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Everything posted by kranazoli
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Dynamic Distant Objects LOD - pre 2.xx
kranazoli replied to sheson's question in DynDOLOD & xLODGen Support
Hey Sheson, I hope from that picture, you will understand what I'd like to ask, and what I do not understand, why is this happening. prologue....: (from JKs Lite - Readme.txt) There's a waterwheel missing in Markarth but I can still see the particles where it should be? -------------------------------------------------------------------------------- This is not caused by this mod, it is a problem with Enhanced Wetness and Puddles with a bad edit in that mod. Open the mod in Tes5Edit and remove FormID 00089123 from the file, close and save. ------------------------------------------------------------------------------------------------------ Cliven 7 kudos 881 posts Markarth water wheel missing, apparently direct Skyrim.esm conflict as EW&P replaces it w/an X marker that is set "Initially Disabled." Not from updating while in Markarth. Even entering town for 1st time causes no wheel. IN TESVEDIT: Removing "Init Disable" ineffective. Replacing object change w/Skyrim.esm default also ineffective. REMOVING wheel reference wholesale from EW&P unvanished the wheel: AOK. This is a very ham-handed hack, so any other solutions are welcome, as no doubt what I did removes EW&P advantages from the wheel in Markarth. ----------------------------------------------------------------------------------------------------------------------------- If you open Skyfall and Skymills.esp exactly the same edit for this Form ID. "Initially Disabled." I have removed every reference, from every mod but whenever I generate DynDOLOD.esp this Form ID alway the same, Initially Disabled and I do not have wheel at Markath. Now, I can solve that issue, edit DynDOLOD.esp. This issue is just for me?! I hope if you'll see these pictures my words will be more clear, what I tried to explain... https://imgur.com/a/3KlCx/all More you can find the URL above. Thank you in advance, if you can help me! I can solve that issue, on my own way but maybe this "way" is not the best. :) -
Hi, Thank you! 1+.) No Fixes Needed - Still Works I had the same feeling. 2.) I don't know, I use Vividian ENB which has a CoT 5 + AOS Compatibility Patch In The Installer. Sorry. This was enough for me. That AOS patch is part of Vivid Clouds and Fogs as well, and could be installed as a standalone .esp. (I guess) I guess I can use that one, or the older one. 3.) No Fixes Needed - Still Works I had the same feeling. 4.) I don't know, I use Vividian ENB which makes me not need the weather patch. Sorry. Yes, I know. Never mind. I will drop that one, I have a feeling that this is obseleted (partly) by the new COT v5.0.
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Hi, I guess, I am not the only one who use some "basic" COT 3.1 patches and COT related mods. And jjc71 has right we should help each other. I use these mods + their COT 3.1 patches, and I'd like to ask who also use these plugins how to solve comaptibility: 1.) Lightning during Thunder Storms by Minty https://www.nexusmods.com/skyrim/mods/15506/? + Lightning during Thunder Storms - Climates of Tamriel - Patch by Minty https://www.nexusmods.com/skyrim/mods/25675/? 2.) Audio Overhaul for Skyrim 2 by David Jegutidse https://www.nexusmods.com/skyrim/mods/43773/? I use COT_WP.esp, because I also use COT Weather Patch, as well. 3.) Falskaar - Climates of Tamriel patch by EmadJo https://www.nexusmods.com/skyrim/mods/38361/? 4.) Climates Of Tamriel - Weather Patch by prod80 - Aiyen - Saerileth https://www.nexusmods.com/skyrim/mods/39799/? So, I ask the comminity, you guys what do you recommend? I have a feeling some of them won't be updated because they are abandoned mods. Maybe the - 4th one is unnecessary (?) - 3rd one, Falskaar Patch was created for COT 3.1 - 2nd one AOS possibly will be still updated, but I have no idea. It has also patches for COT 3.1 - and the 1st one Lightning during Thunder Storms by Minty also could will get an update, because as far as I know Minty is active. These mods I use, and I am sure I am not the only one. First and foremost I will wait how Neovalen will update its Legendary Guide, because it has some of them. Thank you!
