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Shadriss

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Everything posted by Shadriss

  1. That doesn't fix the other problem with CHorses and the horse armors it provides, though it's good to see that the other problem is resolvable. The problem with the CHorses shields is tied to the new shield model that SotH uses, which requires a different texture layout than the normal shields. If you look at the textures used, you'll note that SotH textures have both front, back, and rim textures in a single texture, as opposed to normal where it's one texture per... or so it would appear from what I've been able to uncover, anyhow. That's a built in incompatibility with CHorses as a result, because it's expecting textures for the normal Skyrim shield model, which have a different texture setup. IF everything I just said is truth, then a incompatibility (however minor) exists. I'll grant that it's only really visible from specific angles that you aren't using while riding, but running up to your horse, decked out in the colors of your favorite hold, and seeing that messed up texture situation is very... off putting. That being the case, I maintain that the possible replacement is a better idea. The only reason I haven't done the full swap myself to this point is me not wanting to rebuild any patches while I'm in my current playthrough.
  2. OK, I'm going to kind of talk my way through this - I'm going back to the shield texture problem I noted a week or so back. Reference images located here. Note that I have had a responce from the author of Shields of the Holds, indicating that some of this is an incompatibility that he has been unable to locate. So, let me lay out what I've discovered, and then I'll get to my conclusions. Please, by all means, if my understanding about these things is incorrect, provide the correction. 1) In looking at Shields, the mod uses a new model for the shields used in the game. IIRC from years ago, textures are designed to be used with a given model... thus, if we were to try to map the original textures onto the new model, they would work incorrectly because of how UV mapping works. 2) The loading screen shot and the Riften shield were the only errors in my loadout NOT associated with CHorses. 3) The CHorses pictures all show the texture of the hold exactly as seen if you look at the texture in a file folder. 4) When loading up the entire load order in SSEdit, the Riften shield is the only on in the Weapons Armor Merge (Where Shields of the Holds go) that is NOT in that merge. Conclusions: 1) CHorses is expecting a single large texture for it's facing, not the SotH version which places the front and backs of the shields on the same texture, resulting in the texture problem shown. This also accounts for why the High Hrothgar texture is not misaligned, as there is not (normally) such a shield emblem being replaced. If this is true, then the texture error is an unresolvable error, requiring CHorses to have either an alternate version capable of using the new texture, or possibly some other solution. 2) The Riften shield data is not being carried over into the Weapons Armor Merged for whatever reason, accounting for the reason it is the ONLY guard shield to show that error. 3) This being the case (and despite my liking for the SotH shields), because the error is unlikely to be resolved, serious consideration should be given to dropping SotH and finding something similar that will not show this error. (EDIT: Possible replacement here... will be experimenting. Not a lot of real options... were it not for the updated model of SotH...) Thoughts?
  3. Versions (game and mod)? I've been running it in the old version of SSE for a few weeks now with no issues. Also, new files up on Nexus... this one may be of interest to us.
  4. To make sure I understand: 1) Merged plugins, one of which contained a mod with an MCM. 2) Turned off esp in the right pane, then ran WB. 3) Created Bashed Patch, which then merged in and now requires the mod that you previously merged. If the above is what you meant, then here's what you do: 1) After merging, double click the mod containing the esp you want to avoid merging into Bash. 2) Go to the Optional ESP tab at the top. 3) Move the ESP file from Active to Optional. This will remove the esp file from the RIght Pane (and your load order entirely). 4) Run WB and rebuild your Bash. Problem should no longer exist. This is one of a couple ways to do it, but the primary thing here is to completely remove the offending ESPs from showing AT ALL in the right pane - to my knowledge there is no way to prevent disabled esps from being analyzed by WB... only ways to keep them from appearing in the Right Pane instead.
