
alt3rn1ty
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Everything posted by alt3rn1ty
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Thanks al12rs, thats all I was asking for - Will redirect the link from Wrye Bash sticky posts to the Discord
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There is no need for anyones opinions or history being raked up. I have a request to LePresidente, simple as that. There are no differences, no ill will .. Just a request. The point is, sometimes on a daily basis, sometimes weekly, there is always at least a couple of posts across all of the Wrye Bash Nexus topics requesting help from users running Wrye Bash via MO2 We have at the top of all descriptions a notice to reflect we will not be able to help We have at the top of all posts a sticky post with quite a prominent request not to bother asking for our assistance, because we dont know how to help. My request is that LePresidente could also put up some kind of notice to let them all know the best support they will get is from MO/2s own developers. Thats all there is to it. There is no animosity in the request. All I see right now are TA and Maximillian going a bit defensive and dragging up history which is uncalled for. What the hell has Arthmoor and another modding site got to do with this request?, and why would Wrye Bash team need to use MO/2 as part of developing Wrye Bash?. As for the rest of the diatribe posted above, really was there any need for most of it?. I admire the work that Tannin did in producing MO, and do not envy LePresidente taking over such a complex project as MO2. MO/2 is enabling people to run Wrye Bash through itself, and so all of Wrye Bash functions / file calls etc should be managed by MO/2 so that (as per Tannins original idea) any tools run through MO would do so seemlessly, and it would seem to us that it is not competent in doing what it is trying to, resulting in many users coming to us with errors we cant reproduce when Wrye Bash is running as it is meant to be run. I just havent got a clue how to help all these people, and its a frustrating drip feed of the same reports. Edit : Aren't forum Administrators supposed to be impartial ?.
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@LePresidente Could you please put up a prominent sign somewhere to the effect of : "ANYONE USING WRYE BASH LOADED VIA MO2, AND EXPERIENCING ISSUES WITH WRYE BASH - PLEASE DO NOT REPORT SUCH ISSUES TO THE WRYE BASH TEAM, THEY DO NOT USE MO2 AND HAVE NOT DESIGNED WRYE BASH TO BE RUN IN THIS WAY .. THEY WILL NOT BE ABLE TO HELP DUE TO NOT BEING ABLE TO REPRODUCE ANY OF THE MO2 RELATED ISSUES, AND MORE THAN LIKELY WILL JUST DELETE YOUR POST." The worst ones hide the fact they are using MO2 and multiple help posts later we find its all been a waste of time because guess what .. Friggin MO2 again!. Everyone using Wrye Bash as intended are not getting any of the issues which involve MO2 in the setup. Thanks for any help in this regard. Alt
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I'm now using the latest 2.39 for SSE (and 2.38 beta resources), but have recently adopted using the more advanced features adding window glow, and lights affected by time of day etc .. .. Nothing to report so far, its fantastic as usual and I haven't managed to find any new bugs for you to be concerned with. You cant really see it from this angle but I also love the glow you can see reflecting off the sides of the buildings within Whiterun from the braziers, while you are still outside the city. xLODGen + TexGen + DynDOLOD does amazing things I dont think we will ever see Bethesda resolve in the base game.
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Oh dammit, sorry Sheson I forgot to go back into Wrye Bash and uninstall the previous TexGen output Going senile
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Seems there is now a similar problem for TexGen, in version 2.38 TexGen Icon on my desktop has the following as the target .. D:\DynDOLOD\TexGen.exe -sse -o:D:\0-TexGen-Out\ But TexGen is seemingly trying to output to the game folder Which presents a problem, because TexGen does not have any kind of dialogue to change the Path like DynDOLOD does.
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@Sheson Has something changed with regards to the Output Path? I usually use a desktop icon which has the following in the Icon properties target D:\DynDOLOD\DynDOLOD.exe -SSE -o:D:\1-DynDOLOD-Out\ But my first run of 2.37 via the same icon has output to its own directory instead in .. D:\DynDOLOD\DynDOLOD_Output\ <-- All folders / files (meshes and textures etc) end up in here So it has ignored the icon output path -o:D:\1-DynDOLOD-Out\
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Just noticed new DynDOLOD and resources beta - Grabbed and will be testing
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Top Banana, thank you :), I now have a basis to not deviate too far from. My next round of generation will be messing with quality 4/6/8/10, or maybe 3/5/7/9, I know they will be bigger meshes but this game can throw a few thousand more around comfortably.
