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tyrindor

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Everything posted by tyrindor

  1. Alright thanks, and what about oldrim meshes that aren't labelled as NIF Opt? Realistic HD Baskets/Food/Mushrooms Ultimate HD Fire Effects Alternate Summoning Visuals aMidianBorn Blade of Woe Ebony Weapons 2017 Retexture Enhanced Landscapes - Oak Standalone Enhance Vanilla Trees + Billboards Beyond Skyrim Bruma Billboards I don't think im suppose to run tree meshes through but the others I thought would be needed.
  2. Just finished installing everything again and about to start merging. LOOT says the following are dirty but guide doesn't mention it (should I clean?): MoonAndStar_MAS.esp (1 ITM) MajesticMountains_Moss.esp (2 ITM) Convenient Horses.esp (4 ITM) imp_helm_legend.esp (5 ITM) ArtifactsOfBoethiah (3 ITM)
  3. Thanks for that. I'm starting over again, the merging/bash/smash part wasn't playing nicely with my setup and I must have done something wrong somewhere. One thing I feel would be extremely handy is a complete list of mods to disable after merging, in the same order they are installed, so you can just go down the list unchecking them. I've started adding {XXXXX MERGED} to my mod names, but some of them still have to remain enabled afterwards and it's not always immediately obvious for a noob like me.
  4. Did that the error still is there when merging. I've spent so much time on this and I still can't figure out merging apparently. 3 or 4 of the merges have errors (The weather one had 4 different errored esms), and I followed the guide exactly.... I just set it to "ignore errors" and moved on... I am very confused when it comes to Wyre Bash/Mator Smash at the end, the instructions don't work for me. I'm also very unsure what plugins to disable after merging... feel like I am stupid or missing something obvious. Very close to giving up. I mean I have everything setup, merged the plugins down to <250, and the game launches. However, there's errors that pop up during setup that aren't mentioned in the guide that make me feel something major is wrong. :(
  5. Problem: kye_srceo_patch.esp has a missing tint layer preventing it being merged by Merge Plugins Standalone. Solution: Load only kye_srceo_patch.esp and remove Tint Layer 51 from records xx0519A8 and xx0DF734 (xx is the formid of Skyrim Revamped - Complete Enemy Overhaul.esp) There's no "delete" or "remove". I edited the tint layer to nothing and it removed the entry completely, but it's still throwing the error when trying to merge. Any ideas?
  6. ^ Won't let me edit anymore. This was the result: https://i.imgur.com/Jei93QS.png Want to make sure this is right before I do the others. Thanks for all the help so far. It also says "Once Merged, and the Merge file is placed per directions, the mods can be deactivated in Mod Organizer's "Legacy Of The Dragonborn - Special Edition" profile." I assume that's suppose to mean only disable the ESP on the right side? Is there a way to show only checked esps?
  7. Not sure I quite understand merging... it says "For each merge profile, manually check the boxes on the left for all mods (and their masters) for each Merged patch." So this means I have to select every master, all the way to the USSEP patch for the animal merge? Is this what the animal merge should look like? https://imgur.com/a/ohU0XPj And in merge plugins program it should look like this? https://i.imgur.com/XHzXv19.png
  8. I'm in the process of doing a fresh from scratch build of this... I'd like to add a few mods but I am worried about CACO/MLU/etc and not really sure what I need to look out for. I've also never merged plugins before and I am not sure if I can just add mods without messing up the bash/smash patches. Is there any known problems with adding any of these? Darkened: https://www.nexusmods.com/skyrimspecialedition/mods/10423 (This has a few OP items, so I assume that's why it's not included?) Clockwork: https://www.nexusmods.com/skyrimspecialedition/mods/4155 (Not sure of potential problems) Project AHO: https://www.nexusmods.com/skyrimspecialedition/mods/15996 (Doesn't seem to have an CACO patch, but adds a bunch of potions) Wheels of Lull: https://www.nexusmods.com/skyrimspecialedition/mods/748 (Not sure of potential problems) XxAwesome_PotionsxX: https://www.nexusmods.com/skyrimspecialedition/mods/5077 (Seems to have an CACO patch, these are the best potion textures IMO)
  9. https://i.imgur.com/qoK3fn3.jpg Are the tree's outside whiterun suppose to look like this after DynDOLOD? The tops look darker than the bottoms on some of them. Wondering if I got some LOD messed up or in the wrong order. If not, any idea what it could be?
  10. Wouldn't Claralux need a Blowing in the Wind patch? I see it's listed in the BOTW installer but this new modified version of Claralux (without the door) has a different esp name.
  11. I'm glad it's fixed. Spent at least 12 hours this weekend ( ) troubleshooting the cause of the CTDs so I'm glad it paid off..... Now can I actually sit down and play? haha
  12. FYI: DynDOLOD updated to 2.40 to fix a crashing regression issue caused by Realistic Water Two (CTD when exiting buildings, especially in the riften area).
