
alt3rn1ty
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Everything posted by alt3rn1ty
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Dynamic Distant Objects LOD - DynDOLOD 2.18
alt3rn1ty replied to sheson's question in DynDOLOD & xLODGen Support
Yep win 10 to win 10 And with the setting Fasterbase=0 it runs to completion no problems Edit : Forgot to mention this is still on my Core I7 laptop ( same as used for testing on AFK Mods ) -
Dynamic Distant Objects LOD - DynDOLOD 2.18
alt3rn1ty replied to sheson's question in DynDOLOD & xLODGen Support
Hi Sheson Latest .18 version seems to be locking up on me, so much it needed Task Manager to close it down I left it for 10 minutes in that state, but no further activity ( CPU or Hard drive ) was seen Maybe / may not be important .. but will mention in case : I have updated Win 10 x 64 to the Anniversary version 1607 since last I used DynDOLOD -
Dynamic Distant Objects LOD - DynDOLOD v2.16
alt3rn1ty replied to sheson's question in DynDOLOD & xLODGen Support
Confirming Nexus 2.16.1 resources downloads ok -
Dynamic Distant Objects LOD - DynDOLOD v2.16
alt3rn1ty replied to sheson's question in DynDOLOD & xLODGen Support
+1 corrupt resources zip If the upload corrupted thats probably why the Nexus Virus check ( fed to Virus Total ) has not returned a result yet. -
Dynamic Distant Objects LOD - DynDOLOD v2.16
alt3rn1ty replied to sheson's question in DynDOLOD & xLODGen Support
Thank you Sheson, and everyone else involved in advancing this superb project. Very pleased to see the format has matured to a stable enough state now that I dont really need to give the guide any updates Edit : Just did a full re-install, went through the deactivate routine, did a regen of all texgen and DynDOLOD output files, carried on playing from where I left off = No problems -
When my daughters were very young, the card game was very good for helping kick start maths and strategy The Nintendo DS games could get quite complex too especially after they introduced fighting with two Pokemon at the same time so that combinations of attacks could be quite effective, after gathering and training a team of say five pokemon for duels with someone else at a similar level of progress and connecting up machines .. That could be engaging. My daughters have since grown up, and told me about Pokemon Go, in summary : Good for a walk = Plus point No strategy whatsoever = Minus heaps of points Probably need to re-enable phone settings again such as Geo location tracking = Minus lots more points That was me out. Didn't even bother grabbing it. I hear apple picking has become a lot easier too for street urchins wanting to pawn mobiles from soft targets who have just discovered they have legs which cant run after a push bike quick enough.
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@Aeradom It was also reported by Kesta in this post https://forums.nexusmods.com/index.php?/topic/4671060-unable-to-validate-account/&do=findComment&comment=40528175 I also participated in that topic with the same problem .. .. Which has now been solved. Is your old account back to normal, or are you keeping the new Premium membership account ( one or the other would need to be killed, due to site rules, best to make it your choice ( if you havent already ) before another moderator who possibly has not seen these trouble topics does it for you )
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Dynamic Distant Objects LOD - DynDOLOD 2.00 to 2.15
alt3rn1ty replied to sheson's question in DynDOLOD & xLODGen Support
:D Damn I wasnt quick enough, I was hoping to get back before you saw the post I think I messed up in my update routine somewhere and it was old data in a save, I just went back there after making the last post, loaded up the game again and all problems are gone .. Prior to my previous post I had chosen Honingbrew Meadery as the point to Fast Travel to from Riften, then walked straght towards the Bridges and noticed the problem .. .. But all of this was after my bad routine of regenerating .. Just noticed my save file had also increased in size quite remarkably too, so yep, put it down to bad practice going on here :), I probably have a few thousand unrecognised form IDs in that save, apologies for interrupting the flow with duff reports. -
Dynamic Distant Objects LOD - DynDOLOD 2.00 to 2.15
alt3rn1ty replied to sheson's question in DynDOLOD & xLODGen Support
Hi Sheson Using DynDOLOD 2.11, and resources 2.10 on Nexus Has Anyone else noticed anything funky going on near Honingbrew meadery ? Walking from the meadery towards the two bridges, first take the bridge across the river to the East and keep your eye on the walls of the bridge Then turn around and walk back towards the meadery, and look at the roof of the meadery and the arches on the wall on the left hand side of the meadery as you look at it while walking Then turn right to cross the other bridge, same problem again with the walls of the bridge, but also the land just beyond the bridge on the left hand side In all the above cases I notice Z fighting going on with DynDOLOD installed and generating on High. Its as if there is a low res version of the bridges / bits of land / meadery Z fighting with the normal res models / textures in that area ( Best to right click each of those images and open them up in their own tab for a big picture to examine and flick between tabs to see the differences ) Its very similar to the problem we found during development near Solitude that time, remember when I was using a resources set that was not intended for the DynDOLOD version in use ( they were different version numbers, but the latest available privately for download of each ) .. .. except this time the differing version numbers of the two sets of files are the only ones available on Nexus - Unless there is a matching resources set pending upload ? Edit : I am using the Whiterun plugin, which is also similar to that time I was using the new solitude plugin and the docks were a bit funky up close -
Ah okay, I followed Kesta's advice blindly on that one, will test myself later and amend it appropriately Edit: Actually, I cant see anyone needing to do that, it could be a user error duplicating the setting but I cant see a genuine use case for it so will just remove it from the post.