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Dont blame yourself, Windows updates I think can switch that back to default of not showing the file extensions, I think I have seen mention the spring update of Win 10 did that.
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OK thats the Normals Maps which are well documented and also on the tooltips But my question is about the default sizes xLODGen has for the Diffuse textures for each LOD level .. -------------------------------- The bug report to Bethesda ends with words to the effect of "You will not be contacted or responded to with this support issue", so its just a case as always of waiting to see if they actually do anything .. for another 6 years or so as usual :).
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I have still no idea what the default xLODGen Diffuse Texture sizes are for SSE, maybe a hint if I am missing something obvious?. You give tooltips and readme tips for the Normals, but not for Diffuse. Hence why I was looking for a setting file to delete so that xLODGen would revert to what it started with on my machine, before all my settings and changes became sticky. Edit : PS Reference your report on Bethesda Forums to Bethesda for the LOD issues you found, recently Arthmoor pointed out a link that I did not know was available https://help.bethesda.net/app/incident?product=373 Its the official reporting method direct to devs apparently. So I quoted your OP and the link you gave on mega, and also linked the topic. I have made quite a few over the last week and thought I would give them yet another poke on the subject .. With all these CC mods spawning little extra fixes for SSE I thought it worth giving another shot. Its not very intuitive, you have to click big graphics as part of the submission process which feels a bit strange .. But thats Bethesda's new forums for you.
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Clean The Bethesda ESMs
alt3rn1ty replied to Manaroth's question in Guide Support & Bug Reports (retired)
There's another Guide out for Cleaning both Skyrim LE and Skyrim SE https://www.afkmods.com/index.php?/topic/4110-manual-cleaning-skyrim-and-skyrim-se-master-files/ https://www.nexusmods.com/skyrimspecialedition/mods/4947? https://www.nexusmods.com/skyrim/mods/82342? https://www.theassimilationlab.com/forums/topic/14507-guide-manual-cleaning-skyrim-skyrim-se-master-files/ https://tesalliance.org/forums/index.php?/topic/7533-guide-cleaning-skyrim-and-skyrim-se-master-files/ https://www.darkcreations.org/forums/topic/9324-guide-manual-cleaning-skyrim-and-skyrim-se-master-files/ https://forums.nexusmods.com/index.php?/topic/2667094-guide-manual-cleaning-skyrim-master-files/page-1 https://forums.nexusmods.com/index.php?/topic/4591610-guide-skyrim-manually-cleaning-master-files/ Thats nearly all of them .. I thought everyone would have seen it by now :) -
Sheson where does xLODGen save its settings ? I have been looking for some form of config file but cant find one anywhere. I want to delete it and revert to defaults again, and then re-setup, just to be sure I am not wildly swinging away from the recommended default texture sizes (which, by now I have completely forgotten what they were to start with)
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I'm now using quality 5,10,10,10 aswell since a few days ago, and for Optimize unseen LOD32 raised it from previous 500 to 800, remarkable difference in detail for the edge of rivers and water bodies, but I do notice a bit of z-fighting has been introduced. Its especially noticable in the swampy area east of Solitude, where the pool edges and land flicker over each other .. .. so I think I just need to try Optimize unseen at 700 next instead of 800, with quality for LOD32 at 15 Edit : Optimize Unseen for LOD32 600 is the sweet spot for me, and is still a remarkable difference from 500
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[WIP] Mator Smash
alt3rn1ty replied to Mator's question in Mator's Utilities Support (archived, read-only)
