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Kal

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Everything posted by Kal

  1. I just disable the FNIS_Output "mod" before I run FNIS each time, that way it goes to overwrite, if everything works (which is 99.999% of the time) I can just cut the contents of overwrite and replace the FNIS_Output, but I have the option of rolling back to the previous FNIS_Output (by just deleting overwrite and re-enabling FNIS_Output) just in case anything goes wrong.
  2. I've tracked down a repeatably CTD to some sort of conflict between the output of xLODGEN and the mod "VIGILANT" for SSE. With my xLODGEN output enabled, the game CTDs when transitioning into the "Stuhn Ravine" worldspace (that you pass through to enter the Temple of Stendarr.) Any idea why this might be so? Is there some way I can fix it or just exclude that worldspace from xLODGEN's processing? At the moment I'm just working round the problem by disabling my xLODGEN output in MO whenever I need to visit that worldspace (which thankfully is not that often.)
  3. Re: Crashing with Vigilant It's xLODGEN. I'm not clear why or how but with xLODGEN's output enabled, the game consistently crashes when trying to enter the "Stuhn Ravine" worldspace (that you go through to enter the temple of Stendarr.) I would imagine the area just needs to be excluded from the build when you run xLODGEN but I'll leave it to someone more expert to comment!
  4. Well, just to add on to this - I've just done some more play of the Vigilant questline and I've found that although in this save I was able to enter the Temple of Stendarr initially, unlike in my last save, having progressed the quest line a bit I now need to revisit the location and I have the same crash again - guaranteed CTD if I fast travel there or if I run to the door and try to go in. I have no clue what's causing it or even really how to troubleshoot it so for now the Vigilant quests are a no-go for me. I'll need to roll back to before I progressed the quest as otherwise I'm stuck with a permanent debuff (storyline spoiler stuff so I won't say more.)
  5. For what it's worth, I've had that same crash with Vigilant - crashes if you fast travel to the Temple of Stendarr, or if you run to it and try to go in the door. Unfortunately I have absolutely no idea what caused it, I started a new game for unrelated reasons, and didn't get that crash on the new game. The only thing I can think of that was different was that I had installed the hi-res texture pack for Vigilant between games, but apart from whatever other changes were going on with the guide I hadn't changed anything. Sorry that's not much help but I thought it might be reassuring to know you weren't the only one that had seen this!
  6. No, that makes no sense as it still won't actually exist until after you run xLODGen, which isn't until the Finishing Line section - and the instructions are already there.
  7. Really doesn't help if you're trying to sneak which is what OCDCoder mentioned....
  8. Just a quick note, the following custom LOOT metadata rules are no longer needed as they are included in LOOT by default: Undeath.esp - Load After MoonAndStar_MAS.esp Darkwater Crossing.esp - Load After Immersive Citizens - AI Overhaul.esp Whistling Mine.esp - Load After Immersive Citizens - AI Overhaul.esp
  9. I keep meaning to mention this but forgetting! Although you are absolutely correct, the instructions for creating the SMASH patch also lists the zPatch.esp in list of which patches should be set to Force.All and obviously to do this you would need to include the zPatch in the first place. I've been assuming that there's a typo/brainfart somewhere in there but I'm not exactly sure what it is. So far I have just assumed that the list for what to include should really say, "Highlight everything from Update.esm down to zpatch.esp". @DarkLadyLexy could you possibly clarify?
  10. DynDOLOD does object LOD and tree LOD. xLODGEN does terrain LOD. If you check the thread for xLODGEN the author gives a detailed explanation of why this is the optimal setup, but essentially xLODGEN can create much more detailed terrain LOD, similarly DynDOLOD has various customisation built-in that allow it to create more accurate tree and object LOD. You should be seeing conflicts against some of the LOD32 files e.g. textures/terrain/tamriel/tamriel.32.-64.-64.dds. If you aren't seeing those conflicts you may not have completed the xLODGEN step correctly (or you need to restart MO!) If you don't overwrite those you no longer get roads showing on your map.
  11. ... and you don't move the folder above the map mods, you move the mods below the xLODGen output folder.
  12. I don't know if there's another Kal or if you're confusing me with someone else, but I've had zero problems with Windows 10 - I think it's the best OS MS have released since DOS 3.3. I also haven't said anything about Soul Cairn texture packs.
  13. Check through the new instructions for Wrye Bash - we don't do the plugin merge of the bashed patch any more.
  14. That's correct, the pre-smash merge merges all the esp's that Bash deactivated. @Darkladylexy, is it worth removing the pair of "disable the bashed patch"/"you can now re-enable the bashed patch" notices from the DynDOLOD instructions?
  15. It is a pain, but you have to do this to create the merge as the Merge Plugins tool requires that all the esp's it is merging are contiguous and at the bottom of your load order. There is a quick way - click on the "Mod Index" column title at the top, because disabled plugins have no index number, this will put them all together so it's easy for you to select them all. Then before you move anything, click on the "Priority" column title so the list is ordered correctly. You can then drag any one of the selected esps to the end of the list and they will all move together. Just drag the entire block to the bottom of your list.
  16. Just a thought - won't we still need to have the bashed patch in for the variable changes (Timescale, arrow recovery, alarm distance etc?)
  17. Also, zEdit has updated to 0.4.1 and is now fully 64 bit which apparently fixes the white screen issue.
  18. Looks like the update to KS Dragons (1.8) was quite a big one, lots of changes (check out the change log.) The author strongly recommends doing a clean save if you're upgrading i.e. disable the mod, load the game, save, quit, use Fallrim tools to clean the save, then install the new version and enable it, load up your save, and reconfigure the MCM how you want it.
  19. For any that are marked "BSA Extracted", you need to go and turn on BSA Extraction in MO before you install them, then when you get the popup that asks if you want to extract the BSA, say yes. You can then either go back in and turn BSA Extraction back off (the cautious method) or leave it switched on but make sure you always say "No" when you install any further mods, *except* for those marked "BSA Extracted" (the efficient method.) Just make sure if you choose the latter to never, ever select the "always use this option" checkbox!
  20. moreHUD had an update and Re-Engaged also updated for the new binaries.
  21. Similar results here. 3/4 times I get a white screen either immediately after loading mods or after selecting "manage patchers". The other 1/4 times it works fine.
  22. Ran into a problem with it - the Immersive Sounds Compendium Morrowloot Special Edition patch is for Morrowloot Special Edition, not Ultimate, so it has the wrong master. On the merge page you mention a different file - ISC_MRU_patch.esp (the file in the listed patch is "ISC Morrowlooot Patch.esp") so I'm guessing there is a patch for Ultimate somewhere and the link is just pointing to the wrong file?
  23. Snazzy's had a couple of updates too - it's on 1.5.7 as of earlier today.
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