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TechAngel85

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Everything posted by TechAngel85

  1. Fixed that one and one more I found.
  2. No, change to the issue...still got pop-in. The message does changes that it's falling back to the billboards, so that seems to be working. I'm getting a suspicion that this being caused by EVT somehow. I did get an application error my last run, but doubt it'll do you any good: I'll likely remove EVT and run again when I get home from work to see if the issue goes away. If it does, I'll test out the Skyrim version instead of the SE version as suggested.
  3. I searched the logs and there were no "LOD not found" messages. Searching for "Tree replaced" finds a lot of, "Tree replaced, looking for 3D LOD [name here] using full model instead", but no "using billboard instead". I'll hop into the game and get a few references for investigate further. EDIT: So it seems the only pine tree with LOD is TreePineForest03. TreePineForest01, TreePineForest02, and TreePineForest04 are the ones fading into view as you walk closer. None of the references I checked at the mentioned " XESP" or the "Initially Disabled" flag. From the log for these assets: EVT - Billboards mod is providing these files for these assets: srg_[name]_[id]passthru_lod.nif (for all files except treepineforest03)dyndolodtreelod.ddsdyndolodtreelod_n.ddsSRG_[name]_[id].dds (for all files except treepineforest03)SRG_[name]_[id].txt (for all files, including treepineforest03) EDIT: For giggles I ran it with TreeFullFallBack set back to 0. No change.
  4. There is no tree pop-in in the video so I'm assuming this should work fine in SSE, but there seems to be something off if two users are reporting the same issue of pop-in from the video guide. My gut tells me this is mod related...possibly EVT. I'll have to track down the specific tree(s) causing the issue and go from there...or track down the mod. Looks like I have some time-consuming work to do...about 20mins to run TexGen and DynDOLOD for all worldspaces for each test. After checking the log...
  5. Sheson, I'm curious if you've ever completed the video tutorial you've linked for ultra trees: I've been attempting to get it working properly, however, the LOD is off for at least a few pine trees. Rather it's not there because I still have trees fading in without displaying the LOD model. I've followed the video to the nail and have been back over it multiple times. I've also gone through the text file provided by EVT for 3D trees and have used the settings that author suggests. Nothing seems to be resolving the tree fade-in that I'm experiencing. This is near and far LOD that the issue is presenting itself for. So far, it's just the non-snowy pine trees. I've tested the Borealis and the Bent Pines. They seem to working as expected with LOD. I will say that I've made a few changes from the video. I have Indistinguishable Billboards overwriting DynDOLOD Resources, but have tried generating both way without resolution to the issue.Borealis has been placed at the bottom of the listed mods (just for alphabetical ordering)I skipped the Oaks mod because I didn't feel like converting the plugin.I've skipped the TreePineForestSnowL03/04 files from SFO because I don't care for the tall Scots Pines.I'm using 512 for TexGen (not tried 1024 yet) and have tried multiple settings for altases in DynDOLOD, no difference in the issue.I've used multiple options for EVT (and matched them for EVT Billboards), no difference in the issue.Have you or anyone else gotten this process to work? This is being done for SSE, btw. After I get home from work, I will try adding back in the Scots Pines to see if that is part of the issue.
  6. Thanks, I've corrected those few things. As for the Recommended Tweaks redundancies, they're in there to ensure users set those tweaks up regardless if they choose to apply the Recommended Tweaks or not. So, yes they're redundant for those users choosing Recommended Tweaks. These users will simply check the settings and see they are correct. Other users not applying the Recommended Tweaks will not see them as redundant and will likely make the changes. Basically, we're just covering all users.
  7. Open the control panel and type in showracemenu.
  8. Audio is on the hardware side of things. I'm able to use speakers or headphones without any issues. Make sure your audio drivers are up-to-date. That's all I can think of for that. The helmet is linked to a specific mod, though I can't member which one. It happens at random, though. You can use race menu to change your look later. That's usually what I do when I encounter this.
  9. You still install it during the Book of Silence install. That warning is there just to say to run the Bashed Patch later in the guide or you'll end up with some issues. Perhaps changing "when installing" to "after installing" will clear up that confusion.
  10. You'll find the list of required plugins here: https://forum.step-project.com/topic/9370-step-compilation/
  11. The game that you will be using for play should be a new game after you install the game. If you want to see the modding process, I recommend creating a "throwaway" save, which will be discarded once you start playing. Any mods which are only textures and meshes can be skipped so the HRDLC can be skipped, but they're just textures and meshes. They have no issues with SKSE.