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Dynamic Distant Objects LOD - pre 2.xx
kranazoli replied to sheson's question in DynDOLOD & xLODGen Support
Ok, Thank you Sheson! -
Dynamic Distant Objects LOD - pre 2.xx
kranazoli replied to sheson's question in DynDOLOD & xLODGen Support
I must admit, I had to use Google Translator to translate these words for me... So, in conclusion if I am right I can check everything from that box and use the setting you in the guide. Right? Thanks! -
Dynamic Distant Objects LOD - pre 2.xx
kranazoli replied to sheson's question in DynDOLOD & xLODGen Support
I was in a hurry. Sorry! I wanted to write: Glow LOD And as you put that image in Guide as a reference, I just wanted to ask is it good to choose every "World Records" from the box at the left side? -
Dynamic Distant Objects LOD - pre 2.xx
kranazoli replied to sheson's question in DynDOLOD & xLODGen Support
Hey Sheson, About that picture, I ask: I've read the section from DynDOLOD RTFM(Guide, Manual) but the lack of my both english and Skyrim modding knowledge is not enough for, that I can choose everything from the *.esm box, or this "Glow World" works just for Tamriel? I just want to try it out, how it look like, etc... Thank you! -
Dynamic Distant Objects LOD - pre 2.xx
kranazoli replied to sheson's question in DynDOLOD & xLODGen Support
Just look at here. What about autosave and DynDOLOD? Or save game at all? I use autosave, quicksave and hardsave. Would be useful to leave one(s) of them? Thank you! -
"It doesn't put more trees around the player. It just skins them, i.e., gives them better detail. It will indeed have a performance impact, which I mention. Clipping trees? Not sure what you're trying to say there. It does not add trees." Okay. So it was because of my misunderstanding that or lack of my english knowledge. I thought this settings put more trees around my character and not "'just" more detailed trees. That was the clipping trees theory. Now, I see. Is there a "huge" difference between 40 and 200? And can I use these values with SFO as well? "The default value is 40, but everyone has 20 in their INI since that's what all the presets have." Yes, but after I read that the default value is 40 and the launcher for instance change this value to 20, I switched back to 40. The more settings I will try out and choose which one is the most suitable for me, but now everything is clear. Or at least, I hope so. :) Thank you!
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Hey, "By default, Skyrim will render 20 skinned trees around the player character." We can increase the amount of skinned trees rendered around the player. uiMaxSkinnedTreesToRender=200" If I am right that value put more objects (trees) around my player. I am a little afraid of some kind of side effect: - Performance (not just FPS, but also higher VRAM usage + more stuttering) - and clipping trees? I use SFO and I am a little afraid of CTDs because of more SFO trees and also more stuttering. How about these ones? Thank you! Ps: But the default value is not 40 instead of 20? O, and one more thing. Using these values with DynDOLOD medium preset, which settings do you recommend? fTreeLoadDistance=40000.0000 fTreeLoadDistance=25000.0000
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Dynamic Distant Objects LOD - pre 2.xx
kranazoli replied to sheson's question in DynDOLOD & xLODGen Support
"Q: TES5Edit / TES5Edit\TES5Edit_log.txt: Errors in DynDOLOD.esp A: Save DynDOLOD.esp and reopen it before checking for errors. ITMs for cell records are normal. Any other error indicates a problem that should be posted to https://forum.step-project.com/topic/5011-dynamic-distant-objects-lod-dyndolod" Okay, and thank you! :) -
Is there any site beside that, where we can find a collection about recommendations and do not change things... ? https://wiki.step-project.com/Guide:Skyrim_Configuration_Settings
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Dynamic Distant Objects LOD - pre 2.xx
kranazoli replied to sheson's question in DynDOLOD & xLODGen Support
Hey Sheson, It is after a freshly generated DynDOLOD TexGen + Worlds (Medium Settings) I have never tried before that for DynDOLOD. (Looking DynDOLOD.esp for ITM records) [01:12] Background Loader: finished [00:00] Checking for Errors in [5A] DynDOLOD.esp [00:05] All Done! [Removing "Identical to Master" records done] Processed Records: 42435, Removed Records: 217, Elapsed Time: 00:00 I am really curious, what should I do whith those ITMs records? What do you recommend? Remove them? Leave them? Thank you! -
Hey, Honestly? I would say, yes. It has affect. I wouldn't say like a real CPU upgrade, but I guess this is not just placebo. But do not think too far... I had set it earlier, just now put that question, mostly about the yellow ones. (Thanks!) So, yes, in my opinion it has noticeable feeling. Maybe a little bit "fluent" gameplay. "cleaner, drier, more secure feeling!" :) Not yesterday was, when I read the whole STEP Guide, but if I am not mistaken it was suggested to make them read-only. Or I confused by other guide. Course I do backup. :) Thank you!
