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Bushranger

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Bushranger last won the day on November 26

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  1. Trying to! Sheson helped with the confusion I had when generating DynDOLOD and I've installed a couple of patches to cover DynDOLOD TexGen Fixes in Extended Cut of Saints and Seducers and the Finding Derkeethus Duplicate FormID Fix. I thought, when I remembered to save and exit to keep the DynDOLOD and Occulance esm and esp, things had gone well. Unfortunately there has always been a crash in Helgen. Every time I leave the burning inn to meet with Hadvar, Gunnar and Haming there is a CTD. Crashlog, and SkyrimCrashDecoder.com, linked it to Gunnar at HelgenExterior03 through Skyrim.esm -> Update.esm -> unofficial skyrim special edition patch.esp -> MajesticMountains_Landscape.esm -> DynDOLOD.esm -> Vanilla Landscape Corrections.esp -> Occlusion.esp. I was also a little suspicious of Unofficial High Definition Audio Project because I had a lot of trouble downloading that and there are reports of corrupt downloads in it's posts and the timing was just when Gunnar was going to speak. I disabled UHDAP and the Guard Dialogue Overhaul Patch and tried again. The second time the crashlog linked the CTD at the same time and place to a landscape\mountains\snow\mountaincliff02.nif through Skyrim.esm -> MajesticMountains.esp. Maybe I forgot to pick the AE version when I installed Majestic Mountains so I reinstalled it and recreated xLODGen, TexGen and DynDOLOD. The third time is was CTD in Helgen meeting with Hadvar, Gunnar and Haming crashlog has linked it to a bandit at WhiteRiverWatchExterior01 through RelightingSkyrim_SSE.esp -> SmoothShores.esp -> Landscape Fixes For Grass Mods.esp -> Embers XD.esp -> Fires and Embers Clipping Fix.esp -> Occlusion.esp. So I disabled DynDOLOD and tried again. Each time I've tried I've started a new character. Set the MCM settings in the Abandoned Prison then started in the wagon. The fourth time it was the same CTD in Helgen after jumping into the burning tavern through the roof and going down to meet Hadvar, Gunnar and Haming. This time the crashlog has linked it to Skyrim.esm -> unofficial skyrim special edition patch.esp -> Navigator-NavFixes.esl -> RelightingSkyrim_SSE.esp -> Ambiance.esp -> HLIORemi.esp So it's Remiel-Custom Voiced Dwemer Specialist and Companion? No idea now. Too many mods? I thought 94 full plugins and 246 was reasonable. Edit: Added the full modlist: https://loadorderlibrary.com/lists/skyrim-apocrypha I'll see what I can do to work it out but I might have to start from scratch again! crash-2025-11-25-12-23-47.log crash-2025-11-26-03-25-08.log crash-2025-11-26-07-09-08.log crash-2025-11-26-08-12-24.log
  2. I've found that Skyrim Crash Decoder is an excellent tool that vkukko123 has made. Go to the website, paste the crashlog into it so it can generate a report that is much easier to read and understand. I couldn't decipher the crash report I got tonight while going through Helgen but this tool helped a lot.
  3. Thanks. Third time then. I should not be doing this at 3am.
  4. Having finally gotten around to running DynDOLOD 3 with that load order I did end up with a so many mismatched texture warnings that I was confused. (Though to be fair I'm usually confused). Here is an example but there were a lot and it was showing up everywhere from MajesticMountains.esp to Skyrim Extended Cut - Saints and Seducers.esp With that and several other types of warnings I got some help from sheson on the DynDOLOD 3.00 Alpha 196 forum discussion so I disabled Additional DynDOLOD Resources (by Phlunder) and ran DynDOLOD again to find all of those warnings no longer appear. I haven't checked in game one way or the other (mostly because I screwed up and deleted the files from the first time running DynDOLOD and the second time did not generate plugins). Have to see about fixing that now to get DynDOLOD.esm and DynDOLOD.esp
  5. DynDOLOD log and DynDOLOD Debug log in 7z I installed DynDOLOD TexGen Fixes to help fix some of the warnings with the Extended Cut Saints and Seducers mod and I disabled Additional DynDOLOD Resources then I redid the LODGen, TexGen and DynDOLOD. I can confirm most of the https://dyndolod.info/Messages/Textures-Do-Not-Match warnings are related to that (with a few concerning dwemer roads that with some looking into after learning from what you've directed me to I believe can be attributed to Far Object LOD Improvement Project SSE) Unfortunately I might have done something wrong here because I'm just as confused as I was last time. I deleted the files I had moved into the MO2 Mod folders before moving them from the xLODGen_Output, TexGen_Output and DynDOLOD_Output folders but this time DynDOLOD did not create the esm and esp plugins. Do the esm and esp plugins not get generated each time DynDOLOD is run?
