Mousetick
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Everything posted by Mousetick
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Yes. When I updated my ongoing game to DynDOLOD 3a155 plugins from 3a140 I did it with a clean save in an interior cell in Solitude. So all DynDOLOD persistent references should have been removed from the save, prior to updating. I no longer have the clean save to verify. DynDOLOD DLL NG was not changed. I have no idea when or how 7D3022EC (and the other dynamic LOD references like it related to the same mod or Enable Parent) became "stuck" in that state.
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Test 1: I fast-travelled to Whiterun gates, then walked through the tundra to the tower. Here's what I got: Disable - Reference 7D3022EC Base 5A231849 lod\clutter\stockade\stockadegate01_lod_0.nif Disable - Reference 7D3022EC Base 5A231849 lod\clutter\stockade\stockadegate01_lod_0.nif Disable - Reference 7D3022EC Base 5A231849 lod\clutter\stockade\stockadegate01_lod_0.nif Disable - Reference 7D3022EC Base 5A231849 lod\clutter\stockade\stockadegate01_lod_0.nif Disable - Reference 7D3022EC Base 5A231849 lod\clutter\stockade\stockadegate01_lod_0.nif Disable - Reference 7D3022EC Base 5A231849 lod\clutter\stockade\stockadegate01_lod_0.nif So there is no enable to begin with. And then there is a bunch of disables, but the reference is still enabled when the cell containing the full model attaches. Test 2: Starting in front of the gate (cell attached, full model loaded) I manually disabled 7D3022EC (gate dynamic LOD) in the console. Then walked away until the cell detached, then moved back until it attached again: Enable - Reference 7D3022EC Base 5A231849 lod\clutter\stockade\stockadegate01_lod_0.nif Disable - Reference 7D3022EC Base 5A231849 lod\clutter\stockade\stockadegate01_lod_0.nif This time the dynamic LOD was effectively disabled, and the gate looked/worked as expected. It looks as if the dynamic LOD got "stuck" into enabled state somehow and DynDOLOD DLL gets confused. Even though the Test 1 log shows the dynamic LOD was disabled (multiple times), it is actually not disabled. Let me know if you'd like to debug more, I'd be happy to try test versions. Thank you.
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I'm still using the previous version 2.0 because the current version 3.0 was completely "refactored" and required a new game, so I didn't update. ESM flag is the only change I made. I've approached the tower twice from different directions, since I noticed the problem. I'll check again to see if it's still bugged. Ok, great. Let me try that. Thank you.
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ACCEPTED Oxygen Meter 2 (by Powerofthree & OsmosisWrench)
Mousetick replied to z929669's topic in Skyrim SE Mods
FWIW I've never had a display issue with this mod, which I've always and only used with DDDM.- 23 replies
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LOD ressources files conflict...
Mousetick replied to Klemc's question in DynDOLOD & xLODGen Support
Autoclean doesn't fix errors in plugins. If you have unresolved Form IDs it's because you have a mismatch between a plugin and its master(s). One or the other is outdated. Or one was compacted for ESL while the other was not. -
Hi sheson, It seems you may have missed a problem report I posted a couple days ago. Could you take a look at it please when you get a chance? Thanks in advance for your attention.
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In an ESP it doesn't matter as all references behave as persistent references, with Skyrim SE (1.5.x or 1.6.x). In an ESM it depends how the temporary reference is used. If it's not used by anything else it's ok to be temporary. Determining whether a temporary reference is used requires cross-referencing it with other entities within the plugin, and possibly with Papyrus scripts outside the plugin. xEdit can show the cross-references within the plugin. I don't know if CK is capable to building the same cross-reference as xEdit. I think it just uses dumb rules of thumb based on the reference base record type. For example, CK will advise any ACTI reference should be persistent, whether it needs to be persistent or not. If a reference is temporary in an ESM and is used by something else, so it should really be persistent, something will not work correctly. A quest won't start or progress, an NPC won't move, a dialogue option won't be available, an NPC won't say their line, etc. and in many cases it will cause CTD at some point. Unless you are debugging bugs with specific mods, there is no reason to worry about "xxx should be persistent but it is not persistent" - you're just wasting your time. Note that if mod A (or a vanilla master) defines a temporary reference which is not used by anything else in its ESM plugin, but mod B uses this temporary reference in its own plugin, it's mod B that is bugged, not mod A. Mod B must override the reference and make it persistent. If you're trying to ESMify plugins and are worried about certain references needing to become persistent, you can try Persistentify Those Plugins which is an xEdit script that attempts to analyze cross-references. It's not perfect as it can still miss some references. There are other xEdit scripts such as ESMifyer and ESMifyer Addon which are limited to NPC references and use brute-force approaches, which can produces false positives or false negatives.
