
Poncington
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Everything posted by Poncington
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I can't seem to get the lods to generate to the folder that I specify in arguments. It always goes to the overwrite folder. The only thing that seems to work is telling MO2 to generate the files in an empty mod in the left pane but the instructions on page one say not to do it this way so now I'm wondering if it's not turning out 100% right despite the appearance of being installed as a mod. Is there any reason I can't just copy paste the output from over write to another folder then .zip it and install as a mod?
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How to create merged patch for conflicting mods only?
Poncington replied to Poncington's topic in xEdit
Ok I think I see now. I should have read the link to "manual method" all the way through. It looks like you lean heavily on "copy into override" for a couple of mods at a time and then add that individual fix into the mega patch once it's done. Good info thank you. -
How to create merged patch for conflicting mods only?
Poncington replied to Poncington's topic in xEdit
How are you making this one big patch for the whole load order? That's what I've been doing with the merged patch in xedit until yesterday when it told me I had too many masters to load now which is what led me to post this thread. -
How to create merged patch for conflicting mods only?
Poncington replied to Poncington's topic in xEdit
I'm curious about the people saying you haven't used bash patches in years. If not that, then how are you doing it? Just filtering for conflicts and making dozens of individual patches? -
How to create merged patch for conflicting mods only?
Poncington replied to Poncington's topic in xEdit
I appreciate you taking the time, this helps quite a bit. In the pic above the bashed patch was actually using miraaks enchantment over the sneak tools enchantment despite sneak tools coming later. Now that I've thought about it this actually makes sense. I assume the sneak tools enchantment includes the ability to conceal your identity but I could be wrong. If this is the case it makes sense that a high profile recognizable artifact would be a poor disguise compared to a generic hood that anybody could make from a rag. At that point I think I would keep the zims enchantment like they did in this case so I won't be changing it. I did notice that the sneak tools enchantment won over the zims enchantment for nightingale hoods. I think this would make it a disguise rather than giving you cold resistance. I agree with the choice because it's a sneaky type item that a thief would use. Maybe the wrye bash people are pretty smart -
How to create merged patch for conflicting mods only?
Poncington replied to Poncington's topic in xEdit
To be honest the default bash patch seems to do an ok job on it's own and I'm not sure I would know the difference during actual play if I just rolled with it. Little stat differences here and there don't make a big difference unless powerful enemies from srceo or immersive creatures get gimped back to vanilla but that doesn't seem to be the case as far as I can tell. I already have all of the patches for my mods that are available as far as I know so I can always check conflicts after bashing and make a few individual patches for things that matter. Is that basically how it's done these days? -
How to create merged patch for conflicting mods only?
Poncington replied to Poncington's topic in xEdit
I see thanks. So what is considered the best practice in 2023 by those that keep up with this? I had no idea things had changed so much. -
How to create merged patch for conflicting mods only?
Poncington replied to Poncington's topic in xEdit
Just to be clear, all I need to do is make a bashed patch with my whole load order minus the usuals like dyndolod and then tweak it in xedit after it's done until it looks right? That would actually be ideal since wrye bash didn't complain about too many mods. EDIT: It's a bit different than I'm used to. It seems to decide on it's own which mod should win over another despite load order. For example it put miraaks mask enchantment from zims immersive artifacts in the patch over the one from sneak tools despite sneak tools being later in the load order. I also noticed that it errs on the side of caution and goes with the strongest stat for items and creatures bypassing other mods with inferior stats for the npc or item. I'm not totally against it but it makes me wonder what else is going on under the hood that I can't see. I guess I'll try it and see if anything strange happens in the playthrough. -
How to create merged patch for conflicting mods only?
Poncington replied to Poncington's topic in xEdit
I had no idea. When you google you get different results from various times in history and it's a bit confusing. I thought the latest way was still to delete anything to do with leveled lists and make the merged patch in xedit then tweak it manually until it's as close as possible then make a bashed patch selecting only leveled lists so each program can do what it's best at. I'll start doing it the new way thank you. -
Hopefully I didn't miss anything too obvious but I'm having a small issue. Before I got anniversary edition I would do a merged patch after finishing my load order without issue but now that AE added a ton of mods I get an error that xedit can only add 253 out of 307 masters. I tried filtering for conflicts first to get the number of mods down under 253 but even though there are under 200 remaining in the left pane after filtering for conflicts it still tries to add all 307 when I create merged patch. I wish I could make it go back and uncheck the mods that aren't conflicting retroactively. What can I do aside from filtering for conflicts and making a long list of mods so I know what to check when I restart sse edit? I'm guessing there's a far better way to go about this but my xedit skills are extremely basic.
