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kranazoli

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Everything posted by kranazoli

  1. These are the last lines from the log file: [00:04:01.462] Dragonborn.esm [00:04:01.470] DOOR 27 [00:04:01.869] ACTI 311 [00:04:05.225] Saving skyrim-dragonbornesm-acti-rules 24 [00:04:05.239] Saving skyrim-dragonbornesm-acti-dyndolod 18 [00:04:05.247] CONT 90 [00:04:06.677] MSTT 81 [00:04:07.826] Saving skyrim-dragonbornesm-mstt-rules 20 [00:04:07.839] Saving skyrim-dragonbornesm-mstt-dyndolod 16 [00:04:07.847] FURN 59 [00:04:08.914] Saving skyrim-dragonbornesm-furn-rules 2 [DynDOLOD.esp] Adding master "Dragonborn.esm" [00:04:08.932] Saving skyrim-dragonbornesm-furn-lodgen 1 [00:04:08.940] Saving skyrim-dragonbornesm-furn-dyndolod 1 [00:04:08.950] TREE 28 [00:04:09.350] Saving skyrim-dragonbornesm-tree-rules 15 [00:04:09.361] Saving skyrim-dragonbornesm-tree-lodgen 15 [00:04:09.371] STAT 1085 Exception in unit functions line 358: FormID [06000000] references a master which is not available in file [AE] DynDOLOD.esp [Apply Script done] Processed Records: 0, Elapsed Time: 04:35 Mybe for instance, that I merged 3 SFO plugins into one single merge file, could cause that kind of trouble? So, does DynDOLOD WorldPass require any original esp file name? Now, I have SFO-Merged. But there are other merged plugin as well. "Check merged plugin (or all esp for that matter) for errors with TES5Edit. There can't really be a form id xx000000 in any mod AFAIK. I am thinking it may be a form id conversion error by the merging process." And, in that case what kind of errors should I find, search, check, etc... I am stucked a little bit. :/ Do you mean, write "hishutup" a PM message? I do not really like disturb anything, just because I have a problem... But if it's okay, maybe I will. :)
  2. I guess, I have something similar issue... Maybe... https://forum.step-project.com/topic/5011-dynamic-distant-objects-lod-dyndolod-145/?p=121864 https://forum.step-project.com/topic/5011-dynamic-distant-objects-lod-dyndolod-145/?p=121658 https://forum.step-project.com/topic/5011-dynamic-distant-objects-lod-dyndolod-145/?p=121671 I don't know. Have you managed to find out what was wrong with this issue?
  3. Hey, May I ask a little bit support. I can't run DynDOLOD WorldPass, because I got these error windows: I have merged plugins, so I guess that's the reason but do not really know, what is the exact problem. :( How can I find out more? processors : 8x Intel® Core i7-3770K CPU @ 3.50GHz physical memory : 9688/16351 MB (free/total) free disk space : (C:) 44,64 GB (D:) 110,93 GB display mode : 1920x1080, 32 bit process id : $18a8 allocated memory : 1,20 GB command line : "D:\Games\Skyrim\TES5Edit_3_1_1\TES5Edit.exe" -o:"E:\Skyrim New\DynDOLOD\TES5LODGenOutput" executable : TES5Edit.exe exec. date/time : 2015-05-19 10:41 version : 3.1.1.0 compiled with : Delphi XE madExcept version : 4.0.5 callstack crc : $02a54580, $7ef50fbe, $d07fd000 exception number : 1 exception class : Exception exception message : FormID [06000000] references a master which is not available in file [AE] DynDOLOD.esp. Thank You! Can't find FormID 06000000 via Tes5Edit.
