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Everything posted by kranazoli
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Yes, I did. Exactly, from Ruffled Feather mod collection. Why? That one could be the "guilty" one? I like BDS, but I'll check without BDS how to behave. So: You are a Genius or a God Angel. Without BDS it is okay. Is there a way, to keep BDS but solve that issue, or should I drop BDS? I know, STEP does not contain BDS but I am trying to combine STEP + REGS + SR:LE and Legendary does have BDS and BDS related mods(patches). What can you recommend? - Better Dynamic Snow.esp - Prometheus_NSUTR BDS Patch.esp - ETaC - Better Dynamic Snow Patch.esp If I am not mistaken these are the affected mods. Of course I can live without BDS, but to be honest like it very much. :/ Edit: Tried to change priority, etc... but without any success and also sign my issue at the Ruffled Feather mod topic, maybe... I have no idea how to solve that issue, just do not use BDS at all.
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That was my stupidity. I was confused about Merge words. But now I know merge patch and merge plugins are different.
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Vines, I see. Thank you! No, it's not DynDOLOD because of without DynDOLOD the issue is still present. Yes, I use Bashed Patch of course. I just don't really know how can I investigate what is causing this issue.
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Hey, Here's an URL to a YT video: https://www.youtube.com/watch?v=BtLolEgVMTg /TES5Edit : Merged Patch/ by GamerPoets On its video where GamerPoets shows how to use TES5Edit to Merge plugins he does two things after finishing: - Remove Leveled Lists and - Clean Masters How about these stuffs if we use Merge Plugins via TES5Edit? It is also recommended after creating a Merge Patch to: - Remove Leveled Lists and - Clean Masters or they are does not matter? What is the recommendation? - If I have leveled lists records and/or I could use clean masters after creating a merge patch? Which one is better? - Leave those things how the merge patch did, or - we can do these two steps after the merged patch was created? Ps: I saw the videos about how to create merge patch and these things wasn't mentioned. Just load the merged patch and check for errors, and if it's okay we have finished. How should we handle these two things? Thank you!
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Dynamic Distant Objects LOD - pre 2.xx
kranazoli replied to sheson's question in DynDOLOD & xLODGen Support
Dear Sheson, "You reported yourself the problem goes away when you disable other mods while the BTO generated by LODGen are still in the load order." We are speaking about the main files + DLCs + High Res Textures Packs nothing else. Please forgive me if I am not totally happy that if I disable one of them, but leave DynDOLOD enable I do not notice stuttering. My problem was something like visual problem? No. My problem was stuttering. At Falskaar and now at Solshteim. This time, I have disabled all my mods, just left LAL for the reason I could start a new game at Solshteim. Generated DynDOLOD High, Medium, the optional LODGen.exe, etc... but stuttering still present. What would you like to investigate more? Sry, I do not want to drop those main file. Strange enough, both case when I disable the related BTO files all of my problem has gone away. Did I lost something at Falskaar? Did I miss something? No. Strange enough I didn't miss for instance a road, or a pine tree at top of a mountain. But I could play without stuttering. You are a modder. I am a player. And I would like to stay this side of the coin. Now, I changed and dropped lots of stuff for testing, but sadly without success. Again, what will I miss, lack from Solstheim if I hide the meshes folder under World folder? How many hours do I pretend to play at Solshteim? Not too much. Again I will miss something distance feautre, I don't know. I can't see any difference, but I feel a huge different playing with or without stuttering. At Tamriel everything works great? Yes! How many hours do I play at Skyrim? Much more. Does it matter if I use HRDLC? Not. I can. Can I use High DynDOLOD