
Mousetick
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Everything posted by Mousetick
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I've spent the last several hours tearing my hair out while troubleshooting an issue where a temporary reference override in an ESM plugin was completely ignored by the game as if it didn't exist in the plugin. The console would show that the last overriding plugin was not the expected one but the one before it in the overriding chain of the load order. Long story short: an ESM plugin contains a sub-record in its header, named ONAM, that is the list of temporary records overridden by that plugin. The engine uses that list for actually overriding temporary objects in-game, apparently. If an override is in the plugin but not in the list, it's completely ignored by the engine. This includes anything that can be overridden in the temporary group of a CELL: LAND, NAVM, REFR, ACHR, ... xEdit 4.1.5 has a bug which omits the first element of the ONAM list when saving an ESM plugin. xEdit rewrites the list from scratch anytime the plugin is saved. So even if a minute change, even unrelated to temporary overrides, is made to a complete ESM plugin, the plugin will get an incomplete ONAM list when saving it. IMHO this is a pretty serious regression which affects not only new ESM plugins created by xEdit, but also existing ones edited (and/or autocleaned?) by xEdit. @sheson If you're reading this, do you have any insider information about when the next version of xEdit might be released? ElminsterAU committed the fix ("fix for: ONAM in the File Header is always missing it's first entry") on GitHub more than a month ago. It seems there was going to be a 4.1.5b release but that didn't happen. Now there's a 4.1.6 development branch. This bug might also affect DynDOLOD.esm depending on which code base the latest DynDOLOD is built upon. In the meantime, I'm reverting to xEdit 4.0.4.
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I don't know if you're still discussing conflicts with this mod, or if you've switched to conflicts between LBSW and ENB Light which are not related to this mod. I can't confirm either way, as I don't use ENB Light or anything in the Post-Processing group.
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The sort order of this mod on MO2 left side is incorrect relative to LeanWolf's Better-Shaped Weapons for the installation options recommended by the Guide. Specifically, the recommended options for this mod are: New Style Arrows (vs. vanilla) Transparent Meshes of Full Size Scabbard (vs. opaque, or vanilla meshes) As of this writing, the Guide sorts BSW after this mod, thus overwriting it. This cancels the above style choices and creates a mish-mash of dragonbone weapons and sheathes with different styles. This can be easily seen by comparing previews in MO2 and swapping the relative order of the two mods. As the Guide's intent is to utilize this mod's custom style rather than vanilla, the current sorting doesn't make sense. Otherwise it would have recommended different installation options for this mod. This mod's custom meshes for the arrows and scabbards are designed to safely overwrite BSW without loss of quality, as they are based on BSW meshes. As indicated on the mod page (emphasis added):
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Are you sure you're using Skyrim AE version 1.6.640? If you're using "the current build of everything", your Skyrim AE version is 1.6.1130. Unless you manually downgraded to 1.6.640. How did you end up with a "fresh install of Skyrim AE version 1.6.640"?
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At the bottom of every Wiki page is a last modified timestamp: Whenever Z or someone else edits the guide to correct some grammar or spelling without actually changing the substance of the guide, this timestamp changes. I guess this is what the OP saw.
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Nexus/MO metadata for DynDOLOD files
Mousetick replied to z929669's question in DynDOLOD & xLODGen Support
There is an issue currently open on MO2's GitHub: [Enhancement] MO currently prioritizes FOMOD mod info but may need to prioritize available download info #328 It's from 2018, about another field from the FOMOD but same cause/effect, and is categorized as 'Enhancement' which means it will never get fixed I'm not sure my observation should be construed as safe advice to follow. This effectively works around MO2's schizophrenic version handling/checking with Nexus, but we don't know how other mod managers might handle the lack of <Version> tag. It should be ok but without actually testing with Wrye Bash, NMM or Vortex, there is a risk.- 8 replies
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Nexus/MO metadata for DynDOLOD files
Mousetick replied to z929669's question in DynDOLOD & xLODGen Support
Yes, the version number displayed by MO2 has always been mismatched with the Nexus version number since the beginning of the Alpha test. I was just clarifying which 3.00 and which metadata Z was talking about. He wasn't referring to Nexus metadata or interface, he was referring to the MO2 interface, without calling it explicitly: If you remove the <Version> tags from the FOMOD info.xml, MO2 uses the correct version metadata from Nexus, and it doesn't show that the installed version is out of date.- 8 replies
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Nexus/MO metadata for DynDOLOD files
Mousetick replied to z929669's question in DynDOLOD & xLODGen Support
It's the version number displayed by MO2 after freshly installing the mod: Contents of meta.ini created by MO2: MO2 does funny things with Nexus metadata and version numbers. I'm wondering if it doesn't pull the 3.00 from the FOMOD info.xml:- 8 replies
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Follow the latest 2.2.0 guide and make adjustments on your own as needed. Beginning: Differences in setting up the modding tools for GOG's unique version of the game vs. Steam. Install and use the latest version of all tools. Some have been updated to automatically detect GOG's installation, others require manual configuration. For example, for xEdit and DynDOLOD (which use the same command-line configuration options). Throughout: Certain mods, typically SKSE and SKSE plugins, are Skyrim version-specific. Install the version of the mod that is designed to work with GOG's unique version. GOG's unique version of Skyrim SE is 1.6.659. Throughout: AFAIK there are no mods in the guide that depend on the AE CC content, but there may be a few compatibility patches between mods and AE CC content. You can skip them since they don't apply to you. Note: Skyrim SE bundles 4 CC modules which are now considered part of the base game - they do apply to you, don't confuse them with AE CC content. End: Omit the STEP Patches that have dependencies on AE CC content and redo them all from scratch by yourself, or edit the STEP Patches to remove all AE CC dependencies. The Grass file is not a patch, it can be used as-is for generating grass LOD if desired. Disable automatic updates in the GOG client, if you use it. Disclaimer: I don't have Skyrim SE on GOG and have never used the GOG version.
