
Noobsayer
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Noobsayer last won the day on March 23 2014
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Step-by-step guide to using DynDOLOD Alpha with paper maps?
Noobsayer replied to Noobsayer's topic in Step Skyrim SE Guide
Heh yeah, I always hesitate when trying to word around priority. I was referencing the list in the left MO2 panel. Thanks so much! -
Step-by-step guide to using DynDOLOD Alpha with paper maps?
Noobsayer replied to Noobsayer's topic in Step Skyrim SE Guide
OK, that's very helpful. So to be super clear (I'm using MO2): Set up and enable full load order. Create grass cache. Enable. Create xLODGen, still with full load order, but place xLODGen output ABOVE the map files so it is overwritten by the map's terrain LOD meshes (I checked, it's .btr, although I'm not sure how to tell what terrain LOD Level it uses -- it's the standard Flat World Map framework mod). Enable. Run TexGen, still with full load order. Place TexGen output below xLODGen output but above map files and Enable. Run DynDOLOD, still with full load order. Place below map files and enable. That sound about right? I was following the STEP guide on how to run/set up the tools, so that's not the confusing part, but obviously they don't use paper maps so I was a little lost there. I really appreciate you taking the time to respond. -
On the flat world map framework page it lists the alpha has having trouble with flat maps, and gives a rather vague workaround on its page. In older posts (like 2016-2019) with DynDOLOD here on STEP, Sheson suggested running DynDOLOD without the maps and placing the maps below it after it when done. Current stuff says that you shouldn't remove any plugins to run DynDOLOD, that's a troubleshooting step only. So ... ? I can follow the STEP guide just fine to generate grass cache, xLODGen, TexGen and DynDOLOD. But before I sit through a long patching process to perhaps only fail, is there a clear, up-to-date guide for the alpha and paper maps, or should I just do as I normally would when generating these things (running with entire load order, plopping DynDOLOD in last). I did try a search here and elsewhere but I either just found old/conflicting info. Any insight appreciated.
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Precaching Grass taking 6+ hours ...?
Noobsayer replied to Noobsayer's question in General Skyrim SE Support
I guess I could try repeating the downgrade ... I just can't fathom why it worked fine heavily modded (I did extensive performance/stability testing with the mods I added on top of STEP), and runs OK from the game folder/Steam, but not through MO2 anymore. -
Precaching Grass taking 6+ hours ...?
Noobsayer replied to Noobsayer's question in General Skyrim SE Support
Update: It's still crashing almost immediately upon starting. The menu doesn't even load it's so fast. Doing the "official files only" method. I have a decently beefy rig, so I dunno. I'm assuming this is still not what's supposed to be happening. It did create the PrecacheGrass.txt in there this time but it's empty. EDIT: That might be because it crashes on startup when trying to launch the game normally. Hmm. Ran the downgrader Downgraded SKSE Running only official .esms + CC content I guess I could try without CC content. Strange, since the game was running just fine, fully modded, before I decided to try to precache my own grass. EDIT 2: Nopers, I can't even get the game to launch through the regular launcher, not through SKSE, via MO2. I CAN through just doubleclicking the .exe in the actual Skyrim folder though. WELP. -
Precaching Grass taking 6+ hours ...?
Noobsayer replied to Noobsayer's question in General Skyrim SE Support
Yes, I'm using the MO2 plugin as per the guide. Tools > Precache Grass. I'm assuming it shouldn't be constantly crashing and restarting, either? I went ahead and did the full downgrade and that's what it's doing now. Before, it never crashed, so to see if it had frozen I'd just gone to the exit button and closed it that way. M02 kept restarting it. It's still not made a single file in the overwrite folder despite running for 10 or 15 minutes. It has no made a PrecacheGrass.txt in my game folder, either. I'll give it a try again with a vanilla load order -- just the vanilla .esms -- and see what happens. I was very careful to follow each step to the letter, though, and after realizing something was amiss I even went back and started at the beginning to make sure. I appreciate the response. -
Hi all, I followed the STEP guide for SE successfully, then added some town overhauls + Gray Cowl + Project AHO on top of it. I can't use the grass precache included with STEP because of this. So I read the guide to do it myself. I changed the inis as instructed (doublechecked), I ran the xEdit script to narrow down the worldspaces, I went off and did a bunch of stuff and just let it run. That was 6 hours ago. What gives? MO2 still keeps trying to reopen the game if I manually close it, so it thinks it's still doing something. I have nothing related to grass precaching that I can see generated in my overwrite (I assume it does this as it goes?) Things I checked: ini settings for Skyrim and for NGIO power settings on my computer (high performance, no sleep) ??? I did not roll back all the assets to SE from AE, just the "best of both worlds" version. Could that be the problem? Advise please.