preset, yes! Yes, the problem is at mine side. But also I can solve a way, maybe which is not the best solution, but for me it is does not matter at all. Of course I would say something differ, if I for instance could see mountains, rocks, ... but honestly does not miss those meshes files at all. Really-really appreciate all of your effort, and I know you can't do anything else. I understand, I see. That's all right! But, please forgive me, I will disable meshes folder and I choose playing instead of searching for hours bug solutions. Generating DynDOLOD lot's of time. And MEA CULPA, but I am not happy after an hour still nothing changed. That's it. Dropped my mods, left just the minimals, generated ini files, tried with and without enb, etc... Nothing. Hide meshes again. Please forgive me, if also at this point I give it up and rather choose playing without some distant pine trees and roads than finding other solutions. Skyrim is buggy. Every system different. The main point, there is solution. Not so elegant, not so good, but works! -
ACCEPTED Not So Fast - Main Quest (by cdcooley)
kranazoli replied to WilliamImm's topic in Skyrim LE Mods
Sry, didn't know which topic is more active. :) Thank you for your answer. Does not need any patches at all? Just use them together? -
Dynamic Distant Objects LOD - pre 2.xx
kranazoli replied to sheson's question in DynDOLOD & xLODGen Support
Hi, Believe me. I've been using the right tools. And also beleive me, you and everyone. I have tried 1k, and 2k textures packs as well. Now(!!!) I have tried what Sheson suggested: Or if you use DynDOLOD TexGen.pas open it in notepad and change the line iAtlasSize = 256; to iAtlasSize = 128; Then generate texture again with the new setting. And yes-yes-yes I use LOOT not by MO. Standalone LOOT. And I can just repeat myself: At Skyrim with lots of mod, lots of stuff 1k-2k textures packs and vica-versa my game runs smooth, without stuttering or any the smallest bug at all. With High DynDOLOD settings! But at Falskaar and now at Solshteim (you see, I dropped 90% of my mods) with DynDOLOD enabled after generating the World.pass my game is stuttering. Even with the iAtlasSize = 128 And I am not the only one, for instance stuttering at Falskaar. Because something is works for anyone it does not mean works for everyone and every configs, and so on, ... and I have tried default ini files as well. But, as I hide \meshes\object in DynDO Worlds my stuttering problem has gone away. Now, I generated a Medium preset, for reason, and stuttering was present the same way. If my game would suffer from any tiny stuttering at Skyrim maybe I would agree I ran out of VRAM, RAM, etc... But there's something else, bad magic behind this issue. I don't know what. Again, I disable those approx. 70 bto files related to Solstheim and my game runs fluently, smooth, 60 fps without any issue, ... with High Preset at DynDOLOD Words and 256 Atlas stuff. And now, I am using the optimized HRDLC files. You know Sheson. I am not the ony one, who had this issue at Falskaar. But beliebe me, lots of folks just don't say a word if they have problems or do not notice, do not deal with it, ... Sheson "LOOK or TEST them though - do not just say it is impossible." After all of these? What should I even make? I guess I've done lots of test and so on. Now trying this new LODGEN.EXE file. -
Dynamic Distant Objects LOD - pre 2.xx
kranazoli replied to sheson's question in DynDOLOD & xLODGen Support
Thanks! But for what reason can't upload this files to somewhere. :/ I am sure I won't make the whole process, WTF is this. I have downloaded the optimized version. For me what is very strange, it does not matter which versions I use from textures pack 1k or 2k, but just(!) JUST(!) at Falskaar and Solstheim I am suffering from stuttering but at Skyrim with SFO and Verdant etc, etc... my games runs smooth. No, for some other reason those bto files from DynDOLOD makes something wrong. And for instance at Falskaar I wasn't the only onw who suffered from this issue also with some kind of monster rig. No, something has gone wrong with Dyn but just lots of fellows doesn't tell their problem or do not trouble with issues, -
Dynamic Distant Objects LOD - pre 2.xx