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Game crashing before main menu after downgrade to 1.6.640
Mousetick replied to RomanFox's topic in Step Skyrim SE Guide
Install Backported Extended ESL Support (SKSE plugin) if you have not already. You may need it or you may not, I don't know, as it's unclear which version of the Bethesda data files are installed. If you don't need it right now, keep it enabled anyway, it's harmless, and it may prove useful later.- 11 replies
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- SKYRIMSE
- step 2.2.0
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Yes, it means you have more than one copy of the plugin named 'JK's Skyrim.esp'. One copy you reinstalled. The other one you previously edited is lurking somewhere and is (virtually) overwriting the pristine one in the mod manager. I have no idea how your stuff is set up or how you ended up in this state. You need to locate that second copy and get rid of it or put it out of the way. Only you can find it. I gave you some tips earlier to locate that edited plugin, have you tried them yet?
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I'm working on it. While scrutinizing the CL 3.0.1 vs. BR 1.7 bridge meshes differences, it turns out this mod is a complete placebo and does absolutely nothing in the STEP guide with its current selection of options. LOL. The newer BR meshes in 1.7 (which are actually older compared to CL as T4 simply reverted to an older copy) exist in the REALly Blended option only. Everything else is identical.
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That's impossible. You must have another copy of the plugin somewhere, the one you pruned before, which is then loaded in xEdit. In the plugin list on the right-hand side of MO2, locate the JK plugin (type its name in the filter box at the bottom if needed to find it), and hover your mouse over it. A small window will pop up. The first line at the top of the pop up will say: Origin: [name of the mod] where [name of the mod] is the name of the mod containing the plugin in the mod list on the left-hand side of MO2. That mod should be the one you freshly reinstalled. If it's not the mod you freshly reinstalled, then that's the problem. If it's the mod you freshly reinstalled, then further troubleshooting is needed to find out why it's not actually freshly reinstalled.
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What a mess... If you can post updates to CL, why don't you post a complete package, updated with the latest fixed Blended Roads bridge meshes and the GRAS bounds in the plugins. Since the original MA of both mods can't be arsed to do it. There won't be any more need to install Blended Roads on top of it, or for mods like Cathedral Landscapes - Fixed Bridge Meshes. CL is supposed to include Blended Roads. That would be nice and clear for users.
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You're comparing different variants of CL and BR. Both come in two variants, selected in their FOMOD: regular and Really Blended. You need to compare apples to apples: As you can see, the regular variant of both CL and BR plugins are identical, and the Really Blended variant of both CL and BR plugins are identical. The CL 3.0.2 update with correct GRAS bounds that was published last March appears to be the regular variant. The MA didn't bother to specify which one it is in the description, and RBR users are SOL I guess.
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Yes, it includes an older version of the meshes. The Blended Roads plugin is the same and is definitely redundant. That was the point of my post.
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As stated in the OP: The current wiki instructions omit the "move to optional" step. This is harmless, but as Blended Roads.esp is a fat plugin, it wastes a full plugin slot without providing any benefit whatsoever. The wiki instructions should be corrected. Alternatively, the mod Cathedral Landscapes - Fixed Bridge Meshes produces the desired installation results in fewer steps. (Wasn't sure whether to post here or in Feedback and Bug Reports. Feel free to move to a better place if needed.)
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Discussion topic: Clams and Oysters Clipping Fix by Diego2891 Wiki Link Improves positioning of clams and oysters in Skyrim and Solstheim. Compatibility: it should be compatible with everything because this mod only slightly modifies the position and rotation of clams and oysters. But one thing needs to be clarified: all the changes are based on the size and characteristics of vanilla meshes. Mods that replace original meshes may exhibit even worse clipping effects. My notes: This is based on and requires USSEP. USSEP fixes a few worst cases but this mod comprehensively adjusts the placement of every. single. clam. and. oyster. in the world. Well, not all of them. But many: 700, according to the MA (same MA as Fires and Embers Clipping Fix). That's quite a feat. Comes as a FOMOD with regular ESP or ESL-flagged ESP options. I'm not too bothered by shells sinking into the ground once harvested, which this mod prevents. But I'm annoyed by shells floating in the air or clipping with their surroundings, and this mod fixes that too. Compatibility is to be taken with a grain of salt. If another mod changes the terrain or objects around/under some shells, the results may not be as intended. Ideally that other mod should disable or move the affected shells to fit its own changes and prevent floating/clipping. So it's best to sort this mod high in the load order so that other mods may override it if needed without patching.
