
zerohaste
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Everything posted by zerohaste
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What would cause MO2 to just... not launch Skyrim? I don't have anything related to the recent SSE update and am not using any updated DLLs or the newest SKSE version. The MO2 log says this when I try to run SKSE: Waiting for spawned process completion : skse64_loader.exe Waiting for usvfs process completion : SkyrimSE.exeWaiting for process completion successfull Then just unlocks MO2 and acts like I never did anything. This happens with the SKSE exe and the Skyrim exe. The Skyrim Launcher exe runs just fine through MO2, though. I figured I had some rouge DLL I wasn't paying attention to that snuck in when I was installing the mods list but I went through everything and it's all on the previous Skyrim version like they should be.
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Yes, I did. It's something I always double check as well because I've forgotten to a couple times myself. It never finished before I went to bed, so that's about two hours after I started it, so I let it keep running over night. The window was gone in the morning, so I assume it did finish, though I have no idea just how long it actually took. I know it was running for at least three hours because I had trouble falling asleep and got up about an hour after going to bed to shut off the monitor since it wasn't going to sleep. The output folder is nearly 5GB (4.97GB) total, which is far higher than I remember it being. It's actually bigger in total size than the SSELODGen Output folder (3.45GB), which isn't something I remember happening before, but I never actually checked too much either. My load order is quite a bit less than the actual guide. I removed things that I simply don't use, and haven't done the Omega update. Oh well, we'll see if it works in game I guess. If it does no big deal I suppose.
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Has anyone else actually re-ran DynDOLOD with 2.44? It's taking me significantly longer to generate it than 2.43 did. I get the message "DynDOLOD Worlds completed successfully" at the end of the actual log, but the LODGenx64 window is still there constantly spamming "Finished LOD level 4 coord...". That window has been up for well over an hour and a half now, about 45 minutes since I got the completed message, spitting out new messages every couple seconds. Before that LODGenx64 window would always disappear right around when I got the completed message.
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I'll probably try it, just to see the performance. I mainly did the hybrid thing just to see if it did actually fix the issue. The main reason I used Medium is because I want near 60fps as much as possible, which is what I get right now even outdoors. If I can still do high and have a good framerate then that's definitely what I'll do.
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Yeah, I basically had to create a hybrid setting to fix this. Final update on it: I was looking through the EVT nexus page under Docs and came across this image buried in the instructions which basically confirmed what I had to do. I changed the tree line outlined in black to make the Medium setting match what the High setting would have done and that seems to have fixed the issue. Other than that tree setting, I followed the LOTD SSE guide as normal for all other settings. I don't remember this issue with any version of DynDOLOD before 2.43 but I just can't check it. I know I never had to mess with individual settings like this for objects to get my trees working before.
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Yeah, I check those settings every time I run them. The setup window is small enough for me to have the instructions open with the window just above, so I check every single item to make sure nothing is unchecked or incorrect. I also deleted everything LOD related and re-installed all programs from fresh downloads just to make sure and it was still the same. I never disabled or changed anything that was already checked unless told to. I just ran DynDOLOD again just now, this time clicking the High preset option instead of Medium like the guide says... and everything was perfect. The correct LODs were used, the transitions were perfect, the height matched perfectly; it looked like it should. This is after deleted the game and re-installed. So I thought maybe that was it, something screwed up in my SSE folder. Nope, re-ran it with Medium and it's back to the wrong LODs like the screenshots I took earlier. So I guess I just need to figure out all tree related changes between Medium and High and make some sort of hybrid setting, even though I'm pretty sure this shouldn't be necessary to do. Really makes me wish I had an old version of DynDOLOD to at least test on my system.
