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mooit last won the day on June 29

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  1. Is there an SE version for Fall of Granite Hill? https://www.afkmods.com/index.php?/files/file/2156-the-fall-of-granite-hill/ THANKS P.S. With only the grass folder in 'overwrite' and then creating a mod, it will say in MO2 it doesn't have any game data and shows a red x. Is this is how everyone's MO2 will look?
  2. I did read the Grass guide, sorry I didn't elaborate better, it saying to install DynDOLOD as a mod, I was trying to understand, if that I meant, I needed to generate, xLODGen, TexGen and DynDOLOD and have the outputs of all 3 in MO2 to generate the grass cache with? OH Oakwood was the crash! I want to play Oakwood in AE, but I can't find an SE version for when I generate the grass cache. Anyone know if there's a SE 1.5xx version for Oakwood? This screen shot is what confuses me, mod being mentioned like this for installing DynDOLOD, because I look at DynDOLOD as an app, that creates a mod output, therefore the reason I asked what I did. P.S. I'll just have to say go with 'Step 6: Generate LOD' and generate xLODGen, TexGen, DynDOLOD aftwards. THANKS
  3. Sorry if I seem dense here, but this makes no sense to me; Step 1: Install required mods[edit] The following mods should be installed and setup correctly to use this quick start walkthrough: DynDOLOD 3 alpha DynDOLOD the application itself is what I'm thinking, when I think of DynDOLOD, and when you use it, you generate a DynDOLOD output, as a mod. But the Grass guide doesn't talk about generating xLODGEN, or TexGen as a prerequisite to generate grass cache. So I'm lost as to what is meant here by installing DynDOLOD as a Mod? So should I have a xLODGen, TexGen, DynDOLOD outputs listed as mods in MO2 before generating the grass cache? P.S. Is there an Oakwood version for SE? All I can find is an AE version, but that requires Fish from the Creation Club, and I want to use Oakwood in the game, and I assumed I needed it in my SE mod list to generate a grass cache?
  4. Now I went back and added in mods, that I'll be using in the game, I unchecked them and put a red box around them. Now when trying to generate the cache the game crashes and it won't generate a grass cache. Hmm, I'm starting to see, that in order to do this, you really need to have a simple, somewhat basic mod setup. Is Verdant, as an example, grass/landscape mods all that really matters added into Mo2? I thought if I was going to have extra content added to the map like Helgen Reborn, etc., then I should be adding them in? hmm You can also see below in MO2 Landscape Grass patches that also pertain to the mods in the red box. As for any log/crash info, this is all I could find in NetScript; [02 Jul 2022 17:12:33.303] Initializing framework version 15. [02 Jul 2022 17:12:33.305] Loaded configuration file. [02 Jul 2022 17:12:33.307] Preparing .NET code hooking. [02 Jul 2022 17:12:33.310] Loading game library. [02 Jul 2022 17:12:33.954] Loaded game library for `The Elder Scrolls V: Skyrim Special Edition` (18). [02 Jul 2022 17:12:33.954] Running game version is [02 Jul 2022 17:12:36.981] Loading plugins. [02 Jul 2022 17:12:36.981] Path to plugins: "Data\NetScriptFramework\Plugins". [02 Jul 2022 17:12:36.983] Checking file "GrassControl.dll"... [02 Jul 2022 17:12:36.986] Plugin found and loaded. [02 Jul 2022 17:12:37.001] Finished loading 1 plugin. [02 Jul 2022 17:12:37.001] Finished framework initialization. [02 Jul 2022 17:12:56.675] Unhandled native exception occurred at 0x7FF7ED581F22 (SkyrimSE.exe+5E1F22) on thread 10984! hmm THANKS
  5. I'll move the other folders out, when making the grass mod then. THANKS
  6. Under this URL; SkyrimSE:Grass LOD Guide - Step Mods | Change The Game (stepmodifications.org) The grass cache should have been generated within Overwrite. Right-click on Overwrite and select Create Mod.... Name it "Grass Cache - cgid" or something similar and click OK. The last time I created the grass mod and added it to MO2 everything listed in overwrite was listed in this mod, not just the grass cache folder. hmm And then if you go to delete the grass mod in MO2 you delete everything out of the overwrite folder. So by doing it this way, it then removes everything out of the overwrite folder that needs to be there, and then moves it into the grass mod folder under the MO2 mods directory. THANKS P.S. I'm assuming I should remove everything out of the 'overwrite' directory, except grass, then create the grass mod?
