alt3rn1ty
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Everything posted by alt3rn1ty
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From this post The majority of the refactoring now done, release of 306 imminent, patchers for Skyrim next .. Awesome job Utumno has done single handedly . Im testing ( when not at work, cant post on BGS forum right now due to not having password handy here )
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ACCEPTED Unofficial Skyrim Legendary Edition Patch (by UPP Team)
alt3rn1ty replied to alt3rn1ty's topic in Skyrim LE Mods
Yep, so long as nothing comes up from beta testers to prevent it .. https://www.afkmods.com/index.php?/topic/4276-relzwipz-unofficial-skyrim-legendary-edition-patch-usleep/page-2&do=findComment&comment=157711 -
Wrye Bash could not find a game to manage
alt3rn1ty replied to darkangel2041's question in Wrye Bash Support
The Skyrim Launcher is the key to solving this problem Wrye Bash trying to find its paths, or LOOT not finding the games paths .. Just run the Skyrim Launcher once and the registry settings are put back in place. Steam client is the guilty party, deletes them occasionally ( usually after a verify game cache ) -
Dynamic Distant Objects LOD - pre 2.xx
alt3rn1ty replied to sheson's question in DynDOLOD & xLODGen Support
Thank you Sheson for having a look Anyone wishes to use any screens from that guide for any other similar guides .. feel free. DynDOLOD Guide - For Wrye Bash Users -
Dynamic Distant Objects LOD - pre 2.xx
alt3rn1ty replied to sheson's question in DynDOLOD & xLODGen Support
Done .. 'ish Needs more polish on the second post .. But I think its a good time for a Sheson attack :) -
Dynamic Distant Objects LOD - pre 2.xx
alt3rn1ty replied to sheson's question in DynDOLOD & xLODGen Support
:D .. Nearly done, but need sleep so will finish this off tomorrow sometime. -
Dynamic Distant Objects LOD - pre 2.xx
alt3rn1ty replied to sheson's question in DynDOLOD & xLODGen Support
@Sheson if its ok .. I am going to make a guide on AFK Mods ( Knowledge Base section ), probably titled something like : "DynDOLOD Guide - For Wrye Bash users" I am hopeless at video tutorials, so its going to be words and pictures in the style of my Pictorial Guide Will give you a link when its just about done so you can give it the once over for any suggestions to improve it, your description was good enough to get me most of the way, but obviously Gamer Poets video is MO centric so then it needs a few adjustments specifically for Wrye Bash users - I feel it needs an extra guide with a bit of step-by-step BAIN creation, and an overall "routine" method of rebuilding the Output into a BAIN. Goal = Keeping it accurate, but as brief and simple as possible Going to put it in a topic here .. https://www.afkmods.com/index.php?/forum/332-knowledge-base/ -
Dynamic Distant Objects LOD - pre 2.xx
alt3rn1ty replied to sheson's question in DynDOLOD & xLODGen Support
I made BAINs out of the OutPut files so as to easily uninstall every single one of them the next time around .. Heres the package structure : Package Structure: -
Dynamic Distant Objects LOD - pre 2.xx
alt3rn1ty replied to sheson's question in DynDOLOD & xLODGen Support
I have just the SMIM meshes installed ( never used Skyfalls and Mills ), and the Windmills are rotating in the distance -
Dynamic Distant Objects LOD - pre 2.xx
alt3rn1ty replied to sheson's question in DynDOLOD & xLODGen Support
Oh I see, so we have to install a clean esp before commencing a build every time .. Okay, that will be the problem then, I have been assuming that the previous esp could be left in place and it would be overwritten completely. In that case all problems solved. Will rebuild again, if I dont pop back that will be the issue solved Thank you for the time looking into this, I dont know how many people use Wrye Bash to patch together all the bits and pieces needed to make it work, but hopefully I have helped a little by adding to the knowledge base of daft mistakes users can make ( like excluding all the required text files ) :) Will see if I can contribute to the Rocks under trees RefID's along the way - This is one awesome tool -
Dynamic Distant Objects LOD - pre 2.xx
alt3rn1ty replied to sheson's question in DynDOLOD & xLODGen Support
Here's more of that log in case I snipped it too early and some crucial info was missed ( I dont know how to change the wizards defaults .. I have only used the wizard as presented in the simple instructions, select worlds, choose an output path, click low / med / high .. and away it goes ) -
Dynamic Distant Objects LOD - pre 2.xx
alt3rn1ty replied to sheson's question in DynDOLOD & xLODGen Support