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The Just Ice "patch" and other ice texture "patches" didn't patch anything, they were pre-made LOD textures for the LOD models provided by this mod. Now all LOD textures must be generated by TexGen and the LOD models of this mod have been updated to use those textures. The cube map from this mod should win. Everything from this mod should overwrite everything else (except TexGen output) in order to look as it should.
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So, any news? I guess we'll never know. Sigh. So much for trying to help.
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DynDOLOD 3a155 / DLL NG + Scripts 3a12 The dynamic LOD of certain references is not disabled when full models are loaded. Dynamic LOD | Full Model The above shots are just 2 instances. Upon closer inspection, all dynamic LOD of the same mod, or perhaps of all references with the same Enable Parent, not sure, is affected. The mod is Environs - Whiterun Watchtower Doesn't Stay Broken. I haven't done an extensive check but other dynamic LOD works fine, such as Hearthfire houses. Logs and other relevant files: https://drive.google.com/file/d/1ssrM9OwD-gSECDe9VrwLA5Szcdawq535/view Thank you.
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ACCEPTED Majestic Mountains - More Accurate Collision (by Korodic)
Mousetick replied to z929669's topic in Skyrim SE Mods
This: Majestic Mountains Complex Material (read the mod description for more details).- 10 replies
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Working with levelled lists. Help needed!
Mousetick replied to ButchDiavolo's question in General Skyrim SE Support
Levelled lists are used for many different things throughout the game. There are cases where an empty levelled list is possible and valid. Such cases where the game expects zero or more "things" out of the list. An example would be loot placed in chests: you could remove all loot by emptying the relevant lists. Levelled lists also have an optional 'LVLD - Chance None' property. If present, this is the probability the levelled list returns nothing even if it's not empty. This is used mostly for loot. In levelled NPC lists, it is always 0. In the case of levelled NPCs where the game expects exactly one "thing" out of the levelled list, I don't know what would happen. We can look at LvlVampire [NPC_:0002F9E1] for example. It uses LCharVampire [LVLN:00033973] as its template. If that template levelled list is empty, two things could happen: The game crashes/freezes because the LvlVampire NPC has a null template and the NPC requires the template (see 'Template Flags' under ACBS - Configuration). The game goes ahead and instantiate LvlVampire without a template which would result in a level 1 character of race FoxRace. -
Working with levelled lists. Help needed!
Mousetick replied to ButchDiavolo's question in General Skyrim SE Support
Yes. In this case you'll use "copy as new record (spawn rate plugin)". But if you do that and simply remove the female flag on the copy you'll end up with male vampires with the appearance and voice of females. So it's a little more complicated than that. You need to keep the stats and equipment but change the voice and appearance (head, hair, etc.) and possibly outfit to a male version. You then need to generate facegen data for these new NPCs otherwise they'll have a black face. You may also need to make a male version of the NPC template's template (e.g. EncVampire01Template for EncVampire01) to cover all the bases. You can just add the male entries to the levelled list rather than replacing existing ones. If there are as many female entries as males, you should have a 50/50 chance on average to spawn either sex. What would be the purpose? -
DynDOLOD Resources SE version information not found
Mousetick replied to jjensson's question in DynDOLOD & xLODGen Support
https://dyndolod.info/Help/DynDOLOD-Resources#Troubleshooting -
TESTING Vanilla Script (micro)Optimizations (by Subhuman0100)
Mousetick replied to Kattmandu's topic in Skyrim SE Mods
Yes. Both issues I noted in my previous post have been fixed in the recent 1.1.7 update. -
In both cases, the user still needs to install files manually in SSE root folder, and edit the executables in MO2. So no difference in convenience or difficulty of installation and setup. Configuring "Force Load Library" is actually more complex (involves more steps and is more error-prone) than creating a new executable entry for SKSE. Making SKSE a separate executable makes it clear it's SSE + SKSE. Plain SSE remains available as its own executable in the menu, if needed. I reckon plain SSE is of limited value, but it may still be useful for certain vanilla-like testing profiles or for troubleshooting. Edit: Although it's not relevant to the STEP Guide: the NGIO Grass Precacher plugin for MO2 specifically looks for and launches skse64_loader.exe. So removing or omitting it is a bad idea for the grass precaching use case and possibly other use cases.
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Discussion topic: Instantly Skip Dialogue NG by JonathanFeenstra Wiki Link This SKSE plugin allows most of the dialogue directed to the player to be skipped instantly, bypassing the 750 millisecond delay. This includes most dialogue from Talking Activators which is normally unskippable. It also includes Osmosis-Wrench's Allow Dialogue Progress Bugfix using SKSE instead of Papyrus. Dialogue subtitles must be enabled for this mod to work. Notes: 750 milliseconds is 3 quarters of a second. This is the delay during which the vanilla game ignores any interaction with the dialogue UI. If you're concerned that you or your cat might accidentally press a button/key, skipping important dialogue you didn't want to miss, there is another mod by the same MA that does the opposite: Unskippable Dialogue NG.