  4. Ok, I won't. :) But I did not really asked that. :) I guess, maybe I haven't managed to explain my thoughts right.
  5. Hey, I have a question: (exactly will be more) :) 1.) If I want to try USLEEP do I have to disable the other Unofficial Patches and just leave that one enabled? 2.) About BYOD: Bring Out Your Dead 3.0.0 - Legendary Edition BETA Please be sure you disable the original Bring Out Your Dead esp file before enabling this one on a game in progress. The filenames have been changed intentionally. Any patches that depend on the original version WILL CEASE TO FUNCTION and will cause CTDs if you do not disable them as well. Bring Out Your Dead - Legendary Edition.esp That BOYD name changes yet cause for me some headache in connection with STEP Extended Patch, which use Bring Out Your Dead.esp. So, we will need a new STEP Extended patch as well, to try out and later use the new renamed BOYD patch? - Non-Player Character (Actor) - 00013BC1 - POIMageRundi - Rundi - Forward record from Cutting Room Floor.esp - Forward DOFT - Default outfit from Clothing & Clutter Fixes.esp - 0001996C - Perth - Perth - Forward record from TheChoiceIsYours.esp - Forward VMAD - Virtual Machine Adapter->Data->Scripts->Script->Properties->Property->Value->Object Union->Object v2->FormID from Bring Out Your Dead.esp - 0001B1D5 - Majhad - Majhad - Forward record from Bring Out Your Dead.esp - Forward Items->Item LItemWeapon1HKhajiitCertain_JSwordsCCO_PRIMARY [LVLI:2D00FC98] from Complete Crafting Overhaul_Remade.esp - Remove Items->Item SteelGreatsword "Steel Greatsword" [WEAP:00013987] Right click->Remove on line Items->Item- 0001B1D7 - Marandrujo - Marandrujo - Forward record from Bring Out Your Dead.esp - Forward Items->Item LItemWeapon1HKhajiitCertain_JSwordsCCO_PRIMARY [LVLI:2D00FC98] from Complete Crafting Overhaul_Remade.esp - Remove Items->Item ElvenSword "Elven Sword" [WEAP:000139A1] Right click->Remove on line Items->Item- 0001B1D9 - Khayla - Khayla - Forward record from Bring Out Your Dead.esp - Forward Items->Item LItemWeapon1HKhajiitCertain_JSwordsCCO_PRIMARY [LVLI:2D00FC98] from Complete Crafting Overhaul_Remade.esp - Remove Items->Item SteelSword "Steel Sword" [WEAP:00013989] Right click->Remove on line Items->Item- 0001B1DA - Atahba - Atahba - Forward record from Bring Out Your Dead.esp - Change COCT - Count to '4' or increment by +1 - Forward Items->Item LItemWeapon1HKhajiitCertain_JSwordsCCO_PRIMARY [LVLI:2D00FC98] from Complete Crafting Overhaul_Remade.esp - The following records are forwarded from Clothing & Clutter Fixes.esp - 0301223E - DLC1EncVampire01TemplateBoss - Vampire Right click->Remove on line Factions->SNAM - Faction- 0301223F - DLC1EncVampire00TemplateBoss - Vampire Right click->Remove on line Factions->SNAM - Facti
  6. Dear Utumno, Really thank you! I (will) have never ever thought about that one. Yes, it's working fine. (+1) and a big thanks!
  7. Thank you for these lots of useful and new information, for me! (+1) Do you have any idea why the change master file is inactive (gray) at the Beta WB? I have used to use this ability of WB and I really miss this feature. :/ The screenshot I posted above, one of my post.
  8. I hade read the posts again, and now it is clear everything what you wrote. Now, I see why this 2k optional file is unnecessary. (I guess without DynDOLOD would be some kind of sense this file) Thank you Sheson!
  9. Hey, May I ask, why this feature does not work at the 3.06-beta version? Change to is inactive. At the 3.05 version I could change master files. Thank You!
  10. Hey, This is not a bug. Sry, for asking that here. Please if anyone knows a better topic, post it. Does anyone know, which mod has this esp file? GQJ_DG_vampireamuletfix.esp Thank you! Deleted, I have found it.