kranazoli replied to sheson's question in DynDOLOD & xLODGen Support
Come on! "Hmm if disabling the Hires texture pack helps, this would indicate running out of texture memory. You are using ENBoost right? ENB can also show the GPU memory usage in the "Profile"." Have you seen my rig? I just can't believe Iran out of memory or etc... And why just in Falskaar or Solstheim? Why don't at Skyrim at al?? No, this is not the answer and false. Now I have the optimized version in my opinion but still ran out of VRAM? With ENBBoost and see other ideas above. It is can't be possible. G.Skill Sniper 16GB XMP DDR3 1600Mhz | MSI GTX 980 GAMING 4G No way. [MEMORY] ExpandSystemMemoryX64=false ReduceSystemMemoryUsage=true DisableDriverMemoryManager=false DisablePreloadToVRAM=false EnableUnsafeMemoryHacks=false ReservedMemorySizeMb=512 VideoMemorySizeMb=11734 EnableCompression=false AutodetectVideoMemorySize=false But shortly, just ask: Why do not I ran out of VRAM, RAM or etc.. at Skyrim with lots os VRAM but yes I ran out at Solshteim when mostly just a desert but don't at Skyrim with SFO and other stuff. Come on! Sheson! You are more clever. No I have: Now, I generate a new Dyn for this couple of stuff. But noooooo, I don't ran out of anything just for my patient. Something wrong at my side with again the 76 bot files. And yes, just with those 76 and 170 bto (Falskaar) files I ran out of everything. Come on, come on! -
Dynamic Distant Objects LOD - pre 2.xx
kranazoli replied to sheson's question in DynDOLOD & xLODGen Support
Hey, I am very confused yet. :/ Stuttering, stuttering, stuttering these are the words I am dreaming... Now, I am at Solstheim and again notice the same stuttering like at Falskaar. But again, just with DynDOLOD enabled. More accurately if I enable the folder what DynDOLOD Worldpass generates. Also I have to hide via MO this folder: \Meshes\Terrain\DLC2SolstheimWorld\Objects Now, I disabled all of my mods. Everything. Just left LAL to get start a new game at Solshteim. I have a strong feeling I make something wrong, but don't know what. But I am sure stuttering is related to HighResTexturePack01, HighResTexturePack02, HighResTexturePack03 BSA files. If I enable these files + DynDOLOD I got stuttering. 1.) If I choose HighResTexturePack01, HighResTexturePack02, HighResTexturePack03 BSA files without DynDOLOD I don't have stuttering; 2.) If I disable these 3 BSA files and enable just DynDOLOD I don't have stuttering. I guess, I lack of something: This is the Official DLC from Bethesda. It consists of three plugins, which should be listed right after the Unofficial Dragonborn Patch in the left pane of Mod Organizer and prioritized sequentially (HighResTexturePack01, HighResTexturePack02, HighResTexturePack03). If optimized versions of the textures from the High Resolution Texture Pack are used they should be placed directly after HighResTexturePack03. What kind of optimized version? From where? I am sure these files I am missing. I have these one: STEP Optimized Vanilla Textures - Standard Version But see, and reading something like that: In the left pane of Mod Organizer drag and drop the "Non-MO" category mods that represent the DLCs to the following order:* Dawnguard* HearthFires* Dragonborn* HRDLC1* HRDLC2* HRDLC3https://wiki.step-project.com/User:Neovalen/Skyrim_Revisited_-_Legendary_Edition Sry, I am getting to very nervous, please forgive me, but where the f* are these HRDLC files come from? Mod Organizer allows loading the High Resolution Texture Pack without the three dummy plugins. In the Plugins tab, deactivate HighResTexturePack01.esp, HighResTexturePack02.esp, and HighResTexturePack03.esp as they are dummy plugins. Go to the Archives tab. Tick Have MO manage archives (probably already done). Tick HighResTexturePack01.bsa, HighResTexturePack02.bsa, HighResTexturePack03.bsa Yes-yes I have these files, but don't have any HRDLC files. Just found something like that: https://www.nexusmods.com/skyrim/mods/57353/?tab=1&navtag=http%3A%2F%2Fwww.nexusmods.com%2Fskyrim%2Fajax%2Fmoddescription%2F%3Fid%3D57353%26preview%3D&pUp=1 Sry, I am confused, I admit I am sure I am the stupid one, but STEP Guide is messing me at this point. Now I have just these files, mods, and I got