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Everything posted by Shadriss
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Another user recently has been having similar issues, and despite a few hours of trying to work through it with her on Discord and here on the thread, we never arrived at a solution. That's the bad news - the good news is that as soon as a few errors are fixed, the guide will be dropping Relinker and going to ZMerge... Lexy tells us we're waiting on Mator to get a few things patched up, but otherwise it works far more reliably. It may mean waiting longer, but that may be the only option. Keep in mind: ReLinker stopped being worked on a long time ago, and until I started using it here I'd never heard of it. I don't know that it got the huge amount of testing on various systems that it should have. If you still haven't solved this, as Lexy mentioned, Sheson and his DynDOLOD threads are a far better place to bring these up - we use them, but we don't know all the stuff that makes it work. For the first, Error 5's have been popping up a lot since 2.48 standalone hit (which is also around the time WIN10 did a major-ish update, so possibly related if you use WIN10), and most that I've talked with (and my own experience as well) says that running DynDOLOD as an admin will cut down on those significantly. As to the other, as pointed out, you're missing a .nif, and the most likely place (given it has the word 'snow' in it) is the NSUTR files. *laughs uproariously* He thinks the guide is gonna be 'finished'... that's just funny. What type of crash? We talking CTD or Freeze? Also, to make sure I understand, you can disable either of them and it works? If that's the case, I'd look to make sure (first) that RWT was installed correctly and that all files are present. That done (and assuming the problem persists) I'd delete all DynDOLOD generated files and re-run it from scratch to be certain you have a good set of output files.
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I'd at least have a look through Sheson's troubleshooting threads - I think I've seen mention of this problem there once or twice. Thing is, he won't access this thread because there is nothing in the title indicating it's a DynDOLOD potential issue.
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If memory serves, that particular guide isn't being maintained anymore, and I'm not even sure who was working on it. Chances are, though, that if you can't get to the site through that link, and comments elsewhere indicate that you can't get them, then they are out of reach.
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DROPPED More Dynamic Shadows and Striping Fixed (by puuloo)
Shadriss replied to skwareballz's topic in Skyrim LE Mods
Can't be too great - it was dropped from the STEP guide six years ago. -
The name is Shadriss - High King is just my Forum Title. It's kind of hard to follow your writing, but I think I get the questions you are asking. So first, no - you shouldn't be re-checking anything in the initial list that Smash shows (here assuming that you've done everything in previous steps correctly). Everything that you need should already be checked, as those are based on the current load order in MO2 in the right pane. Which means that your second question (in essence, where is Bashed Patch 0.esp) indicates that instructions have not been followed, as after the creation of your Bashed Patch, it should have been activated in your right pane, and it should have been at the bottom of your list. If this isn't the case, then you likely need to go back and ensure that instructions have been followed. Something like that. As I understand it (From SirJesto on Discord), the author made some mistakes and turned some graphics files into formats he shouldn't have. The books (many of them at least) use a graphic file for portions of the books, and when they aren't in the proper format, you get that pretty rainbow. I'm still using v1 of that mod until it all gets sorted out (soon, hopefully), but for the moment, that's the issue. Odyssey is going to be a big mod from the same people who put together LoTD, and last I heard they are hoping for a release sometime next year. No real data other than that (AFAIK). LoTD is getting a major overhaul (which WILL require a new game start), and last I heard from SirJesto, that MAY hit around the end of the year. So consider both rumors as confirmed, but as to when... well, roll the dice. As to your other question... can you be more specific? I know there are a few mods *I* would consider big (most of the Kryptopter mods) that have been talked about, but it's been decided (in those cases) to wait for Krypt to do the SSE ports, as she is actively working on them. If you want to "self-port" mods, there's certainly nothing stopping you from doing so. Keep in mind that this is a GUIDE... deviations from it aren't going to result in legal actions. Most of the users I've talked to have a slew of mods in thier LO that aren't in the guide. The only caveat to this is that any CR'ing that needs to be done as a result of adding them is completely on you. Yes. Also Yes. As with some other posts, I'm not sure what information you're giving, nor what you are actually asking. Could you make your post clearer so that somebody can maybe give you a hand?
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As I suggested, try setting DynDOLOD to run as an Administrator. It's not ideal, but if it works... This will have nothing to do with the merges, and I plan on keeping Veydesbroom as well when I update in a week or so. As to the 'waiting a few more updates', that may put you into perpetual stasis - this guide updates AT LEAST weekly, so if you are waiting for a more 'solid' build, you'll be waiting a long time. 1) None. Lexy has a list of bash tag changes, none of which are NoMerge. The XPMSE suggestion was based on that particular user's issue, one where XPMSE was (somehow) being merged into the Bash when it shouldn't have been. 2) Well, given that I've had no problems with the Bashed Patch since ESLs started creeping into the load order, I'm going to say yes. Personal experience, of course, but if there were prevalent problems, I doubt Lexy would leave them unaddressed in the guide.