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None at all. I specifically removed every single mod but those tree mods, just to be sure it's not anything else. I've gone through the guide over a dozen times now re-installing the tree section, re-running my LOD. I'm willing to accept that I could have done something out of order once, but a dozen times? That type of dysfunction would be affecting me in my day to day life and I just don't have that. I've gone through the guide too many times to miss something at this point. It's not like I go off memory after reading it once, I'm reading it every single time word by word just to make sure and verifying twice what I'm doing before I do it. Comparing versions, even copy pasting the name of the file I'm supposed be downloading while doing a ctrl+f on the download tab on the mod page just so I have a nice big highlight of the one I'm supposed to be downloading. I think I'm just giving up at this point and removing any tree mods and going back to vanilla trees. There's only so many times I can re-install and re-run things with the same settings over and over hoping I get a different result. The annoying thing is Skyrim 3D trees works great and has absolutely perfect LOD -> model transitions. No height differences or anything. Too bad I don't like the way it looks and the performance hit is too much for me.
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Trees are taller than their LOD would suggest. Well, most trees. There are some that do line up OK (SFO trees), but there are also some where the difference is too significant and jarring to ignore. Others have what looks like completely wrong looking billboards for the tree model. https://imgur.com/a/RlSo9BX It's better if you open each image a new tab to see the difference better for some of them.
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In my effort to fix my tree LOD issues I went and started a new game with only the Tree LOD mods enabled plus alternate start to get in the game quick, generated all my LOD and I'm still getting horrible mis-smatch of my LOD with the tree nifs themselves. I understand LOD never matches up perfect, I'm not trying to fix that. It's the complete height difference that is the issue. It's like the game is using vanilla height LODs but installing the large tree models themselves, so I get this massive height difference when it swaps. It's too jarring to ignore. It's not my install, either. I've re-installed these mods a half dozen times or more thinking just that, I hit the wrong option on something somewhere, but I've done this enough times now reading each line of text word by word, verifying with multiple clicks I have the right option selected that it can't be that. I even tried Vortex, just to make sure it's not somehow MO2, but it has the same issue. At this point either the LOD install order in the guide is incorrect or Dyndolod is screwing it up. Well, that or this is just something that is considered acceptable. I can't find an old version of Dyndolod to test things so all I can do is ask you guys if any of you have issues with your tree LOD height and 2.43 or if it's all working perfect for you. Does anyone else get a large height increase from LOD to tree model transition? I'm have the issue with both aspen trees and pine trees.
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I'm having some weird issue with my tree LOD that I just can't figure out. I've double checked my install and re-ran DynDOLOD and SSELODGen even after reinstalling the Trees Flora and Grass section but the issue is still there. Is there something else outside that section I'm missing? I have the Indistinguishable Billboards so it's not that. I might just end up scrapping the entire thing and going with something simpler for my trees. Probably Skyrim 3D Trees or Forests of Dibella I guess. https://imgur.com/a/OCOzBZd As soon as i approach the red / orange trees they all just vanish. This is in The Rift, just outside of Ivarstead btw. I also get smaller tree LOD popping into the larger pines from SFO. I screwed up the install somehow but I just can't figure out where. I've done it multiple times now, checking installs and settings and everything looks correct.
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Hey, would anyone be able to provide me a backup of their installed mods (Left pane)? I was doing my very last merge and MO2 bugged out on me and rearranged my mod list and disabled half of them. It's like it reverted to days ago or something. I had a backup from the 3rd, but apparently I've installed 75% of the mods since then so it's useless. I really don't want to have to manually drag and drop to rearrange hundreds of mods if I can avoid it. And before you ask, I didn't accidentally switch profiles. I've done that before and nearly had a mild heart attack so it's the first thing I checked.