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Blended Roads stones look MUCH brighter than snow
Noobsayer replied to Noobsayer's topic in Step Skyrim SE Guide
Nah, I'd just walked out of the Dawnstar Inn. I think I know the problem. I'd run BethIni to specifications, except I'd not had the correct MO profile ticked. Redoing it with the proper profile made it blend in like it should. Thanks so much guys! -
Blended Roads stones look MUCH brighter than snow
Noobsayer replied to Noobsayer's topic in Step Skyrim SE Guide
Hi, thanks for the reply. I have it, but disabled it after running xLODGen/TexGen/DynDOLOD. I was hoping that was the problem, but it persisted on a full STEP install (minus setting up MCM) so that's when I went back to disabling all mods on a test profile and enabling just the ones I listed: Unofficial Skyrim Special Edition Patch.esp MajesticMountains_Landscape.esm MajesticMountains_Moss.esp Better Dynamic Snow SE - DisableRefs.esm Better Dynamic Snow SE.esp MajesticMountains.esp Cathedral Landscapes.esp BlendedRoads.esp Cathedral Weathers.esp CathedralWeatherMCM.esp Alternate Start - Live Another Life.esp I do not have any of the mesh fixes enabled that wouldn't have an esp on this profile. EDIT: Nor any textures other than what Cathedral Landscapes provides. SKSE is installed because I was too lazy to manually re-install it but I realize that shouldn't affect this at all. -
While there are a few things I want to add/remove, I decided to follow STEP to the letter and make sure everything was working on that foundation before tweaking. I noticed after I was done with installation the rocks from Blended Roads were more the white paint effect and really stood out against the rest of the surrounding snow. So I made a test profile in MO, disabled everything but Majestic Mountains, Cathedral Weathers/Landscapes, Better Dynamic Snow and Blended Roads. I also tried with "Mesh Patch for Various Mods - Assorted Mesh Fixes SMIM Blended Roads Patch" and it's prereqs, same deal. Then I tried downloading the corresponding "Projected Diffuse Patch Hub" file for Cathedral Landscapes even though Cathedral Landscapes already has one, and still no dice. I'm at a loss. What am I missing? =/ I don't want to keep going until I can figure this out.
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Hi sheson, I've read the documentation on patching but I think I need a concrete example :) I'm trying to patch Enhanced Landscapes for Herds of Skyrim. I understand how the .inis need to be named etc. However, I don't want to disable every instance of an object; I want to disable a specific reference to an object. Would you please give a specific example of this, specifically when dealing with REFIDs? I'm not really sure how to handle prefixes in this instance. :)
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OK. I (re)cleaned the game .esms, I temporarily removed CACO (I have a beta SSE version from the author) even though if I recall in vanilla it was also missing models; I found the missing NSUTR models from vanilla and ported them. ... I think the real problem was a stupid on my end though. I'd originally ported Ash Rocks (not to be confused with Better Dynamic Ash) and had merged a single record in my custom merged patch. I later removed Ash Rocks for BDA, but my merged patch was still pointed to a mesh from Ash Rocks. I fixed that too, and all is well. Thanks so much for showing me where to look. :)
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Oh hell. A quick spot check shows those are from the original DLC esms. I forgot I verified my files and didn't reclean them. Let's hope that's the problem. Will report back.
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RE: SSE Beta7 So I get a CTD upon loading into Solstheim, 100 percent of the time, despite having earlier been able to successfully load in with DynDOLOD active (I'd run it before actually finalizing my load order because I wanted to see if my self-ported Spice of Life Forts would work). After running it a second (and third, and fourth ... lol) time from scratch and starting a new game I get the crash. I do not CTD, however, with just the meshes/textures enabled. So, esp/esm enabled, always CTD. Esp/esm disabled, all dandy. link to my log (was too big for pastebin) It told me it was successful at the end. Help would be appreciated. :)
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