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Next time I'll make sure to start texgen and go for a walk.
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Ok I have no idea why but I tried a fresh texgen the same as before and it completed. The only difference I can think of is I started it before getting ready for work right after the first boot of the day and left the pc until it was done. Maybe using firefox to watch youtube vids interferes somehow? Not sure. I can put up the logs when I get home if it helps in some way.
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Yeah I thought that was strange as well. I reinstalled nature of the wild lands to restore the file I deleted and now it's freezing on a different one like you said. As for vigilant I didn't have it installed before. Still building my load order for the next play through. I will try what you said and report.
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No problem. I'll reinstall notwl and redo texgen so I can upload the log. https://ufile.io/ie8alzq0 https://ufile.io/v4rfayiw
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I finally got texgen and dyndolod to run with all options selected that I wanted. It was getting stuck each time on a file "alnus forest shrub 01" from nature of the wildlands. I went in sse edit and deleted the file and everything went smoothly. I'd like to have everything from the mod in the game but I guess something is wrong with that texture or something. Maybe I can fix it somehow and add it back in? Not sure.
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I added LockTexconv=1 but it still ended up freezing while trying to make a billboard for a tree from nature of the wildlands I believe. I ended up getting it to work by unchecking the "render" and "ultra trees" boxes on the texgen 64 option page. I forgot to upload the text report beforehand but if it's still in there from earlier attempts I can come back and add it if it helps.
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Is anyone else getting stuck in texgen64? It keeps stopping at imperialfortlod.dds every time. It used to take maybe 5 or 10 minutes but now it gets to that exact point and never moves on. I found a post online that suggested rolling my nvidia driver back and setting RenderThreads=1 in texgensse.ini but still no joy. No error messages or anything it just gets to that point and never gets past it. Any ideas? I already have texgen64 and dyndolod64 set to run as admin. Cpu is at 1% and memory is at 47%. Thanks! Forgot to mention I was using the latest dyndolod/texgen3.0 128 with skyrim 1.6.64. I also used dydndolod dll se and dyndolod skse64 plugin loaded after dyndolod resources 3.
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Ah ok thanks. I didn't redo texgen with xlodgen terrain in the load order. i'll redo it in that order and redo occlusion at the end with everything active.
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Here's my last one. Did quality 5/10/15/20 with 1024 lod 4 and 512 for the rest. I did texgen and xlodgen terrain only, but separately without anything active except my regular load order. then i activated dyndo texture output, xlodgen texture output, noise, and ran dyndolod. I need to explore more but looks pretty good so far. https://postimg.cc/1nJXLs6V
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Thank you for your help. Last thing (I think). How would you use dyndolod and xlodgen together in skyrim se for optimal effect? I don't completely understand how they overlap if at all. I thought just doing terrain with xlodgen and everything else with dyndolod would make the world complete but it seems like dyndolod alone creates a more full looking world. When I generate 3d tree lods with mathys 3d trees in xlodgen it mentions objects which I would think dyndolod handles so I don't know if i should do world objects with one or both. What's the right mix and what's the correct order to to run everything?
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I ran dyndolod and 3d tree lods with mathys 3d trees. its better but the lack of grass and plants in the distance ruins it. anybody know how to make billboards out of grass and plants? even 2d shrubs would be a big improvement from far away. https://postimg.cc/xczHt86c
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I should have asked earlier but should I just run terrain with xlodgen and use dyndolod to cover everything else?
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I believe i did quality of 5 and 1024 for level 4 and 512 for the rest. i did not bake as per instructions in the first post. i'm doing a new one right now with quality 1 and 2048 on lod4 and 512 with quality 10/15/20 for the rest. will post results.
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Thanks for the quick response. I installed the vanilla noise file as a mod and left it as is since I'm not sure how to modify it. The color actually looks pretty close to me. I would really like the closest lods to be sharper though. The furthest ones aren't super important to me I just can't stand seeing smeared graphics so close. If I could increase full quality draw distance I would but no setting seems to work. Would a lod4 quality of 1 be doable and if so would it do what I want? In the mean time here's some pics after adding the noise.dds file. I tried to get lots of pics to show the gradual change. The pics are numbered in order. Not sure why they uploaded in random sequence. https://postimg.cc/gallery/byB0k7d
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Sorry if this is the millionth time you've been asked this but..any advice for a new guy with no clue? It didn't go so well. I thought I followed the directions for skyrim se with quality at 5-10-15-20 for the lod zones and the boxes ticked according to the instructions for first timers at the beginning of the thread. It basically turned skyrim into an empty scorched wasteland https://postimg.cc/JD1hy9cQ