  7. I was running it at 800x600, but full screen. THANKS
  8. Ahhh HA... LOL Working now! Now, I need to figure out if there's a bug in the app, or something wrong on my end, because I never get this message in the console or popup telling me it's completed. The console simply stops, and the mouse cursor starts spinning and that's it, then I have to ctrl alt del and sign out. hmm THANKS
  9. Hi, Several times in the past I have successfully generated the grass cache with NGIO Grass Generation MO2 Plugin. I actually just created the cache a few days ago, but I wanted to change my grass from Veydosebrom to Verdant, Veydosebrom was the grass mod I had been using, that I successfully generated the grass cache several times in the past. Now, that I am trying to create the grass cache for Verdant, I can't. When I look at the console it says it's generating, when it's done, just like when it was successful in the past, the game would freeze, and the cursor would just start spinning. After, when I checked the overwrite folder, the grass folder was empty, but when I looked at the NetScriptFramework.log it said at the bottom; [02 Jul 2022 00:17:43.123] Grass generation finished successfully! So I'm lost now, I don't understand how it was working, now it's not, and I've spent an entire day on this, and 8 hours later, I still can't get the grass folder to populate. Here's screen shots of my installed mods in MO2. I've attached GrassControl.config, Grass Cache Fixes.ini, and the NetScriptFramework.log THANKS GrassControl.config.txt Grass Cache Fixes.ini NetScriptFramework.log.txt
  10. Ok on the info... If you haven't tried it, you really need to look at PI-CHO for Cathedral. '2. PI-CHO ENB Hyper Edition for Cathedral Weathers and Seasons with EVLaS - Build 3' I don't know what he is doing, but I've never seen any ENB create the amount of realism/detail this ENB does. The only way I can describe it, is like you played the game before on a GTX 1060, and now the ENB make it look like you are on a 3080. Even though I am using a 3080, the HD level of realism/detail increases dramatically in this ENB. This ENB truly bumps the quality up even higher looking Next Gen AAA. I was blown away at the level of realism this ENB creates. Granted, it's not perfect, it does need some tweaking, but if you want the most realistic looking modern Next Gen AAA looking game, this ENB is the only one I've seen doing this. THANKS
  11. Can TexGen_SSE.ini alpha threshold go above 144 to increase clarity, and if so, what increments would you change it by? They still are a little blotchy, but not as bad as before. THANKS
  12. I think I made a mistake with the EVT recommended with 'Lush', I used the lush small trees in the 'SE Custom Trees 2K. I'm assuming when you said lush for EVT you meant to download 'Enhanced Vanilla Trees SE-Lush Trees'? THANKS
  13. So I just did everything you said, but it was the ENBs causing this, and I had a feeling it was the ENBs I've been playing around with, and it was the bloody ENBs fudging up the trees in the distance. I get how ENBs can really change a lot of the looks, but I didn't think they would screw up the trees so bad. The screen shots of Bethini settings, some of them aren't Ultra, do you think there's any graphical quality loss with those settings, or the changes are so minimal, you'll never notice the differences? But I've been playing with a lot of ENBs lately, and I have noticed how they are changing the saturation, colors, hues, gamma, contrast, etc., of the trees. Bloody ENBs been driving me crazy, so I deleted out the ENB and ran the skse loader, and let SSE create it's own defaults and the trees now look ok. SO, I really do love PI-CHO, it's a really amazing ENB, but it does need to be tweaked. PI-CHO ENB ( Based on Silent Horizons) at Skyrim Special Edition Nexus - Mods and Community (nexusmods.com) Here's a screen shot now, much better. (This is without an ENB) THANKS
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