
hh2ohexhh
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Everything posted by hh2ohexhh
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Skyrim Revisited Pre-Release Feedback
hh2ohexhh replied to Neovalen's topic in Skyrim Revisited (retired)
sm0kem, your absolutely correct. My bad, I've got around 3 mixed guides. Thanks for pointing that, though ... :facepalm: -
Skyrim Revisited Pre-Release Feedback
hh2ohexhh replied to Neovalen's topic in Skyrim Revisited (retired)
Hi Neovalen, don't know if mentioned before or if you already noticed, but the AOS2_RealisticWaterTwo Patch.esp from Audio Overhaul 2.5.1 is missing from the guide. Had to edit the header to make it work with the file merge for RealisticWaterTwo - Merged.esp ... -
Dynamic Distant Objects LOD - pre 2.xx
hh2ohexhh replied to sheson's question in DynDOLOD & xLODGen Support
Hi Sheson, I had a problem while running DynDOLOD: [00:10:03.580] Adding Master into Blackreach [00:10:04.146] There is a problem in STEP Extended Patch.esp with Blackreach "Blackreach" [WRLD:0001EE62] using [1800DFE3] < Error: Could not be resolved > in Animated Weapon Enchants.esp [DynDOLOD.esp] Adding master "daymoyl_DawnguardAddon.esp" [00:10:04.356] STEP Extended Patch.esp probably requires a different version of Animated Weapon Enchants.esp Exception in unit functions line 354: FormID [1800DFE3] references a master which is not available in file [F8] DynDOLOD.esp [Apply Script done] Processed Records: 0, Elapsed Time: 10:27 Which had nothing to do with Animated Weapon Enchants.esp and managed to fix it by changing from ELE Lite 0.9.5c to ELE Lite 0.9.5b, also changed my STEP Extended Patch.esp to look for ELE_Legendary_Fs_Wt_Lite.esp instead of ELE_Legendary_Lite.esp; but now I'm getting: [DynDOLOD.esp] Adding master "Frontier Fortress Notice Boards.esp" [00:38:37.593] There is a problem in Frontier Fortress Notice Boards.esp with Granitehallext [CELL:00009A5E] (in Tamriel "Skyrim" [WRLD:0000003C] at -23,-5) using [0200F5BB] < Error: Could not be resolved > in notice board.esp [00:38:37.720] Frontier Fortress Notice Boards.esp probably requires a different version of notice board.esp Exception in unit functions line 354: Found a REFR reference, expected: LCTN [Apply Script done] Processed Records: 0, Elapsed Time: 39:02 Mods involved would be Th Notice Board, The Notice Board for Legendary Cities, Legendary Cities - Tes Arena - Skyrim Frontier Fortress, and of course DynDOLOD (also using the Thirteen Oranges tos_granitehall.esp, but no conflict; different location). At first I thought it was a "load order" problem, but tried and no dice. So far workaround is to untick Frontier Fortress Notice Boards.esp when generating DynDOLOD. I'm running a bit of a mixed guide between STEP Extended, Neovalen's Skyrim Revisited: Legendary Edition, and STEP Pack: A Real Explorer's Guide to Skyrim so could be anything on my end (sorry if I'm not that helpfull on that end). Anyway thanks for this great mod (and all others mentioned here), you all make the difference when it comes to enhance the Skyrim experience ... Sincerely, HH -
Hi elwaps, don't know if you figured this out by yourself or if it's another mod, but I've got 271 (esps and esms in total). Use Wyre Batch to merge some mods together. Had to merge all TTRSO esps and esm together in one (with TES5Edit's Merge 1.9 script) for a total of 251 (at end of merging), but still had issues. So I started walking to Little Vivec and less than a minute (maybe 30 seconds) a CTD. Then I unchecked the Moon and Star esp, played again, walked arround 5 to 10 minutes in and out of the area (of course no Little Vivec on sight), and that was it. I'm convinced that certain mod combos cause stress on the game engine. Mon and Star (not saying it's the culprit in your case, but was in mine) could show no trouble whatsoever, but with other mods arround (specially near the 253 cap, well ...). Hope this helps ... Forgot to mention, in my case I can play 4 to 5 hours real time (not gameplay) without CTD (well, also had to adjust the Papyrus settings 'cause I'm getting around 13,000 lines, but no freezing or CTD) ...
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Dynamic Distant Objects LOD - pre 2.xx
hh2ohexhh replied to sheson's question in DynDOLOD & xLODGen Support
Yep, already done, and then checked DynDOLOD.esp with Check for Errors in TES5Edit with the above result ... FWIW, I've got TESEdit 3.1.1, DynDoLOD 1.35, MO 1.3.8, Loot 7.1. After generating the new DynDOLOD.esp, I closed TES5Edit. It created a backup of the old DynDOLOD.esp in a TES5Edit Backup folder. Then I ran again TES5Edit and loaded all mods (like usual), right clicked on the DynDOLOD.esp and used the TES5Edit function Check for errors. In the Errors Only.txt there's a lot (around 940) errors related to HearthFires, Lanterns Of Skyrim, Holidays, Hearthfire Chimneys, Realistic Water Two, Dawnguard and Dragonborn. I guess if I erase the new DynDOLOD.esp and rename the old one to reapply the DynDOLODS Worlds script (clearing out the Meshes, Textures and SKSE folder generated the first time), and leaving out of the load order the non-DLC mods (Lanterns Of Skyrim, Holidays, Hearthfire Chimneys, Realistic Water Two) maybe the "missing data for f***" wont get created? Just trying to be helpful :O_o: -
Dynamic Distant Objects LOD - pre 2.xx
hh2ohexhh replied to sheson's question in DynDOLOD & xLODGen Support
Hi, I did some more reading and after generating the DynDOLOD.esp with the DynDOLOD Worlds script and saving, I did reopened TESEdit and used the Check for Errors funtion on it with the following result (see attachment) ...Errors Only.txt -
Dynamic Distant Objects LOD - pre 2.xx
hh2ohexhh replied to sheson's question in DynDOLOD & xLODGen Support
Hi Hillistine, I can relate to that. I also use the STEP guide, have 382 installed mods on the left pane of my Mod Organizer, 226 with esps on the right pane, running on Fedora 22 (KDE) with Wine and let me just tell you how glad I am that someone out there like Sheson and the other fellows were able to fix this game. I had to use mods like Grass on Steroids with iMinGrassSize=128 so I could play this game. I've also tried the TES5LODGen, which is also used in DynDoLOD, but DynDoLOD looks more organized. It also looks like it would create an LOD out a lot more things, but like any new tool out there, there's a time for creation and a time to take a step back and analyse what you have. I believe this is the case when we all have to give Sheson and his team a space to regroup and analyse whats missing. To be honest I don't use STEP Extended although I've got the whole enchilada. I prefer the Combined Patch because sometimes I like to deviate from the STEP Guide, for example I use version 2.3 of Skyrim Flora Overhaul (I like it better). And in the STEP Guide for me there are some missing steps like using the Vanilla Skyrim LOD Billboards or the Vurt SFO 2.3 LOD Billboards, those I had to add by myself (and in the correct load order for it to work). So you see, these guys have a lot to think about and tinker, some problems solved create new ones. To me is like DynDoLOD is trying to create everything it can and finds in your load order that can produce an LOD. Those "missing data for f33324" or similar are not that frequent that they can stop the game (if they are, it's probably something else, another mod perhaps in your load order). I just hope you manage to get it running. And for Sheson, I hope you get everything you desire in life, I'm gonna certainly enjoy this mod. Cheers ...