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buddahobo

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Everything posted by buddahobo

  1. Thanks i'm currently doing a clean install of SSE right now just in case. No worries, treelods= is the only one touched so I can confirm TreeFullFallBack= is currently the default TreeFullFallBack=1. thanks again I'll be testing just dyndolod and border-gates again and post my papyrus log if the issue persists after and said and done. Also I realized i had a few other things checked in the left plane of mo2. kind of feel silly forgetting to uncheck those mods... ill go ahead and uncheck those as it could be one of those. usually I can find the issue myself in xEdit so naturally i was pretty boggled when it started a CTD frenzy in the previously mentioned location even when xedit showed no changes in that cell between them only change i found was some height data but it appeared to be overwritten without conflict and no errors so... derp?
  2. Thanks for checking that for me It's much appreciated, I'll try turning trelods= back to 1 and try it again. if there's further issue I'll look to see if there's anything up with steam or my SSE itself I noticed shadercache folder started appearing in my MO2 overwrite lately maybe somthing got deleted without my being aware. Thanks
  3. So disclaimer: although i'm 99.9% sure of this Potential incompatibility as of version 2.5.4. I'm also aware computers can be inconsistent sometimes even with similar specs and would need a second user to repeat the same issue to be sure. There appears to be a incompatibility between the most recent dyndolod build "unless your hiding a newer one from me :P" (SE 2.5.4) I found a repeatable CTD with both unique border gates and dyndolod between the Weynon Stones and duskglow crevice it goes a bit farther but I'm drawing a blank on the name of the nearby giant camp frost something; individualy, Unique borders or dyndoloid everything works great I just thought it important to mention just in-case someone has a solution. What iv'e done to test compatibility (reapeatable crash every time) Done Within M02 (keep in mind im using the seutp instructions from lexys lotd) so small DynDOLOD_SSE.ini change. treelods=0 and deleting the line BSHeartland (Tamriel) - bsheartland.esm in DynDOLOD_SSE_worldspace_ignore.txt -tested them separately (no crash individually of course) -prior to running dyndolod tried changing all texgen texture settings from BC7 quick (default) to dxt5 also tried max BC7 I tried a few others but don't remember which dxt3 maybe -tested just dyndolod and unique border gates together reran dyndolod generation of course -re-ran dyndolod without border gates checked in left plane of M02 than checked border gates. The dyndolod esm was moved to the proper place. Thanks for the lods it was totally worth my first born ;P
  4. will do thanks forThanks for the speedy response I'll do that.
  5. There appears to be a compatibility issue between the most recent dyndolod build for se 2.5.4 there's a repeatable CTD with both unique border gates and dyndolod between the Weynon Stones and duskglow crevice it goes a bit farther but im currently drawing a blank on the name of the nearby giant camp frost something with just one, either Unique borders or dyndoloid everything great I just thought it important to mention just in-case someone has a solution. What ive done to test compatability (reapeatable crash every time) -test them separately (no crash individually of course) -tried changing all texgen texture settings from BC7 quick (default) to dxt5 also trie max BC7 -tested just dyndolod and unique border gates together reran dyndolod generation of course -re-ran dyndolod without border gates checked in left plane of M02 than checked border gates to confirm yes the dyndolod esm was moved to the proper place might be worth a mention on dyndolod SE forum as well Thanks for the awesome guide it really makes gameplay spectacular. An additional note for npc re-texture merge theres a minor hiciup with Lisette's face witch is easily solved in SSedit i don't quite remember what its called maybe texture lighting? its related to faces... anyways the numbers were off a bit just need to match the numbers with the original biijin npcs numbers you can find the issue by loading both the npc retexture merge and bijin npcs up in sseedit then just look for whats different under the section that shows named npcs then find lisette the conflict will it will likely be in red only should have to change the face related numbers i don't think anything else should be touched unless there's another issue. Edit: Figured id make a suggestion for a mod that can be added to your guide Bloody Facials rebloodied it solves the need for blood on face for those that dont like the inconsistency of having blood everywhere but on the face will need conversion in creation kit https://www.nexusmods.com/skyrim/mods/55628 It shouldn't conflict with anything and i imagine you might be able to merge it without issue to save plugin space. Although I haven't tried merging it yet myself. I would suggest immersive children but without a xEdit patch it doesn't carry over the killable children changes. Having 1 mod that requires 3 plugins might seem ridiculous well unless it can be merged or turned into a esl.
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