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vidalia

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vidalia last won the day on November 12 2017

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  1. No grass period. Switching the position of Grass Cache Fixes (from the bottom of the L.O to above Step Conflict Resolution) - as indicated by another poster - seems to "fix" the issue - which is strange because looking at the ini setting of both mods they do not seem to have a conflict - i am assuming this is an ini setting issue as doing the above gives me back both grass and grass LOD - so grass LOD generation is not the problem here? Before and After Screenshots
  2. Facing the same issue after completing the guide. Skyrim AE version 1170 - using the complex grass HD settings for TexGen and Dyndolod Things I have checked and verified - Tex Gen is generating the txt and dds files for the grass billboards.No errors reported in the texgen logs Dyndolod generation is also successful - no errors related to grass in the logs.Verified all the grass related esps are loaded. These are my grass settings in Skyrim.ini and SkyrimPrefs.ini. I also modified the STEP Patch Conflict Resolution.ini to the same value for fGrassFadeRange Skyrim.ini [Grass] fGrassWindMagnitudeMax=125 fGrassWindMagnitudeMin=5 iGrassCellRadius=2 iMaxGrassTypesPerTexure=15 iMinGrassSize=60 fGrassFadeRange=20272 (new change) SkyrimPrefs.ini [Grass] fGrassMaxStartFadeDistance=6144.0000 fGrassMinStartFadeDistance=0.0000 fGrassStartFadeDistance=6144.0000 fGrassFadeRange=20272 (new change) STEP PATCH - Conflict Resolution.ini [Grass] bAllowCreateGrass=0 ;Toggles the ability for the game to generate the grass mesh positions in the game upon cell load. This should be disabled if using the grass cache bAllowLoadGrass mechanism. bAllowLoadGrass=1 ;Toggles loading grass data files (grass/*.gid files) to display grass. bEnableGrassFade=0 ;Toggles the fade-in effect of grass when new grass comes into view. This should be disabled if using grass LOD via DynDOLOD. fGrassFadeRange=20272 (CHANGED From Default) ;Sets the additional distance from fGrassStartFadeDistance that the grass will show.
  3. Just need to know some details about Relinker - what does it actually do? Is it required for certain specific mods? I ask because I am not doing a full install of the guide. Thanks.
  4. Back around 2014-15 tumblr user kinlochhold had a series of posts for modding various aspects of the game- which was the only comprehensive resource I could find on the net. I think her blog is still up and maybe you can find her guide still there. If not let me know - I think I had saved those posts as a series of documents that I may still have on my hard drive somewhere. https://kinlochhold.tumblr.com/
  5. I found some issues with the Winterhold - Expanded Ruins mod (version 2.25) 1. Does not include facegen files for the enemy npcs in the added dungeon 2. The dungeon is not very well optimized (I got some major lag and FPS drops) and has weird lighting glitches. 3. The ETAC patch for Winterhold - Expanded Ruins seems to for an older version of the mod or for one of the exterior only optional versions. With the main mod it causes serious clipping and navigation issues especially around the Hall of the Dead. I think I am going to stick with just ETAC - Winterhold for now or try Winterhold Rebuild. The combination of the above two just causes a lot of issues and Winterhold - Expanded Ruins by itself is still problematic. YMMV. P.S - This was tested with an unmerged version of ETAC - Winterhold and ETAC-Winterhold Expanded Ruins patch.
  6. Just updated to the latest version of USLEEP and Cutting Room Floor on Oldrim. On re-running DynDOLOD I am getting this strange floating set of windows on top of the Pelagia farm. Checking with xEdit it seems it is an instance of the Prom_FarmLonghouse01Snow_Heavy_DynDOLOD_GLOWLOD static (Form ID XX0010A7) placed at cell 26, 24 (winterhold exterior) but is actually being rendered on top of the Pelagia Farm in Whiterun. I don't see any errors in the log - attachedDynDOLOD_TES5_log.zip. Also some reference images here : https://www.dropbox.com/s/9mqv5x6ub46ffy0/Glowlod_ingame.png https://www.dropbox.com/s/kovnen0shs4q7o4/GLOWLOD_xEdit.png Let me know if you need more info to investigate this issue further.
  7. Glad to see REGS getting an update. As for suggestions I am currently using the following (with ICAIO Lite) Bells of Skyrim (https://www.nexusmods.com/skyrim/mods/84740/?) - compatible with JK Lite/Superlite Solitude Skyway (https://www.nexusmods.com/skyrim/mods/77346/?) - requires a patch for Legacy Northern Marsh and Bridges (https://www.nexusmods.com/skyrim/mods/77476/?) Windhelm Docks Pathways (https://www.nexusmods.com/skyrim/mods/75232/?) Riften Docks Pathways (https://www.nexusmods.com/skyrim/mods/75521/?) Settlements Expanded (https://www.nexusmods.com/skyrim/mods/78305/?) - compatible with Arthmoor's village mods, requires patches for No Snow and RS Children Overhaul Bells of Skyrim may currently not be compatible with the full version of ICAIO
  8. Yes that is what I suspect too - the new NMM will probably eschew MO style virtualization for wider support of other games on the nexus platform. Yeah the Bash UI is not something to write home about but atleast now I am able to play and mod the game instead of rebooting my system every time VFS failed - yeah that is what I had to get MO2 to work after a crash.
  9. @c0c0c0 - I am not sure if you are playing on Windows 10 or Windows 7 but in my experience MO2 + Fallout 4 on Windows 7 has been a giant fail - both with Tannin's abandoned version or the new iterations of MO2. VFS failures, crashes after exiting the game etc. I absolutely detest NMM so my only option has been to go with Wrye Bash. My experience with Bash after playing with it over a month has been rather positive and stable. Yes Bash requires you to install mods in the data directory but unlike NMM it does not create a mess of leftover files when uninstalling mods - especially mods with overlapping files. The only things that Bash does not do is track updates from nexus and handle FOMOD installers. But there are workarounds for both.
  10. I found Fallout 4 Loot Overhaul to be a bit too much especially with regard to cell and worldspace edits. I have just started playing with Loot Logic and Reduction (https://www.nexusmods.com/fallout4/mods/21366/?) which limits itself to just level lists. Taking a note of the container list ID in case I want to make my own changes. Thanks.
  11. Have you tried to manually create the folder D:\Steam\steamapps\common\Skyrim Special Edition\data\tools\GenerateFNIS_for_Users\temporary_logs\ and then run FINIS?
  12. Quick question - does anyone know of a mod that removes Raider gear and Pipe weapons from pre-war safes and containers?
  13. No I just meant to draw attention to the install instructions for the W.E.T mod - it mentions that the FOMOD has Far Harbor and Nuka World patches however no such options are present in the actual FOMOD.
  14. The 1.83 FOMOD for W.E.T does not seem to have the DLC Compatibility patches. I also tried doing a manual installation in case they were included but just not available in the installer but no such luck.
  15. If you are playing for the first time I would suggest not to use the hardcore mode - unless you are used to playing with needs mods in Skyrim.
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