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Hey, I have question about this: Set the number of CPU threads Skyrim can utilize iNumHWThreads sets the maximum number of hardware threads the game can use. Set this to the number of cores your CPU has, doubling that number if it has hyperthreading. The default value is 4, which is perfect for quad-core CPUs without hyperthreading. iNumHWThreads=Number of CPU cores, multiplied by 2 if hyperthreadedI have that type of CPU: Intel Corei7-3770K (hyperthreaded: YES) So, can I set this value=8 (?) And something related to this settings from an other guide: Add these if you have 8 cores. iHWThread6=6 iHWThread5=6 iHWThread4=6 iNumHWThreads=8 Skyrim Stability Guide by FireFreak111 https://www.nexusmods.com/skyrim/mods/50244/? So, what about the yellow ones? Thank you! Oops, and one more thing: I have set both these ini files read-only. (at my MO profile) But every time, when I launch Skyrim (SKSE) the skyrim.ini read-only flag "disappear", right after I launch the game. I can check this, till my menu loading.... But just from the Skyrim.ini file. The Skyrimpres.ini does not change. How could be that? I don't understand. I use Windows 7 SP1.
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Dynamic Distant Objects LOD - pre 2.xx
kranazoli replied to sheson's question in DynDOLOD & xLODGen Support
That one was not the latest beta. The latest beta from Nexus works fine. That one was the 3.07 EXP version of WB. I have reported to suitable WB topic. That version is an experimental of the 3.07 "branch". The latest version, which is beta 3.06-beta works fine. I didn't wheter I checked the Bashed Patch, or not. :/ At this moment I won't use that EXP version, or don't allow WB to put those "rocks" to a Bashed Patch. -
Dynamic Distant Objects LOD - pre 2.xx
kranazoli replied to sheson's question in DynDOLOD & xLODGen Support
Yes, I was in a hurry... I understand you. So: 1.) I have generated Bashed Patch with the 3.07 EXP WB version. This version of WB added those 3 files as well to the Bashed Patch. Don't ask why. I don't know how WB works, but also noticed at the WB topic as well. Every time when I tried to create DynDOLOD Worldpass it has stopped with the earlier posted errors, issue. Can't find some kind of master files, blabla, ... Didn't matter I have run without Bashed Patch enabled or disabled at the load order. Every time, it has stopped working. 2.) After that I have generated a new Bashed Patch, but at this time with the "latest" 3.06-beta version of WB. That version of WB pu just 4 files to the Bashed Patch and DynDOLOD Worldpass went over without any issue. Even if I have left the Bashed Patch enabled. At this time I saw, which files was dyndolod.esp master files. And those 3 files was as master files for dyndolod.esp. So, I guess the problem was that WB 3.07 EXP put too much files to the Bashed patch, which would be okay I guess without DynDOLOD. For instance who do not use DynDOLOD, and happy that -3 esp less at the load order. But with DynDOLOD those files are required. I don't know how WB works, but also hard to decide wheter which file(s) DynDOLOD "requires". Just now, as you wrote: "If you have mods that modify the worldspace by adding objects with (new) LOD or if you have mods that add/ modify the base elements of these objects they will end up as masters in DynDOLOD. Rocks have LOD. You have mods that add/modify the base elements of rocks. The three mods you listed are fine and cause no error." Yes, they do not cause error if they are present, but cause problem if earlier WB put them into a Bashed Patch, as it did. I hope, at this time I have managed to express myself a little bit better. :) With WB 3.07 EXP these files can be mergable into a Bashed Patch. I guess(!), just I guess, nothing more... which I signed by green okay and DynDOLOD won't complain about missing master files, but which are red they are needed for DynDOLOD. But I guess just if they were present at the load order. Weapons & Armor_TrueOrcish&DaedricWeapons.esp Weapons & Armor_TrueWeaponsLvlLists.esp CCO_Frostfall_Patch.esp 1nivWICSkyCloaksPatch.esp 3DNPCEFF.esp AshRocks.esp Complete Crafting_TrueWeaponsLvlLists.esp GQJ_DG_vampireamuletfix.esp Moss Rocks.esp Moss Rocks_DB.esp ORM Convenient Alsvid.esp Paralyze.esp RUSTIC SOULGEMS - Unsorted.esp Radiant and Unique Potions Poisons and Booze.esp SulfurRocks.esp WM Trap Fixes.esp World_Map_No_Fog.espI think the plugins with red would be better not to "put" into a Bashed Patch. Most likely DynDOLOD requires them. But the green ones, I guess okay in a Bashed Patch and DynDOLOD does not will complain about one of them missing when generating the DynDOLOD process. More or less? Clearer now? I hope so... -