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SRLE Extended: Legacy of The Dragonborn
zerohaste replied to Darth_mathias's topic in Skyrim Revisited (retired)
Anyone know what kind of parallax I'm missing out on if I disable ELFX Parallax Meshes? It's causing the issues I'm having with super bright windows since the meshes in there are outdated and need to be update, but updating them is too much for me right now as someone who has never used nifscope before. I'll just be disabling them instead, but would like to know what I'm missing out on and if having parallax textures installed when the mesh isn't using them is going to cause any issues. -
SRLE Extended: Legacy of The Dragonborn
zerohaste replied to Darth_mathias's topic in Skyrim Revisited (retired)
I ended up looking at the meshes in nifscope. Took some time to find since I never really messed with meshes in skyrim, but as far as I can tell it's the building meshes. The thing I did notice is that all the building windows have the right property attached (NiAlphaProperty). I changed some of the values to what the guy in the post mentioned and it didn't do anything, so I started digging through the conflict tab and saw that ELFX Parallax Meshes overwrites them all. I opened those meshes, clicked on the windows and saw none of them have the NiAlphaProperty property. Disabled that mod and the problem was solved. So it's the building meshes from there that need up be updated. -
SRLE Extended: Legacy of The Dragonborn
zerohaste replied to Darth_mathias's topic in Skyrim Revisited (retired)
Well, found the issue. It's ELFX - Exteriors. Here's a forum post on Nexus explaining it and a gallery showing the fix. This post has some additional detail as well. It sounds like it required mesh editing, which isn't something I can really do. Guess I'll need to look into somehow extracting ELFX from the guide for me personally. That super bright window look isn't something I can live with. -
SRLE Extended: Legacy of The Dragonborn
zerohaste replied to Darth_mathias's topic in Skyrim Revisited (retired)
Is anyone running NLA and an NLA based ENB with this? I was originally going to make a post asking for help with some windows being way too bright in Whiterun, but then came across some posts elsewhere about some possible NLA and ELFX compatibility issues and deleted the post. A quick look through TES5Edit doesn't show any issues though. The main reason I ask is because I'm having an issue with Whiterun window textures being too bright. Not just the windows, but the entire texture. ENB toggled off: https://imgur.com/utfDtUT ENB toggled on: https://imgur.com/pFJE5Uo The middle two windows. I've had two separate NLA based ENBs show this issue. I'll probably try installing the ENB and weather mods as in the guide tomorrow sometime to see if it is the issue, but I thought I'd post here in case someone else has this as well and can provide an answer sooner. Or maybe it's just always been like that and I just never noticed in any previous playthrough. -
SRLE Extended: Legacy of The Dragonborn
zerohaste replied to Darth_mathias's topic in Skyrim Revisited (retired)
It seems the file for High Level Enemies - SIC Edition is no longer available. Is there an alternate download for it or should I just skip it? I know the AAE Patches Merged file needs it. -
SRLE: Legacy of The Dragonborn Reqtified
zerohaste replied to paul666root's topic in Skyrim Revisited (retired)
Still haven't solved my issue with the Reqtificator and NPC Retextures Merged.esp, but decided to remove the esp name from the ini and move on for now to at least see if the game runs properly. Turns out, it doesn't. CTD on save, every time. Fortunately , I solved it right away by deleting the DX records mentioned earlier in the thread from the CR patch. I messed around with the game a bit but decided to redo my start and the CTD on save issue came right back. The DX records are still gone from the CR patch. I don't understand it. Tried redoing all the finish line stuff after first deleting it all and it still won't work. Tried reinstalling the old CR patch with the DX recorders - still crashed. Deleted them again and no go, still crashes on save. I think between the Reqtificator issue not recognizing NPC retextures and this I might just have to nuke everything and try again. Maybe delete and reinstall Skyrim for good measure. -
SRLE: Legacy of The Dragonborn Reqtified
zerohaste replied to paul666root's topic in Skyrim Revisited (retired)
