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Everything posted by Tzefira
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btw Lexy, have you noticed anything to be aware of with Interesting NPCs w/EFF? I used iAFT on classic so a bit unfamiliar with EFF and how it affects followers, but I remember there was a patch for EFF-3DNPC on classic. Addition: Also, looks like ENB was updated to 0.327 forum: https://enbseries.enbdev.com/forum/viewtopic.php?f=2&t=5810 d/l: https://enbdev.com/mod_tesskyrimse_v0327.htm
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Lexy, I've got Magical College installed (merged its many relevant patches). Only installation glitch is that its patch for Enhanced Lighting for ENB needs ELE_SSE.esp as a master and that's now gone in our build (and can't rename the merge due to other dependencies on ELE Merged.esp). I left that patch out and playtested a bit without it. I like the aesthetic changes, though it makes CoW interiors reaaaaaaaally dark. I didn't have time last night to fuss around with tweaking it much.
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I've found a new DynDolod-related crash. I was northwest of Winterhold headed to Pilgrim's Trench for the Gales of Guilt quest from Interesting NPCs, and get a consistent crash right before I get to the water line. With DynDolod disabled it doesn't crash. I rechecked my Stunning Statues files since my earlier malfunction with that had been causing issues before, but everything is as it should be. Any ideas of what might be affecting that area, Lexy?
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I've also got the name of the merge in the mod name in left pane so I can keep track from the main profile, and each Merge .esp has a MO note with all the separate mods/esps listed in case I want to remember what's inside without switching profiles. If only I were this organized in non-game life, I tell you.
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I've got a separate MO profile for each merge, named according to the merge (Lexy's suggested method). In each profile, only the mods in that merge are active in left and right pane, in their proper load order in the right. Also TIL Merge Plugins can run out of memory. Odd happening, just when I was rebuilding my armor merge to add a new set I'd downloaded. I missed it when it happened the first time and it apparently messed up my Bashed Patch, which I finally figured out was causing my earlier pre-logo CTD. When I removed all the armors from the merge, deleted the merge, re-added and merged again from scratch, no memory issue. Quite curious, but all is working now.
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It's a day for screwups apparently. Skyrim was running fine for me last night. Today I go to see what another ENB looks like and now Skyrim's crashing at the Bethesda logo. Deleted the ENB files, started again, still crash. Reinstalled the old ENB that was working last night, crash. Load up total vanilla from Steam, works fine. Reconfigured BethINI, combed through mods and load order just in case I accidentally did something odd and now a mod's missing a master...nope, nothing. Everything's the way it was last night when it was working perfectly, but now I'm crashing at logo when going through MO. I'm a bit stumped.
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If you're using Mod Organizer then complete reinstall would be unnecessary; you'd just get the new mod, uninstall old, plop in new, and follow instructions re new CRs etc. Considering it's almost the end of Feb and the major new mods she's looking to introduce are planned to be out within a week, then you might as well get started installing as it'll likely take you a while to get everything done. Whether you'd be able to continue a save depends. If you uninstall a mod with scripts that's always going to introduce some instability. using a savegame script cleaner (Fallrim Tools on SE) can mitigate some damage, but generally it's not the super best idea in the world. You could either clean your save and take the chance, or just take the safe route and start a new game. If you somehow finished the entire guide tomorrow, started a char, and got really attached to him/her this week before CACO drops, you could keep that char in one profile and use a separate profile to make a new char with any major mod changes. And just play two different chars.
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The error I quoted was right before that last push of output. If I hadn't glanced up right at that moment I would have missed it. As for why it's 11 minutes longer, not sure. I did add Beyond Reach, though I don't know if that adds significant time onto the LOD generation. By the way, how is your FPS with ENB? I'm only getting about 25 fps outdoors (GTX 960). Which is playable, but I wonder if there's something I can be doing to bump it up (besides not use ENB).
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Did anyone else get this in their Dyndolod log? It generated successfully, I just spotted this at the end: [00:32:47.829] References with z height = 0.0 were ignored by DynDOLOD.[00:32:47.847] [00:32:47.867] A height of 0.0 indicates an unintentional wild edit. Check for floating objects near cell 0, 0 of the worldspace.[00:32:47.885] Below is a list of the plugin names and the references:[00:32:47.903] [00:32:47.921] Weather Systems Merged.esp [REFR:540012E5] (places INV_SkyrimCloudDistant01_50 [sTAT:0010C4CF] in GRUP Cell Persistent Children of [CELL:00000D74] (in Tamriel "Skyrim" [WRLD:0000003C]) at 1,0)[00:32:47.940] [00:32:47.966] Load plugin in xEdit.exe and remove the object(s). Clean plugin afterwards https://ck.uesp.net/wiki/TES5Edit_Cleaning_Guide_-_TES5Edit[00:32:47.984] If the cleaning process removed Identical To Master (ITM) records, generate LOD from scratch again.[00:32:48.002] [00:32:48.020] In case references are ignored by mistake, post a report to https://forum.step-project.com/forum/101-shesons-dyndolod-support/