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Yes. Technically the 2K version is the replacement of the former Lite version. You should use 2K rather than 1K unless your GPU has 4 GB VRAM or less. All versions in the Main Files section have the same installation options in the FOMOD, the only difference is the texture resolution: 4K, 2K or 1K. From the Embers XD 2.8.7 Changelog:
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Is there a successor of ASIS?
Mousetick replied to framx2l's topic in General Skyrim SE Discussion & Support
For enchantments on NPCs, I use Enchantments and Potions Work for NPCs. This replaces ASIS and requires Spell Perk Item Distributor. Install and play. No patching needed. As for sneaking abilities, I don't know what you're referring to. If you're talking about enemy NPCs being able to sneak, I'm not aware of any mod that does that, but there's probably at least one mod out there. -
I'm replying here as the OP is already too long. Let's abbreviate Combine Worldspaces for LOD as CWL for the sake of convenience and brevity. Big disclaimer: I've never used WTT. I'm just going by the information provided by the mod author on the mod page, and by examining the mod's plugin in xEdit. Differences: WTT contains a duplicate of most of the Tamriel terrain and trees/objects placed into Solstheim, and vice-versa. It's probably based on the vanilla masters. It's a static, frozen mirror image of Tamriel in Solstheim and vice-versa. CWL on the other hand doesn't duplicate any real/physical terrain or tree/object into the destination worldspace. It only copies the LOD, which is an exact reflection of the load order, including any modification to the terrain or trees/objects made by mods, at the time of LOD generation. WTT provides a feature whereby the player can teleport from the source to the destination worldspace when hitting certain trigger boxes. It's unclear from the mod's description where those trigger boxes are, and where the teleport destination points are exactly. CWL on the other hand can't provide such feature as it is plugin- and script-free. In-game, CWL relies only on LOD meshes and textures. But it doesn't preclude making this functionality available as an add-on. Conceivably for example, the WTT plugin could be stripped out of everything it contains except the trigger boxes and teleport markers, then used alongside CWL. WTT doesn't have the limitations of CWL regarding dynamic LOD and neverfades. WTT has clouds over Skyrim in its plugin but they don't seem to be visible on the mod's screenshots. WTT changes the properties of each worldspace, specifically their cell X/Y bounds, because it extends them by adding a lot of cells that don't exist in vanilla. This requires patches for compatibility with map mods, which also change (other) properties of worldspace. CWL doesn't require any patch, since it's based on the entire load order, which is supposed to be already correctly patched - whether CWL is used or not. With WTT, it's unclear if the player can walk on Skyrim while in Solstheim worldspace, or if this area is off-limit and the player gets teleported before reaching there. In theory, since there are real/physical terrain, tree and objects placed in that worldspace, it should be possible. But the usefulness and interaction would be very limited: there are no NPCs, there is no life. CWL doesn't prevent the player from getting close to the source worldspace LOD in the destination worldspace, but doing so should be avoided, lest the LOD of the source worldspace disappears and the illusion shatters. WTT is (for now) limited to Solstheim and Skyrim. Supporting other source or destination worldspaces would take a lot of tedious manual work. CWL on the other hand is a generic automated solution that works with any configuration, as long as one can be made for specific source/destination worldspaces. WTT puts some easter eggs at the bottom of the sea, and optionally adds the Red Mountain volcano plume to the Tamriel worldspace.
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How to revert to Full if Level0 (3D LOD) doesn't exist?
Mousetick replied to tamrieltwo's question in DynDOLOD & xLODGen Support
Never mind, please ignore the previous comment. We're talking about object LOD and I'm completely wrong. To understand the sharp increase in VRAM usage, you could compare the before/after sizes of the LOD texture atlas. For example, textures/dyndolod/lod/dyndolod_tamriel.dds. +3GB seems overly high. You still don't need to downscale the textures. They're already downscaled by DynDOLOD when added to the LOD atlas. -
How to revert to Full if Level0 (3D LOD) doesn't exist?
Mousetick replied to tamrieltwo's question in DynDOLOD & xLODGen Support
The increase in VRAM usage doesn't make a lot of sense. You don't need to downscale textures, that's what mipmaps are for. Mipmaps are progressively downscaled versions of the full texture, e.g. 4K by 2K > 2K by 1 K > 1K by 512 > 512 by 256 > 256 by 128, and so on, down to 1x1 pixel. The GPU automatically selects the appropriate mipmap resolution based on the displayed surface dimensions depending on viewing distance. Do your textures have mipmaps? Mipmaps increase VRAM usage but improve performance since the GPU doesn't have to rescale the full texture all the time.