  6. That makes sense now. I'm using Additional DynDOLOD Resources since STEP is going to be replacing Gacier LOD Meshes with it in the next update of the Guide. I had gone through this with STEP to sort out the load order in a forum post Replacing Glacier LOD with AdditionalDynDOLOD Resources & Icy Mesh Remaster - Ice Glaciers - LOD but it isn't a verified mod in the guide. I'll disable Additional DynDOLOD Resources and run it again to check and I'll update the post about it for STEP to know about testing that mod. Also I have had an idea for the DynDOLOD log and debug log. Instead of truncating them, since I'm just using notepad and it takes too long, I'm going to move that text out of the logs folder and after I run DynDOLOD I'll copy that and attach it to the bottom of the master log. Then I'll rename and move that individual log outside the logs folder.
  7. Thankyou for helping and making it clear Sheson I really appreciate that. I forgot all about the debug log, I've been working to truncate it to just the last entry but that's been me holding the right mouse button in notepad for more than half hour and pressing delete and I'm not done yet. Also too large to put on pastee so I'll zip it and put it up when I've finished truncating and returned from dinner. It was going through the instructions trying to find out how to get things sorted and finding these answers in many places that are what I think got me started to become so confused. That and staying up till 3am trying to work it out until I posted the message here on the forum. https://dyndolod.info/Messages/Property-Not-Found-In-Scripts There are no conflicts with the mods in MO2. I'll try to remember to check on them in the game and I've made a note to test them. https://dyndolod.info/Messages/Duplicate-Reference and https://dyndolod.info/Messages/Reference-Attached-to-Wrong-Cell Thankyou for the clarification here. I might attempt it if the fix is a script in xEdit but I do feel nervous about doing anything to a mod like Worldspace Transition Tweaks I'll have to see how I feel when I get back from dinner. https://dyndolod.info/Messages/Potentially-Wild-Edit-Reference That is good to know, thankyou. https://dyndolod.info/Messages/Textures-Do-Not-Match I am not using ERM, I didn't know what ERM was until I looked at the link you provided to ERM - Enhanced Rocks and Mountains - DynDOLOD Add-On and then I found that ERM is hidden on Nexus. I've been following the Step Guide and using Majestic Mountains and reading the top sticky that's the one mod that is not fully compatible with that DynDOLOD Add-On. So I'm not sure what is happening. Thankyou for pointing out If and only if there are obvious differences of the textures between full models and LOD models, the log messages can aid in quickly finding the reason. I haven't checked in game yet so I'll have to look and see I'm jumping ahead here.
  8. DynDOLOD_SSE_log I have no idea what is wrong. There are many, many warnings when I ran DynDOLOD 3. I've spent the last several hours trying to look over things and I am more confused now than I was when I started. I've tried to follow the instructions on this thread where I've read https://dyndolod.info/ and searched through this discussion. I've gone over my mod list and load order to check everything is set and that Majestic Mountains has the correct DynDoLod V 3.0 Lod pack. I've also gone searching through the mod's pages on Nexus and it's just left my head hurting. One of the instructions is not to ignore DynDOLOD warnings. Four of the warnings are "Property Not Found * In Scripts", 3 of them reference 000FCBathOutfitTrigger in ForgottenCity.esp and one of them references secondsetofrocks in Ascend - Hidden Peaks of Skyrim.esp. I've no idea about scripting, there is nothing to find out about the Forgotten City but it is mentioned in the 'bug reports' of the Ascend - Hidden Peaks of Skyrim mod where it has been labeled 'not a bug' and the mod author jayserpa instructs that not all properties in a script need to be filled so ignore DynDOLOD. So I'm confused. Do I ignore it? Some of the warnings were "Duplicate Reference" which the LOD will not duplicate and some were "Reference Attached to Wrong Cell" like the one I found referencing Environs - Tundra Farmhouse.esp that was mentioned in the mod's 'bug report'. Are these essential to fix or just something at would be good to fix for a cleaner game? I'd rather not try to clean it myself as I've spent three weeks and I'm too confused to try these things just to tidy up some when it can be reported to the mod's authors for a patch. There are also fourteen "Potentially Wild Edit Reference" warnings all of them in the Sleepwalking Into A Nightmare - New Daedric Prince Quest and mentioned on their 'bugs reports' again where it is instructed to disable the mod when running DynDOLOD. Again something I would rather not have to fix myself if it's just some trees floating in hell. I am mostly confused by the many, many "Textures Do Not Match" warnings because I'm using DynDOLOD Resources SE 3 Additional DynDOLOD Resources and DynDoLod V 3.0 Lod pack (all versions) so I've no idea what is going wrong? Also for 'Filename * Does Not Adhere To File Naming Conventions' most of them are in Skyrim.esm or Dawnguard.esm. Should I ignore these warnings? It's possible but at this stage I'm just too confused to know anything for sure anymore. There is a lot that is wrong here and it's so much I'm not sure why or what to fix, what to ignore or what to remove. I really need some help even to know where to start from.