  11. Okay, maybe a lack of my englis knowledge I do not really understand your words. :( I see that the 2 SFO \Textures\terrain\tamriel\trees\TamrielTreeLod.dds files is different from the one is DynDOLOD WorldPass. That's why I posted the pics. But I thought that DynDOLOD \Textures\terrain\tamriel\trees\TamrielTreeLod.dds file is generated from the Billboards files, or something else. So, in my mind this is somehow like that: SFO 2.3 SFO 2.3 Billboards DynDOLOD TexGEN DynDOLOD WorldPass --> \Textures\terrain\tamriel\trees\TamrielTreeLod.dds (with a bigger file size) SFO 2.3 + SFO optional 2x res TamrielTreeLod.dds SFO 2.3 Billboards DynDOLOD TexGEN DynDOLOD WorldPass --> \Textures\terrain\tamriel\trees\TamrielTreeLod.dds (with a smaller file size) Never mind!
  12. Someone please, help me! How can I enable Auto-Ghost at Wrye Bash 3.06-beta? I have read readmes, but haven't found how can I enable it. It is annoying. :/ Every time I launch WB I got this warning. What I've done: 1.) CTRL+A (All mods) 2.) Right Click -> Ghosting -> Allow Ghosting 3.) Right Click -> Ghost But always get this warning. Thank you! "See the readme under Auto-Ghost..." I have seen. But haven't found anything. :( "Auto-GhostThe game engine has a bug where it reads all the plugins in the Data folder, and this can affect performance when the number of plugins is around 300+. Auto-Ghosting adds a .ghost extension to all inactive plugins automatically to prevent the game engine reading them, and so helping to avoid the performance drop. When a ghosted plugin is activated, the .ghost extension is removed, allowing it to function as normal. Note that most other utilities will not recognise ghosted plugins, so there are options available for individual plugins to control which get ghosted." But, how can I enable that Auto-Ghost feature? I guess, I have found it, but this is f*cking not on the readme... :///
  13. Hi, On the SFO DL page there is an optional download: 1.) 2K tree LOD for v2.3 *** New! *** Optional lower-res 2K Tree LOD's. \Textures\terrain\tamriel\trees\TamrielTreeLod.dds (2,6MB) 2.) SFO one is: (10,6MB) 3.) DynDOLOD Worlds is (21MB) Can I use this optional smaller one to save VRAM? If yes, where should I place that file? Right after SFO ones? - SFO (main file + updates + etc...); - That optional smaller TamrielTreeLod.dds (2,6MB) file; - SFO 2.3 Billboards files And after that should I run DynDOLOD World pass again, and I wil have a smaller one than 21MB? Sry, I am a little bit confused... SFO Optional one 2048x1024 SFO Original one 4096x2048 DynDOLOD WorldPass 4096x4096 Thank you!
  14. Never mind! I know it: "Theme support is experimental because future updates to LOOT's user interface may break existing CSS selectors" Sry, that dark themes does not wants to work. :/
  15. Hey, How could it be that an esp file loads before esm files? This is, how LOOT ordered this plugin for me. Is is okay? I guess, it is an ESM file just accidently got an esp extension. Thank you! EDITED: Got the answer: "Read the description it's a "fake ESM"." by MannyGT
  16. Interesting. Whatever I try to do, it does not matter. I have reinstalled LOOT (backup my user rules), without success. Checked it, of course. Worked fine with the 0.8.0 version of LOOT.
  17. "Skyrim Animals Pack - Merged.esp {{BASH:Factions,Invent,Names}}" Those tags suggestions are coming from the "old" script. I've seen the new one recommends more even more tags, and can add them to the esp file? :O What is the recommendation? Add the tags recommended by the new script via Tes5Edit, or just in Wrye Bash? I mean, add them to the esp file! With the new script. If I am right, the script you have shared with me know (lots of) more bash tags than know Wrye Bash can handle, but not harmless to add those Bash Tags, because Wrye Bash 3.05 does not care with them? (not good, not bad, bud will recognise the ones which knows)
  18. Thank you EssArrBee! I've just wanted to ask there are some tags, what the TES5Edit Script suggets, recommend, etc... but I didn't find them in Wrye Bash. These are: Skyrim Animals Pack - Merged.esp {{BASH:Factions,Invent,Names}} I didn't find that kind of tags in Wrye Bash. I'll check every plugin again with, what I recommended. Or, maybe Factions and Invent have something else name in Wrye Bash? (appropriate ones) Thank you!