Hmm, my last log looks like this .. [00:27:38.409] Adding LOD objects data with 3278 entries [00:27:38.712] Saved E:\Steam\steamapps\common\Skyrim\Edit Scripts\Output\skse\plugins\StorageUtilData\DynDOLOD_Tamriel_Objects.json [00:27:38.722] No new active cells. No need to update NearGrids or FarGrids form lists [00:27:38.743] Adding world index with 20 entries [00:27:38.754] Saved E:\Steam\steamapps\common\Skyrim\Edit Scripts\Output\skse\plugins\StorageUtilData\DynDOLOD_Worlds.json [00:27:38.770] Write next object id 015EB0 [00:27:38.786] Waiting for LODGen.exe to finish ... [00:27:43.797] Waiting for LODGen.exe to finish ... ~Snipp lots of these waiting for LODGen.exe~ [00:37:06.381] Waiting for LODGen.exe to finish ... [00:37:11.406] Waiting for LODGen.exe to finish ... [00:37:16.417] DynDOLOD Worlds completed successfully. [Apply Script done] Processed Records: 0, Elapsed Time: 37:45 [00:00] Saving: DynDOLOD.esp.save.2015_10_27_20_10_05 [00:01] Done saving. -
Dynamic Distant Objects LOD - pre 2.xx
alt3rn1ty replied to sheson's question in DynDOLOD & xLODGen Support
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Dynamic Distant Objects LOD - pre 2.xx
alt3rn1ty replied to sheson's question in DynDOLOD & xLODGen Support
OK rebuild done with newer scripts, still getting those in game messages DynDOLOD cannot read data in DynDOLOD_tamriel.json DynDOLOD cannot find master in DynDOLOD_tamriel.json Just looking through all the TES5Edit messages and noticed that a .. DynDOLOD_Tamriel_Objects.json .. is produced. But not a DynDOLOD_Tamriel.json <-- Which is what the messages in game are trying to find data and masters in. PS - With this build, on Medium setting, I am also still seeing everything from my screenshot problems are fixed. So those problems were due just to the missing .txt files from Zilavs Vanilla Billboards, and nothing to do with rocks or Low / Medium Also reference errors in TES5Edit mentioned earlier, here are all of them .. But again I do not think I am missing anything from my setup : ( Cant reproduce the whole thing, forum rejects the post for being too big ) -
Dynamic Distant Objects LOD - pre 2.xx
alt3rn1ty replied to sheson's question in DynDOLOD & xLODGen Support
Will do .. But isnt MCM a SkyUI thing ?, I didnt think SkyUI was needed if that is going to be part of this problem Edit : Anyway will continue regardless with those scripts installed and do another build with Medium this time, and see if the resulting setup no longer has those in game messages .. Probably take me another 45 mins to get there .. -
Dynamic Distant Objects LOD - pre 2.xx
alt3rn1ty replied to sheson's question in DynDOLOD & xLODGen Support
:) I like one of the scripts messages .. "LODGen still seems to be running. Giving up waiting for it. Let it finish on its own. Then proceed as normal" ---------------- Anyway yes those missing .txt files were the source of all my screenshot problems Just revisited all areas and I no longer get floating meshes or wrong size billboards The rocks thing had nothing to do with my levitating trees .. But I know what you mean, if I come across any will get the RefIDs for this project One additional problem I have since regenerating is an in game message coming up periodically saying DynDOLOD cannot read data ( or find master sometimes ) in DynDOLOD_tamriel.json Possibly save game related .. will rewind back a few saves so that DynDOLOD.esp is newly introduced and see what transpires Edit: I thought that last may have been something to do with Override Skips again ( on the BAIN created out of the Output files, which includes the .json files ) .. But that did not solve these messages -
Dynamic Distant Objects LOD - pre 2.xx
alt3rn1ty replied to sheson's question in DynDOLOD & xLODGen Support
I have 4236 files in the BAIN I made from your Data folder in your zip, nothing was omitted, and a few of those were overwritten with textures from your 256 Textures optional files. I have a feeling that the next go will be successful, as Zilav said the displacement could also be affected by missing .txt files Edit : Just commencing a run of applying the script now on High again -
Dynamic Distant Objects LOD - pre 2.xx
alt3rn1ty replied to sheson's question in DynDOLOD & xLODGen Support
First problem solved easy Wrye Bash has an option if you right click a BAIN to "Override Skips" ( so that you do not have to go and disable "Skip Docs" ) -
Dynamic Distant Objects LOD - pre 2.xx
alt3rn1ty replied to sheson's question in DynDOLOD & xLODGen Support
OK but I have not used the Low option ( I have laptop machine these days which is waiting to take Fallout 4 in its stride :) ) I have only used Medium and High - So in the case of High that should not be happening ? If thats the case .. something else is going wrong for my setup. .. Will post back when I have done a successful run after resolving the .txt problem with Zilavs files -
Dynamic Distant Objects LOD - pre 2.xx
alt3rn1ty replied to sheson's question in DynDOLOD & xLODGen Support