stuttering. Plus DynDOLOD Texgen + World.pass without DynDOLOD.esp (because of lots of disabled master files) and this combination cause me stuttering. I have a very-very string feeling I don't have something. If optimized versions of the textures from the High Resolution Texture Pack are used they should be placed directly after HighResTexturePack03. I guess I should use optimized versions of these files, but I can't find them. * HRDLC1* HRDLC2* HRDLC3So, please, someone, anyone, please help me! Because this issue is killing me. :( I am disappointed. But very strange just with DLCs. (Falskaar, Solshteim) at Skyrim I don't have stuttering at all. Thank you very much, and please forgive me if I was a bit upset! Ps.: It does not matter wheter I am enable or disable STEP Optimized Vanilla Textures - Standard Version files. Plus DynDOLOD enabled still stuttering. I have zero idea, what's wrong. I am tried to make something like that: But looks like does not matter what am I doing if I enable DynDOLOD stuttering accour. :( Ok, didn't run DynDOLOD again, just used a DynDOLOD folder from before. When I makeing like this, everything works fine just like at Falskaar. And do not understand at all what has gone wrong. :( As as you see, these are all my plugins used: Nothing else. Don't know why, but those DynDOLOD meshes files killing my game. 76 *.bto files. And do not use any unnecessary plugins at all. -
ACCEPTED Timing is Everything (by kryptopyr)
kranazoli replied to vfxninjaeditor's topic in Skyrim LE Mods
Hey, I've been reading this topic and Not so Fast. Looked both mods page as well. I can't decide, can I use this two mods together? Or no, I must choose one of them? Or does not sense to use them together? Buggy, etc, ... I saw Legendary edition uses Timing is Everything. Is is recommended to use them together? Or should I choose between these two mods? Thanks! -
ACCEPTED Not So Fast - Main Quest (by cdcooley)
kranazoli replied to WilliamImm's topic in Skyrim LE Mods
Hey, I've been reading this topic and Timing is Everything. Looked both mods page as well. I can't decide, can I use this two mods together? Or no, I must choose one of them? Or does not sense to use them together? Buggy, etc, ... I saw Legendary edition uses Timing is Everything. Is is recommended to use them together? Or should I choose between these two mods? Thanks! -
Thank you! Wouldn't be a better solution, to set Global Priority for: World_Map_Height_Pitch_Tweak_250.espDLCMapHeightTweak_Kraag.esp ... instead of Load After rules?
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Dynamic Distant Objects LOD - pre 2.xx
kranazoli replied to sheson's question in DynDOLOD & xLODGen Support
I don't know which one is: 000BAC72 My problem is: 000BAC8F "(which you can check in TES5Edit obviously) and yet one of them shifted its position? Then have a look at either mesh being changed by a mod." Do you think I am understand that lines? :) Sadly, noooo. Sheson! Never mind! It has, not related to DynDOLOD. I do not want off topic here and what I can do, disable that object. Skyrim is so buggy, ... And 2nd, my knowledge is too small. -
Hey, I need some support about STEP Extended Patch. If I use STEP Extended profile as a main rule (profile), but extend my mod list with other mods from REGS and Legendary and some other mods, etc... I am thinking of, wheter shouldn't I change the Global Priority for STEP Extended Patch? This is, how my mod list end at this moment: STEP Extended Patch.esp --> Priority Value 980000 These are sorted by LOOT there where they are: Alternate Start - Live Another Life.esp --> Priority Value 990000 FarmhouseChimneys.esp BetterQuestObjectives-AlternateStartPatch.esp And these two changed by mine: 1.) World_Map_Height_Pitch_Tweak_250.esp --> where is it, to works fine. (Load After BetterQuestObjectives-AlternateStartPatch.esp) DynDOLOD.esp (by LOOT) 2.) DLCMapHeightTweak_Kraag.esp --> where is it, to works fine. (Load After World_Map_Height_Pitch_Tweak_250-esp) Bashed Patch, 0.esp (by LOOT) Dual Sheath Redux Patch.esp (by LOOT) ----------------------------------------------------------------------------------------------------------------------------------------- I'd like to know does it looks right? Thank you!