  9. Seems I should edit the title of this discussion because it looks like I will be using the Step CR Patch. I think I've managed to remove the need for the most of the Creations leaving just Survival and Saint's & Seducers. At Your Own Pace - College of Winterhold, Vrokii - Minimalistic Perks of Skyrim and Odin - Skyrim Magic Overhaul have also been cleaned from the patch after going through looking through it closely. Fingers crossed it'll hold up! I was planning to clean more but I learnt more about Atlas Map Markers so with the settings and a patch came to a way to use it. I also saw that with Alternate Start there is still an option to begin the game on the Wagon into Helgen... so if that's the case why am I trying to work to remove it just so I can start my next game that way? So far almost everything is Step Guide v2.3, except for a few skipped mods and none of the optional choices, and I loaded the game everything seems to be working. It is before Step 5 so there is no grass cache but everything looks good. I think the next steps before that are to now finish setting out the mods I'm going to use that come from outside the Step Guide, when that's all set up and my collection of Step Apocrypha is done and working together nicely I'll move on to Step 5.
  10. Thankyou. Since I've deviated from the Guide and needed to clean the Step CR patch I didn't install any of the optional mods and so hadn't thought of the extension patches they would add to it.
  11. Is Improved Closefaced Helmets a Master for the CR Step Patch? It is marked as such on both SkyrimSE v2.3 and Skyrim v2.4 Guides but I've been going over the CR patch in xEdit a lot working with the Masters today and I've noticed that imp_helmet_legend.esp does not show and without the plugin active the CR patch will still load. Edit: Actually it is. My mistake. It's not long after I post this comment I can see it's because I've cleaned the CR Patch of something else that it did the work for the Improved Closefaced Helmets without me remembering. Just glad I keep records of what I do and that I've been hitting save on notepad because it closed and lost a couple hours work last night.. my mistake. Edit Again: Actually I should have asked Why is Improved Closefaced Helmets a Master for the CR Step Patch? Take a clean Step Patch - Conflict Resolution and Apply Script Report Masters for imp_helmet_legend.esp and you will get nothing so it does not matter what you mod you are cleaning from the patch as a master as soon as you click on 'Clean Masters (=Remove All Unused Masters)' then you Improved Closefaced Helmets will also no longer be a master because there is nothing that needs to be cleaned.
  12. I'm blaming x929669 that my whole weekend has gone to going over what I've now named Step Skyrim SE v2.3 Apocrypha because how much I'm deviating from the guide has put me many hours researching all the mods I'm using, skipping, cleaning from Step Patch - Conflict Resolution and looking for patches for holes that will be left. Not to mention loosing a few hours work when notepad closed before being saved! Or how Voices EN - Part 1 keeps aborting the download at around 40% because of an internal server error (401) and Nexus support email instructing me to instead open a forum discussion about that. These two short and direct YouTube guides from biggie_boss along with those forums threads have been helpful! Now I'm trying to alter things as well because even with Odin cleared as a Master for the Step Patch it is still referenced in a lot of places with Audible Overhaul... Honestly Thankyou to x929669 as much as it has given me headaches and confusion over the weekend it has helped me remember some of these things and learn some new ones. Also Thankyou Mercury71 for reminding me it's not just the CR patch I'll have to look over. This is the most work I've done since I had brain surgery a few years ago and it's taken quite some time to recover. I don't think I'll ever be able to do what I used to but it's good to try.
  13. When I was looking over what SkyPatcher could be put to use for I was very impressed with SkyPatcher - NARC Remade - No Animals Report Crimes. Replacing the CrittersAintStitches.esp with an ini and the FOMOD offering a few interesting choices that all seem good lore choices I'm going to use it so Bandits won't report crimes except for werewolf crimes, the Companion Circle won't report werewolf crimes and the Dremora Merchant won't report any crimes when I summon them into a mansion so I can sell them the things I've stolen from the noble I've just killed.
  14. Mod updated: Version 2.39 Added 2k resolution option. Edit: Just adding I haven't completed the new installation of this collection yet so I'm not sure how the 2k option looks. It'll probably take some time but I'll pick it and visit those trees to see when I get everything sorted.
  15. There really are a lot of masters that I'm removing, especially that I'm also removing most of the creations that Anniversary Edition has added, so I'll be clearing the Step Patch - CR of more than half. I do see what you are saying that it's too much to ask for a quick overview of which conflicts those mods will give to a list of mods I'm still putting together. I'll skip almost every mod that is a Step Patch - CR master and I'm reading up on everything I am including. By reading the forum discussions I've found things like ELFX Fixes Ragged Flagon Fix.esp that have been included into the Step Patch which is why it's instructed to disable in the guide, but because I won't be using it I'll keep enabled. I'll see what I can do on the weekend then because the Step Build is amazing Anyone who is reading this I strongly recommend to follow the instructions on the guide!
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