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DoubleYou

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Everything posted by DoubleYou

  1. DynDOLOD bug reports should post on the DynDOLOD 3 alpha thread. As noted on the DynDOLOD Exceptions page, a Range Check Error should always be reported to the alpha thread provided that you have updated to latest DynDOLOD: https://dyndolod.info/Messages/Exceptions#Range-check-error. You must also post the log and debug log in the Logs folder.
  2. The fact that all three crash logs mention the same address, and the large amount of SKSE plugins, plus the association with the user interface, specifically the map, I would expect that you may have an incompatibility between ui mods. I see several SKSE plugins modifying ui. I suggest doing binary search of ui mods first. I sincerely doubt that DynDOLOD is the cause, but naturally, without a log, we can't check to see if anything looks off in the log.
  3. Every time I have changed graphics hardware, I feel like I have had to employ many different tricks in order to successfully disable vsync. Can be driver profile. Can be ini file. Can be SSE Display Tweaks. Can be full screen vs windowed mode.
  4. We disable ACMOS during performance testing, so it may be possible that using the map could crash before finalizing lod... But I didn't think it would? I suggest finishing the guide and see if it still happens once complete.
  5. You most likely forgot to install the "CoMAP - DLL Hotfix for SkyrimSE 1.6.629" update file: https://www.nexusmods.com/skyrimspecialedition/mods/56123?tab=files
  6. Discussion topic: RoNin1971's UHD Landscape Enhancement by RoNin1971 Wiki Link While the whole of this mod leans the game a different art direction, there are several vanilla friendly textures mixed in this mod that I can't find satisfactory replacements elsewhere. Since the file is loose, the plan will be to decide which textures should be hidden prior to archiving it. Be aware that a lot of the textures are ai upscales, so the 4k isn't really necessary or even that much better in many of these. However, not all textures we may want to use are in the 2k file, as I want to override some of the Fallout 4 HD Overhaul textures using this mod, so we may do a combo of files to get it to all work together. Current textures I have vetted as improvements over Fallout 4 HD Overhaul: Textures\Landscape\Plants\BloodLeaf01_d.DDS Textures\Landscape\Plants\Creosote01_d.DDS Textures\Landscape\Plants\Fern01_d.DDS Textures\Landscape\Plants\Fern01_n.DDS Textures\Landscape\Plants\Fern01_s.DDS Textures\Landscape\Plants\HubFlower01_d.DDS Textures\Landscape\Plants\Tomato02_d.dds Textures\Landscape\Rocks\BlastedForestRocksGrain_d.DDS Textures\Landscape\Rocks\BlastedForestRocksMoss_d.DDS Textures\Landscape\Rocks\BlastedForestRocksSlab_d.DDS Textures\Landscape\Rocks\BlastedForestRocksTrim_d.DDS Textures\Landscape\Rocks\CommonwealthRockSlab01_D.DDS Textures\Landscape\Rocks\CommonwealthRockSlab02_D.DDS Textures\Landscape\Rocks\CommonwealthRockSlabTrim_D.DDS Textures\Landscape\Rocks\RockBoulders_d.DDS Textures\Landscape\Trees\SaplingBranches_d.dds
  7. The rocks are technically grass. Unfortunately, ENB doesn't know that, so when you stand on them, the complex grass collision effect will cause this.
  8. Version 2.0 adds several color options. I think Red fits the best, but it can be left up to user preference. Vanilla --> Red --> Brown --> Green --> Multicolored
  9. Looks like you used incorrect texture format in xLODGen. It is unclear which options you used by the lack of description. Saying you followed all instructions doesn't tell us anything. Tell us what you did.
  10. Marked as Accepted for current dev 1.0 guide.
  11. Marked as Accepted for current dev 1.0 guide.
  12. Marked as Accepted for current dev 1.0 guide.
  13. Discussion topic: cVc Dead Wasteland by cVc Wiki Link This mod adds thousands of new items that can be built in the Workshop under a custom cVc menu. Pretty much anything you ever thought you wanted to build, and things you didn't know you wanted to build, can be crafted with this mod. Very impressive design. Fantastically polished. It also includes 20 new holotapes scattered throughout the Commonwealth about the Story Lady as a sort of Easter egg (hey, it is Easter weekend after all). No conflicts that I can see (load near top of the load order is fine - any of the few worldspace cell conflicts will be correctly overwritten by PRP), as all are new records. However, it is important to note that the mod isn't archived correctly, as it includes sounds and scripts within compressed archives. Since we will be re-archiving this mod with CAO to fix this issue, I am recommending merging all the files together, which will reduce the number of archives. This is also beneficial to reduce the risk of us running into the archive limit even if a future update rectifies this issue. Instructions are in the wiki.
  14. Discussion topic: Holotape Display Shelves by neeher Wiki Link Adds craftable bookshelf style displays for holotapes. And it's by neeher. All new records, 0 conflicts, so esl version makes the most sense. Should be an easy mod to test.
  15. Do not untick 64 bit render targets. It actually makes significant visual difference. IIRC, optimized option for Embers XD is in the FOMOD installer, not the filename. Myrwatch patch is in the Step Patches. I don't recall the KID being a requirement, so I think it must have been added in an update. It is fine to install it.
  16. Oh nice! In that case, it may be worth it. Main concern then would be redoing all the patch work we did around it, due to change to FE esl flagged plugin.
  17. My problem with this idea is... why should a book be 4k? I would think 512x1024 would be plenty fine for a book.
  18. As explained in the instructions, MO2 tracks updates different for different file types, and merging in this situation would cause the "Check All For Updates" button to not check against the correct file id to see if there was an update.
  19. Sometimes devs move them out of the registry into an ini file. I don't know where it is stored though, as I have never needed that information.
  20. Removing this from testing. We will use Shadow Boost FO4 instead.
  21. Removing this from testing. We will use Shadow Boost FO4 instead.
  22. Marked as Accepted for current dev 1.0 guide.
  23. Marked as Accepted for current dev 1.0 guide. I worked with Pra to add a Base Object Swapper file that changes the lights to the powerable versions so that instead of scrapping and replacing all the lights, all you have to do is run the electricity. There is a very small plugin conflict at Copley Station to make it compatible with Clarity and PRP, easily patched.
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