  19. Has the Dark Theme for anyone for the new 0.8.1 version works? Whatever I try to do, dark theme just does not wants to apply. :/ "Themes LOOT's user interface has experimental support for the use of alternative and custom CSS themes. To use a theme, place its CSS file into the resources/report/css folder inside LOOT's installation folder, and rename the file to theme.css. LOOT will then load this file when it launches. A dark user interface theme is provided with LOOT: to use it, rename dark-theme.css in the resources/report/css folder to theme.css. Theme support is experimental because future updates to LOOT's user interface may break existing CSS selectors."
  20. I see. Okay. And what about the script in Tes5Edit, "bash tags autodetector"? Is this script okay for get infos what kinf of Bash Tags should I(we) set via WB for a plugins? This is, what I mean: [00:29] Background Loader: [sIC-HLE - Merged.esp] Building reference info. [00:32] Background Loader: finished Applying script... {{BASH:Delev,Factions,Invent,Names,Relev}} [Apply Script done] Processed Records: 11881, Elapsed Time: 00:02 Is this script reliable? Thank you!
  21. Hey, I'll post my question at here as well, which is related to Wrye Bash and (Merged Plugin): https://forum.step-project.com/topic/9018-wip-merge-plugins-standalone-public-beta/?p=141919 For any support I would be very greatful! Thank you!
  22. Hi Guys, I have a question for I do not know the answer. This question is related to Bash Tags. 1.) Do we have to care Bash Tags with Merge Plugins? - So, if I merge one, or two plugins which had Bash Tags they will carry over to the Merged Plugin as well? - Or, do we have to set those Bash Tags by manually for every created Merged Plugin? 2.) Sry, for my "stupid" question but I do not really know too much about Bash Tags. I've been using Wrye Bash and it is done everything instead of me. I hope so. :) If we have to sets Bash Tags for Merge Plugins as well, where could I get the infos what kind of Bash Tags should I set for them? I am able to use Merge Plugins either by the srcipted method, or the new standalone beta tool. I can use Wrye Bash, but just how for instance we needed at STEP Guide, which I call a very easy wash my hear and get to go method. Thank you!
  23. Come on! I was also just joking. I see, and can I agree with this statement. But how did I say?.... There are Gods and Half Gods. Lots of STEP members, mod authors from my side Gods and HalfGods or Angels (like TechAngel) :) They have a modding, "Skyrim" knowledge what I don't have at all. But I do not want it, because I would like to stay "just" like a player, who especially likes modding Skyrim and always learning new Skyrim related stuffs. For instance, create a new merge file with this new standalone version firstly was a challenge for me. Now, I can use that tool. More exactly I can managed to use it, but still there are things I have no idea... I have a massive enough mod list with lots of merged mods and to order them by manually it is impossible for me. I would make so many mistake, I could ruin my game within some minutes. :) I like LOOT and I hope it is reliable some way. And I guess there are forums, and topics where we can ask for support! But! "You" say LOOT database is almost trash, with lots of faulty order, lots of similar stuff. But in this case this tool (Merge Plugins) also has a database, which also contains nothing more just users feedback. Success, issues, ... I have seen a mod signed by red that maybe it is not mergeable, there was a notice by anyone who has issue with it. But, I had managed to merge it without any issue. Possibly he or she made something wrong. So, I just wanted to say, that for some aspects Merge Plugins database does not different from LOOT database. That't obvious because everything which is made by people could be faulty. Or nothing else, just things made by people.
  24. 1.) LOOT and Load Order: I have no idea why I thought we need to use LOOT before merge mods with this tool. I was confused for some reason. Interesting... Maybe I have read something else and mixed things up. How stupid I am. :) And I have searched the plugins for minutes, I was annoyed, etc... Trololo :) 2.) The new version works great. Thank you for your support!
  25. In this case, can I send you my mod list and load order every time?!
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