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First - Name's Shadriss. High King is my title on these here forums. Not that I don't like the title, but I'm pretty sure that TechAngel (Akatosh) might not like me putting on airs. :) Second - Despite what you may be thinking, DynDOLOD is clearly not working as intended, and so your DynDOLOD run is either flawed, or you didn't move those files over to where the game can see them. I don't (and have never) run the game itself through WB, so no idea how that would work. This problem is more an issue for Sheson (DynDOLOD author), but I doubt he'll see this thread with where it's located. You may want to take it over to the DynDOLOD threads for additional Troubleshooting.
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Failure to install Project Nevada and UIO (Error Code 5)
Shadriss replied to 6ftninja's question in Mod Organizer Support
Maybe a silly question - but since it's saying it can't find a file, have you made sure that file exists? -
Basically, if I understand the phrasing, it's looking for files (DynDOLOD files) and not finding them. You may need to rerun DynDOLOD.
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You wouldn't see anything in game, most likely. LODGen basically redoes the terrain and the textures for distant LOD, so the distant textures may not match the ones from your mod list, but that would be about the extent of it. I'd clear it all out and re-run LOD... make sure you are running it through MO2 and that ALL instructions are followed. And yes, DynDOLOD would need to be rerun as well. Error 5 is an Access Denied error, and has been very prevalent since Sheson updated to 2.48+. I've managed to get around it entirely by running DynDOLOD as an Admin. You aren't the only one seeing this by any means, as you may have gathered. Under the options, there is the ability to Delete User Rules. This is an alternative to reinstalling, but all the LOOT rules will still need to be redone. WB is expected to uncheck mods - those are the ones that it is merging into the Bashed Patch. I mention this only because it seems you didn't understand that (and there have been a few questions about this on Discord lately). The only time the dialog box asking to deactivate mods comes up is when a mod that is mergeable is still active in the list.
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That's happened a couple of times recently - usually while the author is uploading a new version with fixes. Give it a few hours and see what happens... unless there is a author's note saying something else is going on? EDIT: As expected. The reason given by the author is: doing a complete redo of the textures, different settings are being used to get a more desireable outcome
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No, a complete reinstall of Relinker. It appears to be the only one with issues, so it's very unlikely to be anything else, so no need to do that. I recommend reinstalling Relinker only to make absolutely certain that you are using the v40 and not v44... I think we covered every other possibility on Discord the other day.
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A good CPU will make it shorter... but not that short. UNLESS you ran it with a set of already generated files still in the output folder, in which case it will only re-create files that it needs to. If this was your first LOD run, then yes, something was likely wrong. If it's not, then you likely still had your previous LOD run's files in the output folder, and so shortened the time.
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As an update, the Admin did give me a clean run. I agree it shouldn't be needed. UAC is turned off, and the executable files aren't in a UAC controlled location anyway. As I noted, the location it's currently in has run with no issues for years... essentially since STEP originally added this as part of its guide. Given that the only change has been the update to 2.50, I can only conclude that, unintentionally, something has changed that Windows in general doesn't like. I'm seeing this same report occur in many Discord reports as well. Regardless, even if it is an undesirable workaround, it does work. At least in my case.
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I've also been seeing consistent Error 5's with 2.50. This has not been previously the case - I've run both TexGen and DynDOLOD many times on previous versions from the same locations with no issues to this point. Managed to get one clean run out of about 7 attempts - that one clean run was after a fresh install. Cleaning out the generated files and cache files have made no difference. Link to bugreport.txt here. Not getting the FAILED messages (that I noticed), just the simple Access Denied. I haven't tried giving the program Admin rights yet (as I've seen that cause issues elsewhere before), but will be trying that as a next step in the T/S Process. File provided for your use and for any other T/S suggestions you might have.
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As I said - figured it had been mentioned. If you haven't tried it, it's worth the effort - if it works with the NoMerge, then you don't have to remember to take all those extra steps every time you rebuild the Bashed. As to the other, yes, any time you rebuild Bashed, Smash and zEdit should be redone as well, as their information is based on Bashed's as well, to a degree.