Is it also normal when selecting all worlds to have missing LOD messages ( for places like Blackreach ) I dont use Skyfalls and Skymills so did not need any of your miscellaneous files AHA! could be, Wrye Bash set to Skip readme's etc will also be stopping those installing :) Thanks Zilav, I just need to wait for the current script to finish generating and redo after hopefully getting Wrye Bash to install them .. Else will do it manually. -
Dynamic Distant Objects LOD - pre 2.xx
alt3rn1ty replied to sheson's question in DynDOLOD & xLODGen Support
Hi Sheson Holy cow and I thought TES4LodGen produced a lot of files O_o :) ----------------- Possible problem or two with the "default" setup .. more than likely just me getting things wrong ( using DynDOLOD for the first time here so probably a noob mistake ) What could be the cause of : a) Floating trees, which are levitating in the distance but then plant in the ground as you get closer b) Tree LOD bilboards which look too tall or stretched, and then pop down to normal size the closer you get - This one is like I should also have that large tree mod installed .. but I dont use it. Pretty sure I have everything setup the way it should be I have the Bethesda Hi Res BSAs installed Plus the Unofficial patch for Hi Res Using xEdit 131015 ( and the scripts / LODGen.exe which come with that, overwritten with your edit scripts ) Using 1.46 DynDOLOD - I dont use MO, so took your Data folder out of your archive and made it into a Wrye Bash compatible simple BAIN, ( and overwriting those files with the 256 texture option files ) Papyrus Util installed Zilavs vanilla billboards installed After using your worlds wizard, selecting everything, using either Medium or High, I then again make a simple BAIN out of all the generated output files, for Wrye Bash to install ( last in my install order so as not to have anything else overwriting the output files ) And the results are in the following screenshots .. -
Abandoned mods will never change, if its nexus policy now that the authors last wishes are respected forever more thats the way it stays : There has been a revival of a concerted effort to get the nexus Permissions changed for the better, Robin said it was going to get implemented .. When is another story .. Last thing Robin said on the subject is here .. https://forums.nexusmods.com/index.php?/topic/1907489-question-about-the-term-regarding-modify-my-file/page-47&do=findComment&comment=24987654 ( Thats in one of those Mod Author only topics, so you need to be logged in aswell as being a mod author with over 1000 downloads of a file you have uploaded - I just bumped it with an "Any Progress ?" post ) But if authors do not come back to use the new permissions, they still stay as they are.
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- SKYRIMLE
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Personally I just had to edit one mod in my load order, but I seem to recall this also being mentioned here on step previously and someone counted up all the mods in the STEP procedure which needed editing .. cant put my mouse on the post just now .. but it wasn't many Oh wait I started a new topic :facepalm: Here https://forum.step-project.com/topic/9091-skyrim-usleep-beta-by-unofficial-patch-project-team/?do=findComment&comment=142432 Gregs post has the list https://forum.step-project.com/topic/9091-skyrim-usleep-beta-by-unofficial-patch-project-team/?do=findComment&comment=142462 Theres also a note to STEP staff in the last post I made there reference Bring Out Your Dead .. Dont know if it was noticed.
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- SKYRIMLE
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Sometime in November Its having an extended beta test period because the team want it to be a case of uninstall old patches, install new patch, and play on with your saves without fear of upsetting anyones games. I did a continued playthrough for a long while and had no problems, right now I have started a new game to redo everything I usually do and see if I can shake anything loose that way .. But either way in my experience so far with the beta its looking like a really good job they have done. Edit : Ehm, seems like I did not mention the Beta testing in this topic, or if I did the post is no longer here .. .. Beta Test version of USLEEP is now on the streets for anyone willing to participate / continue a playthrough while preserving a save point for after the beta test to go back to https://www.afkmods.com/index.php?/topic/4276-relzwipz-unofficial-skyrim-legendary-edition-patch-usleep/
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- SKYRIMLE
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@ GrantSP Just found an article on this on HowToGeek https://www.howtogeek.com/224798/how-to-uninstall-windows-10s-built-in-apps-and-how-to-reinstall-them/ Listed there is Get-AppxPackage *xboxapp* | Remove-AppxPackage That one works without error, there are a few more differences to your list too. .. And how to re-install them should anyone ever need to.