  12. You following the Guide from top to bottom. There is no skipping around.
  13. I know it's been some time since this post. I've had a tab open with a link to the mod since this was posted and am just now getting around to looking into the issue. I've seen kryptopyr's posts and reasoning behind not fixing this. However, I have to say that I don't agree. Changes that can "potentially" cause issues for players are not "acceptable" changes in my book. This is clearly causing enough issues for enough players that there is now a patch available to fix it and its discussion spans multiple community forums. To me, this warrants a deeper look into it by kryptopyr. However, it's her mod and she can do as she pleases. I've personally ran into this issue myself without knowing it was an issue...running into this guy at every freaking part of the map. I was unaware it was potentially blocking other random quests though! Fixing it would be a quick edit to the STEP Patches. I may look into updating them this weekend. I will go on record that neither option is a true "fix". Shutting it down like USLEEP does is to promoting Bethesda's lack of depth into this particular side quest. Kryptopyr's reasoning for the plague spreading makes more sense, but not at the cost of potentially creating issues...regardless if she's experienced it or not. Not to mention the NPC is the same freaking NPC every single time so it's rather difficult to buy into "the plague is spreading" reasoning when only one NPC in the entire game has the "plague". I fully understand how hard it is to track down bugs when you haven't experienced them yourself, but in this case I think there is plenty of evidence. "Fixing" it via the MCM as she suggests isn't a "fix" either. It's a workaround and workarounds are used for known issues or limitation...which is kind of ironic. A true "fix" would be to build out this quest so that the "plague" is a real issue affecting NPCs at "random" in "random" places the player visits. This could eventually lead up to a yarl asking the player to look into the matter (player could refuse of course). However, that would go beyond the scope of kryptopyr's mod so I believe she's doing the best thing she can for the time being. Though I disagree with how she's implementing this one due to the potential issues it's causing. A more simple fix would to not turn off the force greeting and adding some general dialogue so the player can refuse the quest form the Afflicted...or only allowing the NPC to spawn within a certain area and not all over Skyrim.
  14. Yes, my opinions have changed. If this is what the Creation Club is going to be, calling it a joke is an understatement. I don't think they're really gearing it towards PC users after seeing this. I also agree with Gopher too, it's likely going to fail unless something changes.
  15. Thank you. That was quite entertaining. Haha!
  16. It's not related to a mod in STEP so maybe that can help you narrow it down.
  17. I don't think there would be any issues in skipping it. Java is fairly safe though.
  18. Only some of what it does is needed because some of it's functions are simply "cleaning house". It's similar to having an ITM in a plugin. It's completely harmless, but users think it's harmful so they report it. This becomes slightly annoying after the tenth user comes to you thinking your meshes haven't been converted properly because they used NIF Optimizer and it cleaned the junk data from the meshes. News flash! Most my meshes are vanilla assets with only a single change. This is why I am consistently saying that NIF Optimizer will even find "issues" with the vanilla assets, which work perfectly fine in the game. This is my side and feelings, as an author, in regards to NIF Optimizer. Honestly, I don't use it. If I've ran one of my mod's meshes through it, it's just to satisfy users annoying me about it. My mods work either way. The vertex colors aren't going matter. This is just cleaning/optimization (...whatever word you want to use for it).I'm not sure what the skin data this is referring to. I've always wished his log was more precise. Missing tangents may or may not cause issues. I've found it true both ways. For Jaggarsfeld the missing tangent was on a custom mesh and was causing it to render in black or multicolor. The vanilla meshes that I've found it adds the tangent data to were never an issue in the first place, though. They rendered just fine before the tangent data was added. So that one seems to be a hit or miss whether or not it's needed. Of course it's not a bad thing to run NIF Optimizer, just like it's not a bad thing to remove the ITMs from mods. In most cases from my experience with it, it has mainly just performed house cleaning duties. This, to me, is nothing more than peace-of-mind for users. With that said, there are certainly some meshes from mods that do need conversion. Unless you just prefer your files as clean as possible, users really don't need to run NIF Optimizer unless they run into a problem with any given ported mod. On that note, public announcement: users should be testing their ported mods, not just porting in mass and calling it good as I've seen some do and then complain about issues... . This is all just my opinion, of course.
  19. Most of the stuff that NIF Optimizer removes is harmless and will not hurt anything if left in. I've verified this through a couple different well-respected authors and it seems most authors are using the program simply because they are getting the s**t bugged out of them by misinformed users who are saying "your mod wasn't ported correctly" or "your meshes still have issues". This really annoys the crap out of me, to be honest, because I've gotten the same rabble from users. Therefore, anytime I see someone post NIF Optimizer this, NIF Optimizer that...I have to follow up with a disclaimer post similar to this to try to spread the word that NIF Optimizer is not the "god" among conversion tools. In fact, most of the mods I've ported for SparrowPrince we didn't run through that program and they work just fine. My mod Jaggarsfeld only had a single mesh in the whole mod that actually needed conversion due to missing tangent data and I used NIF Modify for that (which Brumbek pointed me to). So that mod hasn't been ran through NIF Optimizer either. Very few meshes from classic Skyrim actually need to be ran through it as most will simply work out-of-the-box.
  20. I'm sorry. You're going to had to stop. All of the firstborns have already been sacrificed.
  21. Open the game from the game launcher, not from within MO to get the game re-registered on the system. Once that is done, just close and launch from MO.
  22. Unfortunately, I've never had that happen for me. You can attempt to try the LAA patch on the Nexus page which I say not to use. I've just experienced crashes with it while others seem to be able to use it fine.
  23. There aren't any conflicting textures so I doesn't matter.
  24. Yes. You have 15 mins to edit your posts. After that, editing privileges expire for normal members.
  25. No, that's just the SSL certificate needing renewed on the server. The only thing I can think to do is to change your password to see if that works. You should be able to change it yourself.
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