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Then don't worry about it. Trust me - for any mod that does present the option, select the SFW options, and all comes out safe on the far end. The ones that don't have the option get overwritten by those that do. As I said, I run the same kinds of options. Ask ten people about must have Skyrim mods, get ten different answers. That said, apart from the ones that Lexy mentioned, it's just about all here, though there are at least two major changes on the horizon (A rebuild of LoTD and another one called Odyssey of the Dragonborn) that will change things up a bit. As to the second half - that's SORT of true. In general, if you are adding a mod or updating a mod, it's safe to do so mid game (exceptions exist, but the mod authors generally make that clear). Removal of mods is far more problematic, and should definitely be avoided midgame. As with all things mod related, YMMV. In short - Yes. The plan looks good - ensure that XPMSE is turned off in the LEFT pane, as otherwise if WB was merging it before, it will continue to do so if you anly disable it in the right. I'd be far more concerned about the fact that it's marked for merging in the first place. Knowing I'm likely repeating the guys on Discord, have you marked XMPSE as NoMerge in WB and tried it that way? Would take less effort if it works.
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Doing A Parallel STEP Implementation - Any 'Gotchas'?
Shadriss replied to Kraggy's topic in Step Skyrim LE Guide
Here to support. Just keep in mind that a lot of my answers are kind of qualified. So far as the STEAM/Skyrim linkage is concerned, the best way is to test it. The other things I'm pretty solid on. -
I used everything in the guide. When presented selections that dealt with nudity, I chose non-nude options. You may want also to chose the 'spicy' version of the Hide armors in the TMB armors mod - it will prevent some 'northern exposure' on women in that armor. It's not a good armor in and of itself, but it's better than the TMB vanilla implementation, in this case.
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Well, the versions on both LE and SE have the same version number for FNIS - and I'm not even sure if it makes a difference, honestly. The last bit of advice I have is to redownload FNIS ensuring it is from the SE Nexus side. Clear out ALL PREVIOUS FILES generated, as well as the original install as well - as close to an original install and run of FNIS as you can manage to make it. Reinstall, re-run, and see what happens. If that doesn't work... then I'm afraid I'm out of ideas as well. Well, scratch that - one more thing to check. Are any of these things (FNIS, MO2, Skyrim, etc) installed in the Steam Folder or inside the Program Files folders? That has been known to cause issues before as well. Ok, NOW I'm out of ideas.
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The easiest alternative is the one I use - don't choose the nude version in the FOMOD installers. There is no affect for anything else downstream in the guide - the instructions do not otherwise change (and those that are nude specific won't matter anyway because you aren't using nude stuffs anyways).
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Doing A Parallel STEP Implementation - Any 'Gotchas'?
Shadriss replied to Kraggy's topic in Step Skyrim LE Guide
The real issue then is that I don't think two installs will work as you wish anyway. I think that the hardwired lock between Skyrim and Steam will prevent this working the way you want. Using two mod managers on a single install might be out - the MO2 install will use whatever is in the base directories as a baseline to work from, which essentially means that whatever is in the directories will show in in MO2. It's possible you might be able to deactivate ESPs and ESMs in MO2 for non-managed (IE, base install) files, but I'm thinking not. You need to basically pick one thing and go... I'm not sure if it's possible to do both like this because of the inherent differences between Vortex and MO2 combined with the hardwire link between Steam and Skyrim. Honestly, I've never tried anything like the two-install version you speak of - it might work, it might not - and you may be in a position where you have to give up one to keep the other... or you can swap your Vortex Install into an MO2 profile (which would take a rebuild, of sorts, but would allow you to keep the save games and what not). That's all I got... best of luck. -
You found the issue on your own - good job. The first pic shows it as an unmanaged mod, which means that (somehow) it got placed into the root directory for Skyrim, exactly as your second pic shows. With you moving it into it's own folder in the MO2 mods directory, WB should overwrite that file directly now (if it wasn't before), and all should be good. Just remember if you rerun the Bashed Patch, those additional extra files will show up again in Overwrite - they can always be safely deleted to the best of my knowledge.
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The messages at the bottom of MO2 indicate that MO2 is running properly - they just say that it spawned the process (FNIS) and waited for it to complete. In MO2's eyes, that means that the process shut down, which it did. That said, the problem MUST be in FNIS, and for that, you might have better luck asking in the Nexus Forums than here... I've never had problems with the program, and assuming that the GamerPoet video you used is up to date and that you followed all listed instructions, this is more likely something that the author can help with than us. Especially since you verified you aren't (and have never) using ModDrop. Thinking on it, I do have one question - which version of Skyrim are we talking about here (LE or SE) and are you using the matching version of FNIS?