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Continue... https://forum.step-project.com/topic/5011-dynamic-distant-objects-lod-dyndolod-145/?p=138420
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Dynamic Distant Objects LOD - pre 2.xx
kranazoli replied to sheson's question in DynDOLOD & xLODGen Support
You are more clever, how I thought. :) It's form ID is: 000bac8f I searched via Google for that and found others also have this issue. They releated some kind of Trees in Cities mod, which I do not use. What's more, haven't heard of it, yet. Maybe Dawn Of Skyrim use something similar. These infos I found interesting: Windhelm cemetery Snow shader errorhttps://www.afkmods.com/index.php?/tracdown/issue/15581-windhelm-cemetery-snow-shader-error/ affected IDs: 000bac8f, 000e8ec1 and 000bac55 https://forums.nexusmods.com/index.php?/topic/1824280-trees-in-cities-the-complete-pack/page-5 "Here's a screenshot of static object WHlanddead2 (000BAC8F) to hopefully get your attention" https://i.imgur.com/4yeSHiu.jpg Object: WHlanddead2 (000BAC8F) Exactly the same, I have. So it looks like I am not the only one. Or could be Skyrim Flora Overhaul, maybe. I just guess. I have no idea how can I solve issues like that. The only option I can do just disable the object at all. :/ Tried it without dyndolod.esp and behave the same way. So it's not related to DynDOLOD, looks like. It looks to me it is an issue the game itself. Some kind of shader issue or what... Confirmed Issues (AFK Mods topic)https://www.afkmods.com/index.php?/tracdown/categories/20-meshes/?tab=confirmed&st=10 "Object: WHlanddead2 (000BAC8F) Info: Static vines/roots overlay has been moved away from the wall and is floating." But I am sure I do not use Trees in Cities mod, but maybe some other "tree" mods also buggy there. That's all for now. If you or anybody else have some idea how can I solve that issue, please share with me. Thanks! -
Dynamic Distant Objects LOD - pre 2.xx
kranazoli replied to sheson's question in DynDOLOD & xLODGen Support
Hi, Just now noticed an issue at Windhelm, and I can't decide wheter could it be any relation with DynDOLOD. But, maybe. And I know lot of clever fellows are here. Ps: Honestly, I am not sure where should I exactly sign, notice, ask, etc... about my problem. :/ So, I just put a link here: https://forum.step-project.com/topic/8359-step-v2291-official-bug-reports/?p=138400 Every supoort I would be really greatful! Thanks! -
Hey, May I ask, what kind of issue is this? What can cause it? Have you(others) also noticed this before? Is it something bug with the game itself, or something went wrong in my side? If the second one is the truth, how can I find what cause it? Maybe: A wrong DynDOLOD update process can cause that kind of issue? Sadly I don't know how long buggy is it, just now noticed. :/ Notice: I use Dawn of Skyrim all in one. At this moment I have no idea. :/ https://imgur.com/a/Ukqh3/all Sorry, I don't know what is on the wall. How it called in english, so I can't use google for more infos. :( Thanks!
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Just wanted to give a feedback. After look at my mods again, I have forgotten that: Distant WindMills Animated: SkyFalls and SkyMills Animated Distant Waterfalls and WindMills (This mod should stand after my mod in the load order.) So, I created a LOOT Rule that SkyFalls & SkyMills loads after Solutide Tower Flags and so far so good looks good. But I'll check that again. But definately I didn't notice texture flickering after making the rule.
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ACCEPTED RUSTIC MONUMENTS and TOMBSTONES (by SparrowPrince and Gamwich)
kranazoli replied to rootsrat's topic in Skyrim LE Mods
Thank you! Really love all Rustic textures. If I could I would make everything Rustic in Skyrim. :) -
SKYRIMLE Tavern Games - Mini Games in Skyrim (by Sagittarius22)
kranazoli replied to rootsrat's topic in Skyrim LE Mods
Nice! Thank you! -
Dynamic Distant Objects LOD - pre 2.xx
kranazoli replied to sheson's question in DynDOLOD & xLODGen Support
Hey Sheson, I know and understand you would like to know what is behind that issue. I knew that, and this is also was a reason why I did all of these stuff. But now I am tired, so please forgive if I "gave it up" at this point. Really-really thanks all of your effort and support! -
Dynamic Distant Objects LOD - pre 2.xx
kranazoli replied to sheson's question in DynDOLOD & xLODGen Support
Sheson, Please write me, or if you can post screens about for instance what will I loose, miss, etc... if I do not use those 170 bto files at all? Animated distant waterfall, or bugs, issues, ... For me the main point are: If I can play Falskaar without those 170 bto files without CTDs or ILS, I am satisfied. Or loose some minor visual stuff, I will try live with them. -
Dynamic Distant Objects LOD - pre 2.xx
kranazoli replied to sheson's question in DynDOLOD & xLODGen Support
The reason is, Sheson suggeted those values. ;) I made those settings by manually.