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Also linked you in the New forum section for Skyrim Creation Kit and Modders on Nexus https://forums.nexusmods.com/index.php?/topic/4591645-skyrim-ini-files/
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DoubleYou I cant see anywhere that may link it .. But the old Creation Kit Wiki page which had the official words on Skyrim INIs seems to have become conspicuous in its absence I made a copy of the page from the Wayback machine and posted it on AFK Mods plus TheAssimilationLab : https://www.afkmods.com/index.php?/topic/4516-skyrim-ini-files/ https://www.theassimilationlab.com/forums/topic/15690-skyrim-ini-files/ Would it be worth duplicating here, or is all the information distributed among step wiki pages ? ( I think that is probably the case hence I have not started a topic here for those basics ) Edit : May be worth a heads up for anyone reading this, the www.creationkit.wiki site has gone through a fair bit of reorganising recently ( to accomodate FO4 aswell as Skyrim, the landing page is now dual purpose, and so sub topic pages will obviously have had to shift ), and pages such as the above are not in the search results or index of pages .. So there may be other Creation Kit wiki topics which have become casualties of the changes
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ACCEPTED Skyrim Realistic Overhaul (by Starac)
alt3rn1ty replied to z929669's topic in Skyrim LE Mods
Starac I would recommend TheAssimilationLab I have had Vanilla Reduced Textures uploaded there as a secondary mirror for a while now .. https://www.theassimilationlab.com/forums/files/file/1075-vanilla-reduced-textures/ They are going to be around for many years ( some rather large and very long development time projects are being hosted there ), and you have 8gb space to play with per mod page. AFK Mods and Dark Creations are good but dont have the kind of space you are going to need. TES Alliance do allow large file uploads via an FTP client .. But I think like me you will find managing your mod pages to be quite awkward and restrictive ( if you have more than a few images aswell as large files there the server slows to a crawl quite often, before I removed my files from there I would hit edit and could be waiting up to ten minutes just for the page to refresh, it was the same a few years before then too ) TheAssimilationLab has been consistently good, aswell as providing the biggest amount of space for your uploads.- 425 replies
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I also like that you only set UGrids at the Bethesda recommendation of 5 no matter which preset is chosen .. Hopefully people will take the hint and maybe look into using DynDOLOD instead
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The way I understand this is the Hardware Graphics driver is the most efficient at handling all Anisotropic Filtering, so I dont let the game or any injectors handle this ( both of which are interpreted software handling which is less efficient than the dedicated hardware for instance on an NVidia card ). ------------ Excellent job DoubleYou I have watched all the work you put into this on the STEP forums prior to this topic, and its shown me a thing or two that I did not know before this project started. Going to recommend it everywhere, hopefully everyone will eventually realise this utility is THE place to come for INI tweaking guidance, and all the old BS tweaks which you find everywhere on Nexus will eventually be ignored. Endorsed ( and personally using it too, your Ultra setup on my new MSI laptop is very nice ) All of my mods on Nexus have a "Other mods you may be interested in" or "Recommended Mods" section in their description - This Utility has now been appended to all of them as a recommendation to everyone :)
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Dynamic Distant Objects LOD - DynDOLOD 2.00 to 2.15
alt3rn1ty replied to sheson's question in DynDOLOD & xLODGen Support
Yep, Nexus files can be a bit weird sometimes after uploading :) --------------- Also .. I am probably behind the times here again but are you aware of Zilavs recent changes -
Dynamic Distant Objects LOD - DynDOLOD 2.00 to 2.15
alt3rn1ty replied to sheson's question in DynDOLOD & xLODGen Support
Ok thanks I thought that might be the case Just downloaded DynDOLOD 2.09 Beta .. It came down the pipe from Nexus as DynDOLOD 2.08 BETA-59721-2-09-BETA.7z -
Dynamic Distant Objects LOD - DynDOLOD 2.00 to 2.15
alt3rn1ty replied to sheson's question in DynDOLOD & xLODGen Support
Hi Sheson Not entirely sure if it will affect you but thought best to give you a heads up. I have just read the release notes of the USLEEP beta ( not downloaded yet ) https://forums.bethsoft.com/topic/1538020-relz-unofficial-skyrim-legendary-edition-patch-usleep-1/page-1?do=findComment&comment=24354722 See Location fixes : Would your Solitude Option need to also carry forward the same fix ? --- Ooh and there are quite a few other LOD related fixes too which could be of interest, See Meshes and Textures fixes -
Dynamic Distant Objects LOD - DynDOLOD 2.00 to 2.15
alt3rn1ty replied to sheson's question in DynDOLOD & xLODGen Support
:) <assumes role of new bethesda.net member> I KIIIIILL YOUUUUU! -
Dyndolod which files?