Yes that would be better, but have a look at Coblis Use the "Choose file" button, then try the different eyesight types, monochromacy is the worst case scenario. Shapes and contrast help. If the selected profile can be distinguished for all of those cases, you have cracked it .. For all the "Wrye Bash Pictorial Guide" images, I found after a lot of research the following palette was good for a few colour blind people who helped me test it (there are a surprising amount of people in our communities that have varying degrees of red / green colour blindness) (Its also not so harsh for normal sight, some colour blind friendly palettes can be horrible) In use for monochromatics (and red blind protonopia) dont use the third and fourth colours adjacent to each other .. But there are more palette choices which contrast well enough .. Shapes can also give more help to present choices, this image needed shapes for the selection key, contrasting colours would not have worked too well with a limited palette. Waruddar from the old Wrye Bash team (CBash programmer) was rg colour blind Anyway I am rabbling .. Feel free to use anything from the above, my research was done for the community and meant to be used by anyone (now buried somewhere on the old Bethesda forum). -
[WIP] Mator Smash
alt3rn1ty replied to Mator's question in Mator's Utilities Support (archived, read-only)
In .. Matorsmash \ Settings \ Skyrim \ Skyrim-SmashAllUpdate.zip <- I think this file is not required (it contains Smash.All.JSON, and Smash.ForceAll.JSON which have the same timestamp as the loose ones in the same folder) -
[WIP] Mator Smash
alt3rn1ty replied to Mator's question in Mator's Utilities Support (archived, read-only)
I have a request : On the Profile Selection dialogue, could the selected Profile be made a bit more visually distinct from the non selected profile, my eyes are probably a bit worse than most these days, but your target audience no doubt will be my age one day too :) The non selected if I am looking carefully, is a very light shade of green white, and the selected is a very light shade of blue white, I would imagine for someone slightly colour blind it would be worse, but on the few times I have loaded this new version now I find if I get distracted and come back to the screen, I am deselecting and reselecting to make sure I have the right one selected -
[WIP] Mator Smash
alt3rn1ty replied to Mator's question in Mator's Utilities Support (archived, read-only)
Thank you - Thats solved saving it to data \ Still got a problem with the output plugin in the naming though, it gets named ... <whateverpatchnameuserchose>.esp.save Easily solved by renaming the plugin minus .save extension Oh : HOLD THE PHONE - It might help if I let the program finish what its doing, the plugin does get saved by MatorSmash without the .save extension ( if I let it get there :) ) -
[WIP] Mator Smash
alt3rn1ty replied to Mator's question in Mator's Utilities Support (archived, read-only)
:) No probs, will watch out for the update, grab and start trying things out again. I have found so far its a fair bit more intuitive now since the last one I tried. -
Ace! :), LZ4 is superb, and personally SSE is all I am bothered about these days so BSArch is weapon of choice. And for FO4 the biggest concern is being able to produce the special textures archive for optimal performance = BSArch also has that covered. I wonder if Hard drive technology has now taken over in terms of speed versus what BSAOpt used to offer as a faster throughput for older games archives, one of the guides I duplicated from old bethesda forums includes a calculation Ethatron once did versus HD technology at the time .. Which is quite a few years ago now. From the "BSAs and You" topic on AFK Mods :
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[WIP] Mator Smash
alt3rn1ty replied to Mator's question in Mator's Utilities Support (archived, read-only)
I seem to be having a problem with v0.5 saving a Smashed Patch Saving: D:\Steam\steamapps\common\Skyrim Special Edition\data\SmashedPatch\SmashedPatch.esp.save Failed to save: Cannot create file "D:\Steam\steamapps\common\Skyrim Special Edition\data\SmashedPatch\SmashedPatch.esp.save". The system cannot find the path specified Failed to patch SmashedPatch, Cannot create file "D:\Steam\steamapps\common\Skyrim Special Edition\data\SmashedPatch\SmashedPatch_fails.txt". The system cannot find the path specified For NewPatch I am renaming it to SmashedPatch, and the plugin name to SmashedPatch.esp (Just personal preference) In the log everything seems to go fine apart from the saving By default it tries to save into a folder Data \ SmashedPatch \ (Why not just save the plugin into Data \ ?) There is no such folder, and it does not create one My game install path is not protected in any way, system is C:\ It also seems to be appending .save to the end of the plugin name