Dynamic Distant Objects LOD - pre 2.xx
kranazoli replied to sheson's question in DynDOLOD & xLODGen Support
Among the rows, I'd like to ask: These 3 files needed for DynDOLOD.esp to exists at the load order? -
Dynamic Distant Objects LOD - pre 2.xx
kranazoli replied to sheson's question in DynDOLOD & xLODGen Support
After generating a new Dyn Worldpass, but using SB 3.06-beta these three files Dyn masters: AshRocks.esp Moss Rocks.esp SulfurRocks.esp -
Dynamic Distant Objects LOD - pre 2.xx
kranazoli replied to sheson's question in DynDOLOD & xLODGen Support
Hey, Sry for the late reaction, but I was busy. So, it was that version of WB: Wrye Bash 307.0.0_EXP - Standalone Executable This version of WB put these files from my load order to Bashed Patch: Weapons & Armor_TrueOrcish&DaedricWeapons.esp Weapons & Armor_TrueWeaponsLvlLists.esp CCO_Frostfall_Patch.esp 1nivWICSkyCloaksPatch.esp 3DNPCEFF.esp AshRocks.esp Complete Crafting_TrueWeaponsLvlLists.esp GQJ_DG_vampireamuletfix.esp Moss Rocks.esp Moss Rocks_DB.esp ORM Convenient Alsvid.esp Paralyze.esp RUSTIC SOULGEMS - Unsorted.esp Radiant and Unique Potions Poisons and Booze.esp SulfurRocks.esp WM Trap Fixes.esp World_Map_No_Fog.espTried it again, but the issue occured without Bashed Patch, as well. I guess the lack of one (or more) esp(s) above cause that issue. I am thinking about one of them: AshRocks.esp Moss Rocks.esp Moss Rocks_DB.esp SulfurRocks.espBut don't know exactly which one. Sadly, at this moment we do not have a stable, not beta version of WB. On Nexus page the main WB is 306-beta. "exception class : Exception exception message : FormID [06000000] references a master which is not available in file [bB] DynDOLOD.esp." Passing... :( -
Thanks!
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Hey, So, in conclusion will be dropped or not? I don't see at the v2.2.9.2 changelog, yet. https://wiki.step-project.com/Changelog/2.2.9.2 Thanks!
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Dynamic Distant Objects LOD - pre 2.xx
kranazoli replied to sheson's question in DynDOLOD & xLODGen Support
Oooo. Thank you, for finding that post. It looks like hishutup issue was still related to Bashed Patch. Interesting and useful. That time I used 306.24 Wrye Bash, so not just the "simple" beta WB which is now available. At this moment if I am not mistaken there isn't a final WB just 3.06 beta. So, the 306.24 WB merged 20esp files into the Bashed Patch + I generated Bashed Tags for all the merged plugin by myself. I was really happy that my load order went done -20esp file. Ingame didn't noticed any issue, just all my SkyProc patches was generated long time ago, "hacked" their masters via WB so I wanted to create a new final section step... Something went wrong. In the future I guess I will generate DynDOLOD Worldpass without the Bashed Patch, does not matter which WB was made by. Ps: A relatively long time, there's now update around DynDOLOD? :) Nothing to improve or something like that? Bye! -
ACCEPTED Unofficial Skyrim Legendary Edition Patch (by UPP Team)
kranazoli replied to alt3rn1ty's topic in Skyrim LE Mods
EssArrBee, About this Clean and Sort Master function via Tes5EDIT. Can I use Clean Master function safly, anytime? For instance: I load my whole plugin list, select all my plugins and just hit Clean Master? Is it safe? Does not have any side affect of this? I ask it, because if I am not mistaken if you run Clean Master on Unofficial Hearthfire Patch - UHFP, Tes5EDIT found masters on this esp, as well. Which is strange to me... "Clean Masters – This function will scan a Plugin for Master ESM dependencies, determine if any Masters are un-used by the plug-in and remove them." This is from Tes5EDIT Cleaning Guide. Thank you! Ps: Shortly: We(I) can run clean master via TES5Edit, anytime? -
Dynamic Distant Objects LOD - pre 2.xx
kranazoli replied to sheson's question in DynDOLOD & xLODGen Support
I haven't slept an hour all night. And I'll have to go to work soon. :/ I am so tired... It looks like, my issue is related to Bashed Patch. Yes! I know, you always said, told run DynDOLOD without Bashed Patch. But till now, I didn't have any issue if I run DynDOLOD WorldPass with Bashed Patch. Now, if I unchecked all the Skyproc patches + Bashed Patch, etc... after STEP Extended Patch DynDOLOD World Pass process run further. I stopped the process. So now, I am somewhere like that. Is it still okay to run DynDOLOD WorldPass without Bashed Patch? Because yes, I'll run without it. But, I'll look at the Bashed Patch what's in inside which could cause that kind of issue.

