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Getty

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  1. Dragon King - Thank you so much for taking the time to read my logs and suggest a solution for me! I am deeply grateful! I wanted to come back and report that installing the C++ link you provided has magically solved my problem! I am able to run the executable perfectly now and my game looks amazing! Thank you again!
  2. ....just to add. It doesnt seem to matter if I de-activate my mods or not in Mod Organizer 2 before running the executable, I still get the texture error somewhere. I make sure to close all applications (My 4.2ghz i7 should be capable) and if I understand correctly, I should simply deactivate many of my mods except for textures and billboards in MO2 (I run a total of about 80 mods), run both TexGen and DynDOLOD, then re-activate my mods, run LOOT, SMASH and run my game right? I would really love to get DynDOLOD running - it seems like everyone is running it and Gopher released his praise for it recently on the yubtubs :) Ive just been having some problems getting the executable to ever finish without error :(
  3. Hi - Ive been at this for hours trying to get DynDOLOD working. Ive followed gamerpoets installation guide, read many posts about errors and have tried the following remedies: freeing up memory on the drive im using, deactivated most of my mods for the installation, uninstalled and reinstalled DynDOLOD and my Billboard mods, disabled my SMASH patch. Im currently running the x64 version which is what always seems to fix other people's issues. Pastebin of log https://pastebin.com/tkpVWJ03 But it always seems to crash when processing solthsteim. As you can probably see from my log, the only esp's im running for the installation are: Unofficial Skyrim Special Edition Patch.esp Indistinguishable Billboards for Skyrim SE SMIM-SE-Merged-All.esp TerrainLodRedone.esp SkyUI_SE.esp Obsidian Weathers.esp BlendedRoads.esp iHUD.esp HD Lods SSE.esp Enhanced Vanilla Trees SSE.esp RealisticWaterTwo.esp RealisticWaterTwo - Needs Mod Patch.esp Any advice would be greatly appreciated. Thanks!
  4. Wanted to say, that for some reason when I installed the CK it didnt put the scripts into my data folder. Everything is OK now those youtube vids were perfect! Thank you thank you thank you!
  5. Hey thanks so much for the quick reply I really appreciate it and Ill check out the vids you linked. I run Webroot, woulda thought they would have a little better scanning software, thanks for the heads up. :)
  6. also, in case anyone cares, the BethINI mod (which is referenced in the above prerequisites) on Nexus Forums seems to have a trojan (i know, great news)
  7. https://wiki.step-project.com/User:DarkladyLexy/Lexys_LOTD_SE_Prerequisites
  8. I'm going to reply to this post because I feel the same way. I have been modding for a while and I am stumped on the last part of the Prerequisites page and about to sadly, give up. My issue is with the Lexy's: Legacy of The Dragonborn Special Edition. Actual question is with the Prerequisites page at the start "scripts archive in my data folder" when installing the Creation Kit. Because then under the Merge Plugins Standalone (at the end of the Prerequisites Guide) you say under the "Idiot Check" to make sure that I have extracted the Creation Kits scripts to my Data Folder. My Data folder currently contains: Shader Cache (Folder) SSEEdit Cache (Folder) Video (Folder) and then all the ESM's with some texture.bsa's Should I have more in my Data folder here? I dont see any creation kit scripts here? Up at the start of the guide under the Creation Kit you say "Notice: The scripts archive in the Data folder can remain after extraction" yet Im unaware what that was referring to since we extracted to Steam\steamapps\commmon\Skyrim Special Edition and not the data folder. Should it have put something in my Data folder there? This led me to believe that maybe I was a victim of the Notice you posted "Please note if you cannot find the TESV_Papyrus_Flags.flg during setup you need to change the file structure of the Creation Kit scripts so it is Data\Scripts\Source" which led me to this excellent post https://forums.nexusmods.com/index.php?/topic/5263865-ck-20-can-not-create-scripts-problem-and-solution/ and this is where my journey ends. I cant for the life of me understand how I have to "You need to add "sScriptSourceFolder = ".\Data\Scripts\Source" under [Papyrus] in creationkit.ini and create ".\Data\Scripts\Source" folders and move files) Also, under that nearly last step of the Prerequisites guide under the Merge Plugins Standalone section, you dont make it clear if we should launch Merge Plugins by itself or through Mod Organizer. Your instructions were so solid before that, I found it odd that you didnt specify. however looking at the pics you posted I finally realized you meant through mod organizer :) Im just sad because if I actually have to change the file structure of the Creation Kit scripts so it is Data\Scripts\Source I think I may be over my head :(
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