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Reference Handle Cap
Mousetick replied to DoubleYou's topic in General Skyrim SE Discussion & Support
Another obstacle to converting existing ESP plugins to ESM is that it changes their sort order relative to other plugins. MAs' recommendations to manually sort their mod before or after some other mod become void. LOOT's meta rules for automatic sorting become bogus. The recent xEdit update (4.1.5) doesn't allow creating or saving Starfield plugins unless they're ESM. That should help ensure all Starfield mods are ESM from the get go. Assuming all MAs use xEdit, but many don't. What the successor to CK will do and allow for Starfield, or not, remains to be seen. -
Reference Handle Cap
Mousetick replied to DoubleYou's topic in General Skyrim SE Discussion & Support
Good question. I don't know the history of past BGS game releases, their official modding tools and associated documentation, that could shed some light. ESP might be a legacy leftover from previous games and tools that is still supported by the current games. Or it might have been intended by Bethesda for temporary quick-and-dirty patches (ESP as in Patch) which naturally and conveniently sort after the ESMs, in between official game releases or during development. From my uninformed outsider's point of view, looking at the pattern of past games up until the latest Starfield, Bethesda don't design their games with moddability in mind. Moddability is bolted on organically later as an afterthought. The people who build the engine may not be the same as the people who build the CK, there may be technical gaps in between. Furthermore, Bethesda doesn't provide any official public documentation or communication on anything for modders to rely on. What modders have done with the games and the tools happened largely out of Bethesda's control or help. A lot of modding was likely unintended or unenvisioned by Bethesda. All that may change with the new BGS Creations platform. I think trying to explain the current state of affairs in regards to ESP vs. ESM and how we got here is a little futile, because there is probably no rational explanation. It just happened without Bethesda willing it, and they didn't care enough to explain and correct it. Though they did care about the CC content which is ESM. -
That's strange. First, there is no such setting as “OnlyGenerateCache” in GrassControl.config.txt. The configuration setting is named OnlyPregenerateWorldSpaces. Just to make sure: the SkipPregenerateWorldSpaces setting is not containing Tamriel by chance in your GrassControl.config.txt? I don't think it matters when OnlyPregenerateWorldSpaces is used, but I'm not sure. Other than that, try disabling all plugins in your load order, except the vanilla Bethesda ones, and generate grass cache for Tamriel. Does it work?
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Not directly relevant to the guides but necessary for generating grass cache with 1.5.97 runtime.
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- SKYRIMSE
- 02-extenders
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DynDOLOD 3a157 - Not a problem report From https://dyndolod.info/Changelog: This is Christmas early! Thank you Santa Sheson I'm currently tied up with other things so it will be a little while before I can try out the fix and enjoy the results, but I'm looking forward to it. In the meantime, I had some questions about the TerrainUnderside[Min|Max][X|Y]_[Worldspace] settings in DynDOLOD_[GAME MODE].ini: Could you clarify the purpose of these settings. Are they simply intended to optimize out areas where terrain shadow casting is not needed or is there more to them than that? In DynDOLOD_SSE.ini, the settings for DLC2SolstheimWorld are: ; exclude terrain north and south of the playable area ;TerrainUndersideMinX_DLC2SolstheimWorld= TerrainUndersideMaxX_DLC2SolstheimWorld=63 TerrainUndersideMinY_DLC2SolstheimWorld=-2 TerrainUndersideMaxY_DLC2SolstheimWorld=26 I understand they limit the underside to roughly between the southern and northern edges of the island, but I don't understand why there is no lateral restriction on the western side of the island where there is just water. Does [Worldspace] refer ONLY to the worldspace for which the underside is being generated (i.e. the destination worldspace selected in the UI), or does it refer to ANY occurrence of the worldspace (i.e. either as the source or destination worldspace when combining for LOD)? For example, when combining DLC2SolstheimWorld (source) into Tamriel (destination), do the settings above apply? Thanks.
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Description Framework (by Nightfallstorm & JaySerpa)
Mousetick replied to framx2l's topic in Skyrim SE Mods
Me too. Me like it a lot. This mod is just the framework, the enabler to display item descriptions. It doesn't contain any descriptions by itself. The descriptions are provided by other mods. I have installed these so far: Vanilla Item Descriptions - Unique Items Only (I don't care for the descriptions of common items like pickaxe, fork, ...). Mythos of Skyrim - Immersive Artifact Descriptions (this one and the one above overlap) Creation Club Item Descriptions Legacy of The Dragonborn - Item Descriptions (not applicable to STEP build) VIGILANT - Misc Item Descriptions (not applicable to STEP build)- 7 replies
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