  13. The LOD fix shouldn't be needed with the newest version. About a month ago, I had a ~30 hour save on 1.4.4 + LOD Fix with an older version of DynDOLOD and didn't have these problems. If 1.4.4 is crashing now, might be a recent change in DynDOLOD that is causing it.
  14. I did some more testing and it's not any of the Realistc Water Two patches (Wyrmstooth, iNEED, etc). I select "high" for texture resolution during installation, everything else default. There's people that are using it without crashing, so hopefully you can reproduce it. I'm running the exact same settings shown in the tutorial, with high preset: https://youtu.be/90TRMvFdduo?t=195
  15. Yeah, this is a weird one. I just re-enabled RWT, re-ran DynDOLOD, and the crashing is back. Basically a ~90% chance to CTD when leaving a building in Riften. The only options in the installer I used were High textures + Wyrmstooth patch. The Wyrmstooth patch is rather new, so I am going to try to disable only that now. However, I have my doubts since I am not even generating the wyrmstooth world. EDIT: Someone else just posted on the DynDOLOD thread that removing RWT fixed the Riften crashing for them too. Odd some people don't seem affected by whatever is causing it. My gut tells me it's gotta be an RWT patch or something.
  16. Sorry for triple post, but can't edit posts after awhile. Looks like possibly corrupt NIFs in the newest RWT update. EZRAS, can you confirm removing RWT and re-running DynDOLOD fixes the crashing for you too? We may need to take this up with the RWT developer because it doesn't seem like a DynDOLOD issue at this point. NifScan 0.3.2, starting to scan... Error reading file realistic water two v1.5.3\textures\effects\fxfluidtile02.dds Error reading file realistic water two v1.5.3\textures\effects\fxwaterdropripplestile.dds Error reading file realistic water two v1.5.3\textures\effects\fxwaterdropripplestilebrt.dds Error reading file realistic water two v1.5.3\textures\effects\fxwaterdropripplestile_less.dds Error reading file realistic water two v1.5.3\textures\effects\fxwatertile01_n.dds Error reading file realistic water two v1.5.3\textures\effects\fxwatertile01_wave.dds Error reading file realistic water two v1.5.3\textures\effects\fxwatertile02_n.dds Error reading file realistic water two v1.5.3\textures\effects\fxwatertile03_n.dds Error reading file realistic water two v1.5.3\textures\water\defaultwater_creek.dds Error reading file realistic water two v1.5.3\textures\water\defaultwater_pond.dds Error reading file realistic water two v1.5.3\textures\water\oceanflow.dds Error reading file realistic water two v1.5.3\textures\water\pondflow.dds Error reading file realistic water two v1.5.3\textures\water\riverflow.dds [Done] Checked 710 file(s)
  17. Interesting, can you teleport to Riften and zone in and out of a building a few times?
  18. When is the last time you did a fresh DynDOLOD on the latest beta with the newest RWT? The newest DYnDOLOD is brand new, and the last RWT update was only a couple weeks ago. It's not a mesh issue based on my testing, deleting the entire mesh folder from DynDOLOD output did not fix the crashing. It's something inside DynDOLOD.esp that RealisticWaterTwo is adding (from what I gather).
  19. Used the same options as the guide. High textures with extended Ambiance checked. v1.5.3. Have you re-ran DynDOLOD since the 1.5.2(?) update a few weeks back? He changed the water LOD in that update and I suspect that is what's causing it.
  20. After many hours of testing... The crashing in Riften/Leaving buildings with DynDOLOD enabled is caused by the new Realistc Water Two update. I have reported this to Sheson, so hopefully he can fix it.
  21. Lucky! It is the new Realistic Water Two update that is causing the CTDs. Anything you need me to test or are you able to hopefully fix it with this information?
  22. It happens everywhere, just more common in Riften. Now that I think of it, Realistic Water Two updated very recently... and Riften has a lot of water around it. Will be the first mod I disable to test. I can confirm so far it is not Noble Skyrim/Noble Skyrim (SMIM Patch).
  23. I setup a very basic setup of only SkyUI, USSEP, HD LOD, and DynDOLOD and it doesn't crash. Now to start adding mods and rerunning... -.- I can confirm deleting the entire mesh folder under DynDOLOD Output does not fix the crashing though. I think it's gotta be one of the mods that DynDOLOD.esp sets as a master. Comparing with his list it's gotta be one of these: Nobleskyrim SE Lanterns of Skyrim BS Bruma Clockwork Project AHO Moon an Star Helgen Reborn Realistic Water Two Veydosebrom - Grasses and Grasscover Enhanced Vanilla Trees Billboards Generator for EVT
  24. Is there any mod that darkens "Steel Shin" bracers/boots? Seeing some NPCs that wear a mixture of steel armor and these, and the theme really doesn't clash well with amadianborn's steel textures. https://elderscrolls.wikia.com/wiki/Steel_Shin_Boots
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