Finally got to the end and run the Reqtificator and it throws up an error/warning message about the Reqtificator.ini. It says "Reqtificator.ini contains an unknown mod" The error is saying NPC Retextures Merged.esp specified in the ini is not in my load order, installed but not active, or loaded after Requiem for the Indifferent.esp. None of these are true, it's right where the loadorder.txt puts in, just above USLEEP. The Reqtificator will run perfectly fine if I put it at the end of my esm list, though. But no where else. I know the spelling for the file is correct because I copy pasted it from right click -> rename. I don't remember seeing anything on Reqtificator.ini setup, but have went through the various guide pages with ctrl+f again and still can't find anything. This thing is massive though so it's entirely possible I missed it. Do we no longer include NPC Retextures Merged into the ini? I know there is the Restore NPC Visuals section, but I assumed that was just an automation of the older way the guide did it. Does it now completely replace the Reqtificator for this particular esp? I know I've read before the Reqtificator is some bugs in it when it comes to copying npcs visuals over. -
SRLE: Legacy of The Dragonborn Reqtified
zerohaste replied to paul666root's topic in Skyrim Revisited (retired)
Does the guide no longer merge the requiem patches together like the past? The guide itself still has you copy a few Requiem patch esp files to a folder called Requiem - 1.9.4 Patch Central - NON-Mergeable, so I assumed it would, but I'm not seeing it. I was hoping I'm just somehow missing something so I could get rid of a couple dozen esp files. I realize there is still headroom to the esp limit and that's probably why, but this is mostly for personal reasons I guess. I have a few things I'd like to add so I guess my real question is if I can still go by the older guide and merge some requiem patches down? -
SRLE: Legacy of The Dragonborn Reqtified
zerohaste replied to paul666root's topic in Skyrim Revisited (retired)
Anyone else having issues with your horse running back to the stable you purchased it from when you dismount? -
SRLE: Legacy of The Dragonborn Reqtified
zerohaste replied to paul666root's topic in Skyrim Revisited (retired)
... And the final reply. Apparently all this behavior is just the default Skyrim lightning engine. I tested a completely vanilla install of the game, no mods at all, and it still happens. The vanilla game effect is just a crude way to simulate lightning illuminating the landscape, something I never noticed in all these years. Modding the game this much just exacerbates the effect to the point where it looks like a bug. Either that or there are some serious hardware conflicts with my PC build and this game. Though the weather C821F being constantly lit up though has to be a bug. Either that or there are some serious hardware conflicts with my PC build and this game. -
SRLE: Legacy of The Dragonborn Reqtified
zerohaste replied to paul666root's topic in Skyrim Revisited (retired)
And again because I can't edit... It's not the ENB in any case. I disabled the ENB and the grass still glows and flashes during thunder storms. Oh well. Time to take a break from trying to get Skyrim modded. I'm having all sorts of flashbacks as to what I hated about it. I'll check back in a few years if SKSE and all it's mods get ported to the SE. -
SRLE: Legacy of The Dragonborn Reqtified
zerohaste replied to paul666root's topic in Skyrim Revisited (retired)
Since I can't edit my previous post any more after a while to provide an update: After more testing it turns out it's related to the rain weather. Specifically weather C821F causes that grass to constantly glow like in the screens above. During all the other raining weathers the grass looks normal, but whenever it thunders it flashes to that color. Not the landscape, too, just the grass. Windows also flash, which I remember reading long ago was ENB related, but I don't think I ever found a fix back then. Some quick searching now doesn't give me much hope of finding one this time, either. Guess I have to get rid of either the grass or weather mods. -
SRLE: Legacy of The Dragonborn Reqtified
zerohaste replied to paul666root's topic in Skyrim Revisited (retired)
Anyone here use NLVA as their weather and ENB? I know there was at least one person who helped me with something before, but I'm having an issue with it and grass added by a mod or mods in the guide. For some reason the grass is extremely bright, as if the brightness on it alone was turned to max. The issue is resolved when removing the weather portion NLVA while still using the ENB portion. I've copied my vanilla profile to a new test profile and tested just the grass mod + NLVA and the issue isn't present, so it isn't the grass mods or NLVA. Another mod in the massive list of mods is triggering the problem. It's not an ini issue because I tried both my main profile ini and the vanilla ini, both look like they should. I'm hoping someone here can hopefully have some idea what could cause an issue like this, because going through the huge list of mods with all the merges the guide does is going to be a slow and painful process. This is what the problem looks like. This is what it should look like.