the original lodgen and the ACMOs generated files in order for this to work. Thank you so much for your help, mate. Cheers!
    0 points
  28. I had to enable a few other mods such as Unique Map Weather Framework, A Clear Map of Skyrim, A Mountainous Experience, Majestic Mountains and patches, Enhanced Vanilla Trees, Grass Cache, etc. to be able to complete step 7. Also, had to revert the 21-Post-Processing edits in my DynDOLOD_SSE.ini and TexGen_SSE.ini back to their default values since I'm currently not using ENB. Generating LOD files now. Will report back in a few days (or earlier if any CTDs occur).
    0 points
  29. My old 2080 (not a Ti) was crippled by modded Skyrim. My 4090 chews up modded Skyrim and spits it out like a rabid wolf hungry for more. I don't OC my CPU or my GPU. Running everything stock. Even in BIOS, everything stock. Ran memory tests as well, no issues there. Haven't crashed with half the mods disabled though. It's a huge list of disabled mods to narrow it down. If I start enabling mods, I would need to start a new game to test. And generally, the crashing doesn't start until after about 5-10 hours. It's been a huge pain trying to pinpoint the cause.
    0 points
  30. I have started so many new games I can't even count. I have even tried cleaning my new saves. Could be hardware related. Maybe a mod doesn't like my old Nordic RTX4090 or my Imperial 13700K.
    0 points
  31. wow, very cool mod, thanks!
    0 points
  32. Dont do a fresh install of Step Guide when tired. I solved it.
    0 points
  33. Sorry for necro. I fixed this problem by creating a Wrye Bash patch checking "Cells" and all its contents. The problem was either nav mesh or idle markers inside taverns that canceled bards songs since their AI switched constantly to these near spots. Making a bashed patch fixed my problem entirely. (By the way, my bashed patch has only Cells and Leveled Lists checked. ^_-) I just had this issue for months, searched Google after a solution, found this forum section, and, after finding a solution myself, I created an account to answer this in hope to help others in the future. Cheers!
    0 points
  34. So fast! You never sleep? Btw, i am reinstalling 2.3 from scratch atm.
    0 points
  35. 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
  36. Really appreciate you checking that out! Looks great now! R
    0 points
  37. 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
  38. 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
  39. 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
  40. 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
  41. 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
  42. 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
  43. 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
  44. 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
  45. 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
  46. 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
  47. 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
  48. 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
  49. 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
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