-
Posts
28 -
Joined
-
Last visited
Everything posted by Geo92
-
I have been reverted/going back to just using solely this guide and nothing added to see if I could fix an annoying issue I have around Bleakwind Basin. Whenever approaching it or being near it or just above it, I always CTD within 1 minute or so. That is also on a new save whenever I go on a Main menu - > COC Riverwood (or COC Whiterunstables) -> Walk to the area. Always CTD'ing around that area. Just purely using everything as-is per guide, didn't fix it. So whatever it is, it wasn't any of the other stuff I added, but have removed. Anywhere else I walk is just fine, except that area. I heard and read something about because it's the center of the map, that it's known to cause such issues. Has anyone experienced this? I can not walk west of Whiterun or I will crash.
-
Has anyone noticed two specific trees being bugged on the mountain (between Riverwood and Whiterun)? The tree trunk is missing completely. I followed the instructions of the guide to the letter according to anything environment/trees related. So not sure what is causing this. Even did a retry of the instructions on that area, no dice. Here:
-
Is it absolutely neccesary to include Bashed Patch/Smash Patch?
Geo92 replied to Geo92's question in DynDOLOD & xLODGen Support
I see, thanks for the feedback. Will have to tweak around the load order a little bit then. This Open Cities thing is a little tedious, but I can't play without it. An example of what I was unsure about: I have Books of Skyrim, and the OCS version. I can not activate it the first run (static, texture atlas, trees) because it is dependent on Open Cities. Thus I can only activate it on the 2nd (Dyndolod gen) run together with Open Cities and everything dependent on it. Same thing with a few of my Merged Patches (CLARALUX patches, Palaces and Castles Enhanced Patches, KIC + RWT Patches Merged) etc. -
I have been having issues getting this to work right with my modded Darkladylexy + Open Cities setup. The game works fine without Dyndolod and I tested it for quite some time, no random CTD's. However after trying the Dyndolod process several times, I am not able to get it to stop random ctd'ing. I have a feeling the process I am using isn't optimal. Basically after creating the bashed patch and smash patch I run the TexGen with everything loaded. Then I disable Open Cities and everything dependent on it. But here is the problem. A lot of merged patches (as I have patches for open cities merged with others that are fine to merge), plus the Bashed Patch and Smash patch is dependent too. So I am ending up with lots of disabled stuff in that. Alternatively, I tried to run Dyndolod just once without open cities disabled (with a created bashed patch and smash patch for this without OC), and then do the .ini thingy and redo the bashed patch and smash patch with OC. And do the last part with everything loaded. I am not sure what is the best way to deal with this?
-
Accurate line: <Error creating textures for atlas: Error: Executing TexConv returned error: "E:\Temp\Updates\The Elder Scrolls V Skyrim\Utilities\DynDOLOD Special Edition\Edit Scripts\Texconvx64.exe" -nologo -y -m 1 -f R8G8B8A8_UNORM -o "C:\Users\--username--\AppData\Local\Temp\SSEEdit" "C:\Users\--username--\AppData\Local\Temp\SSEEdit\11F94AEB3B7A4483838982D8CF55EA6C.dds"> Problem persists after retrying at around the same time after the 4.30 minute mark.
-
I have got the same problem since I updated to the latest version. I didn't have the problem with the previous version. Nothing in my load order changed either, was just doing a rerun of Dyndolod after the update. Everything worked fine with the other version. Thinking of rolling back to the previous version instead. This is what I got after 3 minutes or so of running the tool: "Exception in unit userscript line 342: One or more errors occurred" "[00:04:31.096] <Error creating textures for atlas: Error: Executing TexConv returned error: "E:\Temp\Updates\The Elder Scrolls V Skyrim\Utilities\DynDOLOD Special Edition\DynDOLOD\Edit Scripts\Texconvx64.exe" -nologo -y -m 1 -f R8G8B8A8_UNORM -o" and a lot more behind that line.
-
To break in on this subject, what is generally the fastest and best way to test-run a modding setup ingame? To be sure that it is relatively stable. My most infamous CTD hells after a not functional modguide was usually instant CTD'ing around or near Riverwood. I am myself still getting the optimal (but personal) build with this as main setup. But at some point I have gotten too ambitious (happens all the time) so I am dialing back again.
-
Days later and I am still modding and fine-tuning my build (it's addictive..) on top of this guide as a solid base. I added a bunch of city overhauls. Only problem is now I am massively over my limit, well not really (.esl files and everything already merged it is still well below the limit), but for Wrye Bash reasons to function I am over the limit. As it can't load all (as you mentioned before). I know that merging city and town mods is a no-go , as it causes problems with NavMesh. What if instead, I choose to temporarily deactivate all those city/town overhauls (dawn of skyrim, great city of, t'skyrim etc.) and load all the rest of my load order -> start up Wrye bash -> make my bashed patch -> Exit, then reactivate all the town mods again. Would that be OK? As I can't for the life of me see anything else I could possibly merge that would help me otherwise. Since the towns and city overhauls alone are about 14 esp's or so. I wasn't sure if those type of mods would matter in the end result of the bashed patch.
-
So I was looking on Nexus and came accross Teabag86's CACO Beyond Skyrim Bruma patch. https://www.nexusmods.com/skyrimspecialedition/mods/24830 I don't think that one has been added in this guide, and if it is relevant for the guide. Just wanted to note it. As it seems very well done. "A comprehensive overhaul of Beyond Skyrim - Bruma's ingredients, effects, food, drinks and flora for full integration with Complete Alchemy & Cooking Overhaul."
-
I was wondering, do you need to redo the xLODGEN step everytime again after installing a new city/village overhaul? The process is considerably longer than Dyndolod. Trying out new mods for cities and villages and swapping around to get the right build is a lengthy process if it is required to do xLODGEN everytime. Or can you just skip that one for those purposes? It is only terrain lods, so I don't know if it is neccesary for example if I install a Winterhold mod.
-
Hello. OMEGA Lexy LOTD CACO Consistency Patch, was made with Mator Smash (according to what I see on SSEEDIT)? Is it safe to redo the process of that one myself with a mashed patch and without a few mods I do not want to use. In my case, I don't want to install Moonpath or Grey Cowl mods so I skipped those entirely in the guide. And thus I can't use that consistency patch as it has dependency on those masters. And I heard it's dangerous to remove the masters (or very tedious with all those records). That also means for some other confliction resolution patches in this guide which depend on Moonpath and Grew Cowl.