alt3rn1ty replied to Bircangelo's question in Guide Support & Bug Reports (retired)
:) Sheson right now has the older 1.49 main file up as the current stable version ( which includes all of its resources and patches in one main file ) But right now Sheson wants to push testing of the new version, and has called it beta for experienced users testing purposes The beta will eventually become the Main files Also look at it from Shesons view, nexus site does not provide any file section labels for Development / Testing / Beta So to keep the Old stable Main file up, she has left it in the Main file section The new Beta setup ( which does not require the 1.49 main file ) is all in the Optional files So if you are using the new beta setup you need : DynDOLOD 2.07 BETA - This is the new main file DynDOLOD Resources 2.07 BETA - Required for 2.07 Beta DynDOLOD Patches 2.00 BETA - You only need this if you use any of the mods this provides patches for If you want to stay with the old setup, all you need is : DynDOLOD 1.49 - ( Main files + Resources + Patches all in one file ) ---------- Sheson does put a link in the description of the beta files which says read the BETA post -
Well just to add my two pence to the opinions ( without having any kind of in depth knowledge of the subject, but a rough edged idea of some of what the Crash Fixes ini details ) .. I do not have a heavily modded game ( habit ever since modding Oblivion, keeping things in moderation has always kept my game setups highly stable ), so really am not the ideal candidate to be doing any kind of testing but thought I would give it a run I never have CTDs so mostly I expect any feedback I have will be not much use at all Previously using Shesons memory fix via SKSE ini, but I dont think I ever really needed it. Now using Plugin Preloader, and Crash fixes with the equivalent of shesons fix enabled, and SKSE ini has had the Sheson fix settings removed The rest of the settings in the Crash Fixes ini I have left at default The only remarkable difference I have noticed is that with SKSE Sheson fix, game loading was generally 2-3 seconds longer than vanilla game setup With the new Plugin Preload and Crash Fixes setup, that delay has now gone completely. So in my case at least it has been beneficial if only for that. On my new I7 machine I have a rare slight stutter at cell loads, but that mostly goes un-noticed. Now that I am looking for it since changing over to Crash fixes, I have not seen any recurrence. Going to keep it installed for a good length of time ( been trying SKSE Memory patch for about a year un-necessarily in my case, so why not :) ) I also kicked off another topic on AFK Mods forum in case there is anyone else venturing into testing it out can offer more feedback who does not frequent this forum.
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Dynamic Distant Objects LOD - DynDOLOD 2.00 to 2.15
alt3rn1ty replied to sheson's question in DynDOLOD & xLODGen Support
Hi Sheson sent you a couple of messages on AFK Mods, think I found something .. odd, but its not all bad news ;) -
Dynamic Distant Objects LOD - DynDOLOD 2.00 to 2.15
alt3rn1ty replied to sheson's question in DynDOLOD & xLODGen Support
I shall steer clear of causing rips in the space-time continuum :alien: Edit : Guide and screens Post #1 ( steps 4. and 5. ) now updated to correct the oversight -
Dynamic Distant Objects LOD - DynDOLOD 2.00 to 2.15
alt3rn1ty replied to sheson's question in DynDOLOD & xLODGen Support
aAAAAAGH ! - I think I foo'd Sheson does that mean we could extract the DynDOLOD folder ( which contains Edit Scripts / Logs / DynDOLOD.exe / TexGen.exe ) .. .. And put that DynDOLOD folder .. anywhere ? Like extract it on your desktop and run it from there ? Or does it still need to reside in steam \ steamapps \ common \ skyrim \ DynDOLOD \ <-- Here Keeping it separate from for example a TES5Edit installation, but still within the game installation setup it applies to I made my guide to install it similar to how it was before v2+, which works fine that way, but I think I am missing a trick here :) -
Dynamic Distant Objects LOD - DynDOLOD 2.00 to 2.15
alt3rn1ty replied to sheson's question in DynDOLOD & xLODGen Support
Sheson - The new DynDOLOD Guide for Wrye Bash users is now done, I will probably make a few minor changes over next couple of days, after a bit more rumination, but I think thats mostly done :)