
bigmagicjerk
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Everything posted by bigmagicjerk
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I have MO2, Skyrim and a separate utilities folder (with DynDOLOD in it) on an SSD. Previously, I ran DynDOLOD using the guide by Lexy and it generated at Medium and works flawlessly. I tried re-running DynDOLOD at high and get the error listed below. The only differences between the prior run and this run was: 1. My SSD is connected to my laptop instead of my main PC.2. I installed EEK's Renthal Flora (there does exist a terrain folder with LODs for some of the landscape plants)3. I installed 3D Plants (only plant textures/meshes, I deleted the ESP, trees and am not using the LODs since they were for the trees)4. I chose the high preset The above changes have been tested with the medium preset, and look great (and more importantly, the game is just as stable). The primary reason for moving to the high preset was because I updated my video card and wanted to see how it looked. The primary problem is that I don't even know what this error means - before I started blindly stabbing away at solutions, does anybody have any suggestions? My next move was going to be excluding EEK's Renthal and the 3D plants and try re-running DynDOLOD with the exact same left and right panels, but at the high preset. If that didn't work, I was going to try that but back on my main PC. Any insight would be appreciated. Thanks.
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What is the major difference between medium and high? I switched to high and lost like ~7-10 FPS, and I'm having trouble detecting a difference without a side by side.
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Can you combine that skill leveling rate of the Skyrim Uncapper with Experience and Level Rate Rebalance? An idea is peculating in my mind... I'm betting we could extract a list of quests out of our mod list via a script, sort by encounter zone, and then re-balance leveling and skill rate gains contingent on the total quests available within each level range. You could, hypothetically speaking, aim for completion of ~80% of the quests for a given level range before being sufficiently powerful enough to progress to the next area - similar to how Blizzard designs progression for their WoW content. That way you would experience progression throughout the entirety of your play through. Hmm
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I thought the guide was very concise and easy to follow. I can't believe I built a mod installation of this size in 3 days. I've been running around and using console COC trying to cause a CTD and I haven't been able to do it. This has got to be the most stable I have ever seen a post modded Skyrim. Please accept my gratitude.
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I have the Lexy LOTD build up, running and stable. I want to add more mods (I created another profile using the Lexy LOTD as a base, and renamed my output files so they aren't overridden) - is there anything in particular I should avoid? Mostly I'm thinking another quest mod or two (like wheels of lull, clockwork, etc), a couple player homes (i.e., Caranthir Tower) and a couple small scripted immersion mods like sleep tight. If possible the knockout overhaul would be nice... I would like Hunterborn but I feel like I would need to rebuild a few of the merged patches which I want to avoid. Thoughts?
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Alright, so I think I've figured it out. The instructions don't say anything about deactivating .esps on the merge plugins tab (the one of 4 which also has tweak settings, etc). It grabs a lot of plugins already merged, and you need to right click, deactivate everything, and manually select the plugins which were in the list initially prompting you to deactivate.
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Lexy's LoTD SE issue (forgot to sort masters)
bigmagicjerk replied to Kilazur's topic in Skyrim Revisited (retired)
I bet you have masters in your bashed patch that were merged into other patches. That's what I am currently trying to troubleshoot... but if you went ahead with the missing masters you would definitely get a CTD on startup. -
I've followed the guide so far, starting with the newest update, and I am currently in the process of building a Bashed Patch. However, when I do this my bashed patch has masters for Quick Light, GIST and Lock Overhaul, which were previously merged into other merge patches. Am I safe to go into xEdit and just remove the masters from the bashed patch? Or will that mess everything up ?
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I fixed all errors except for Navigation Door Link \ Teleport Marker Triagle -> Navmesh triangle not found errors. I don't know how to fix those. Still getting the exact same error in DynDOLOD, and the log doesn't appear to have changed. If I need to fix the navmesh triangles, where in xEdit do I do this? I'm never able to find the form id listed in xEdit.
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Hello, I read through this thread and the one Dragon King linked, but forgive me, I'm still unsure as to how to resolve my issue. This is my DynDOLOD log: https://www.dropbox.com/s/8ksitfg06anwa7p/DynDOLOD_SSE_log.txt?dl=0 Exception in unit userscript line 326: [12BE6B40] < Error: Could not be resolved for WNAM - Worldspace > You said the first 12 digits is hex for my mod in load order? Is that my mod or my plugin? If the plugin then 12 would be 18 --> Wyrmstooth.esp? Here is my mod list: https://modwat.ch/u/bigmagicjerk/plugins It quits around JK Skyrim / RW2 w/ the last item on my load being my RWT merged patch. I've looked in xEdit, but I just don't know what I'm looking for (no errors in there either). I was going to look at the DynDOLOD esp but it doesn't generate one when it crashes? Please, any guidance would be greatly appreciated, I'm sorry if this has been answered and I'm just not seeing the solution. EDIT: I'm actively looking at xEdit and troubleshooting - if I find a resolution I'll post it here.