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link213109

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link213109 last won the day on July 28 2019

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    Milwaukee
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    The Forgoten City

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  1. So as another update, I ran everything on the medium setting level. My hunch is that by breaking up the worldspace generation and updating the .esm and .esp that was somehow breaking them, so I ran it in a way that wouldn't cause that issue. After processing everything without issue I don't have those errors anymore. If I could run the Tamriel worldspace last I think I would be able to get around my memory issues, but I haven't seen anything in the forums that tells me how to do that.
  2. Here is the log for the second half (where just the Tamriel worldspace was processed) DynDOLOD_SSE_log.7z
  3. I ran DynDOLOD twice, copying over the files from the output file to the DynDOLOD output file each time and updating the DynDOLOD.esm each time. Is the issue that it needs to be done all at once? I'll check the logs more in a little bit.
  4. I regenerated everything with the Temporary=1 option enabled, still got a crash. Here is the crash report. Crash_2020_12_20_21-33-3.txt
  5. I did try the saving fixes with SSE Engine Fixes and the uiCompression settings. Those didn't work, im regenerating everything now I'll post the crash log when I try another method.
  6. So I was able to generate all the DynDOLOD files by generating each worldspace individually (copying over the files from the output file to the DynDOLOD output file each time) as stated in this forum post: https://forum.step-project.com/topic/15330-exception-in-unit-process-line-87/?hl=out+of+memory&do=findComment&comment=243659 While I was able to generate everything, the game crashed whenever I entered the Skyrim worldspace. After some trial and error, I was able to find that it was due to the .ESM file. Still looking into how to fix it, but I wanted to update this post with my status.
  7. ... in my defense I did look up the Userscript error where I found the fast options turning off. I'll try the changing the texture format works, thank you for your patience!
  8. I consistently get an error whenever I run DynDOLOD. The last time I set the output to be outside of Mod Organizer and it seemed to work, so I think this is a new problem. It isn't on the same section or anything like that, but it always seems to be when creating a texture atlas. The specific line is this: Exception in unit userscript line 350: One or more errors occurred I have tried running the 32 bit and the X64 version, I have tried turning off all the fast build options, I really don't know what to do. My current work around is just to have an old version of my outputs saved, but I dont know how much longer that will stay viable. I've included the logs, the bugreport.txt file and my .ini file (i turned on verbose and debug to see if that could yield more info). Please help! Error Logs.7z
  9. I did change it to a dedicated folder outside of the MO2 folder as well as shutting off my antivirus. That worked fine, sorry about not reading the manual fully!
  10. So I have been running into this issue a lot. It seems I am constantly getting an error in the TexConv file (I believe userscript line 350?) and the error code is 00000001. The thing I don't get is that it isn't on the same textures, last time I got an error at JaphetsFolly and now I'm getting it at mannyGFL. I've tried uninstalling and reinstalling DynDOLOD as well as cleaning out the temporary files on my computer and it seems almost random if it works or not, any ideas? I'm using Windows 10, I've attatched the log file for reference had to zip it to keep it under 500 KB. DynDOLOD_SSE_log.7z
  11. In the folder where you installed "Know your enemy" there is a folder called "zEdit Patchers". Inside that folder are two archives that contian the zEdit modules that you need to install for KYE to work. Hope this helps!
  12. I don't think it'll conflict with the new CR (unless it contains a fix for the College of Winterhold bug that was fixed in 1.4.2), but I'll leave that judgement to the professionals.
  13. Hey random question about the Bash Tags. Should the bash tags match whats in the table in the Finishing Line or should it at least include that? I just noticed that the Amulets of Skyrim has the DELEV tag auto selected but the table only says to have the STATS tag.
  14. @DarkladyLexy, I know you were talking about testing XENB on the Trello. Were you setting Ambient Occulsion to off in the Skyrim INIs when testing that? Also were you using the Vsync available in the ENB or setting it in the NVidia Profile? I ask because VSync in XENB is set automatically. In regards to OBIS, the Patrols addon and Populated Skyrim in the OMEGa install adds a bunch of extra bandits so you may want to hold off on adding even more. The Animations is a good question, but my gut is that you can add them just be aware that there may be some wonkyness. In regards to the MCM menues as a whole, correct me if I'm wrong but there shouldn't be too many issues that will break the game. Its just that everything is kinda designed to be setup in a particular way. If you're okay with ironing out the issues on your own then you can change the settings yourself just be cognizant of that.
  15. 1. Adding then through LOOT should be fine, but you can also add them via Wyre Bash which I think is the "Reccomended" way to do it. 2. Not particularly, the general rule of thumb is that if theres no ESPs its easier to replace it then if there is. If you want to replace an ESP you need to fiddle with the Merges and Conflict Resolution mods which are unique to this loadout. If you're swapping out textures/meshes, then just make sure the thing you're swapping out for covers the thing you're swapping out. Even so, be aware that replacing textures/meshes or adding scripts that arn't in the main guide might cause some odd results (visuals and what not being wonky.) Also, welcome to the wonderful world of modding! This guide is certainly on the harder side of modding guides but you seem to have a handle on things so far.
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