  5. Let me drive this bus for a minute. Yam, consider a few facts for a moment - 1) The site you reference is an old one, and refers only to LE versions of the mods. 2) With only one or two exceptions, there are no real reasons given as to why they are 'unrecommended' (not even a real word...). 3) This guide, begun back in January (IIRC) has 511 pages to this point of development and user input, none (or few of which) reference any of those mods as problems, and not in the fashion that the page referenced appears to say they are issues. In the early days of LE (which this one appears to be based from), there was a great deal of misinformation... Footprints, in particular, I remember as being a victim of this. I understand you saw something and decided to inquire - nothing wrong with this - but I would apply a little investigation (when was it published, what does it apply to, has it been updated recently) as part of that. This should be a standard thing for any website used for any purpose, not just for Skyrim. Don't let the slew of negative answers here keep you from asking questions - I'd recommend doing your homework on something like this and, instead of asking if it's legit, present your own conclusion and ask for verification. *shrug* I think we're reacting more to the way the website you presented was put together than to your question - we aren't poking at you, we're poking at the person who put that site together.
  6. No... it's ONE possible problem. There are a large number of things that can cause it... the OP just named one that worked in his particular case. Depending on which game, how it's installed, and what mods you have installed, there's a large number of other possible reasons as well... very few of them OS related. Most relate to memory in some way (though not so much in SSE or, likely, FO4). So, which the OP was able to solve his CTD problems this way, this is very much a YMMV situation.
  7. So to follow up on my Trello questions: Dawnguard Epilogue - What is the planned placement? I note that planned placements are on all accepted mods except this one. Elemental Dragons - Two items here: Would this replace our current Dragon replacer (making it more likely to get the items needed for the Museum)? Second: Will this prevent mobs from being killed, say for example the denizens of Coldharbour during the Grey Cowl quest? Thane Weapons Reborn - Textures too clean or not, this seems like a needed thing. Receiveing weapons from the Jarls now means more than just another weapon I have to display manually somewhere, yes? Think that's the main ones, other than endorsing some of the ones on the Test Bench (EXPERIENCE! OH YEAH!). Per our discussion earlier, I'll post Trello comments here instead for the Team.
  8. Will do - although I'm as curious if others are seeing this as well, because if nobody else is, this means it's on my side, and I don't need to bother the author. In essence, checking other indications before I go full nuclear. Because the textures will affect them - when you run TexGen, it's setting up to use your installed textures for LOD purposes. Even aside from that, a look inside the files will show (or I imagine it does) that there are LOD files in there... it's not always something that will be mentioned by authors, since most modders (IE, the casual modder) don't care about that level of detail. We, on the other hand, do... and that's how we find things out... by going into the file structures. EDIT: WRT HHHD, I did a quick file comparison in MO2, and there is no texture overlap between this and Zul du Dov - HHHD only covers the outside, and ZDD the interior. Placed with the other Luxor mods, the only mods getting overwritten are Noble Skyrim and and the window noalpha texture from DynDOLOD Resources, and is in turn having it's windows overwritten by Rustic Windows. Other than those, no issues, and I think no other adjustments need be made. Placed it between College of Winterhold HD and Fort Dawnguard HD for these results.
  9. Looking at HHHD, I find it interesting that there are only exterior shots - can anyone confirm that this affects the interior as well? If it doesn't, then Zul du Dov can be left in, as it does handle the interior, and allow HHHD to overwrite the exterior. @Lexy - thanks. I don't like to rant (I hope you know that by now), but I also have this military need to make sure communications are clear.
  10. 'Cause he loves us. I asked this a few pages back, and I would assume so given Lexy's love of all things Luxor. My additional guess is that the same now applies to Zul do Dov High Hrothgar replacement as well... though I'm not home to check if that one is a straight texture replacer or not (though it is, IIRC). That said, that question was left unanswered. I think that's exactly what's happened - I can understand it, but it is creating a small issue for those (like me) who can't get on Discord. As an example, leaving aside the Trello comments, there have been several questions asked in recent weeks about glitches, bugs, and the like that have needed Dev Team or Lexy answers or guidance. I'm not talking about things like the last page or two, trying to work out DynDOLOD usage... there are several fairly knowledgeable people here who are covering those, I think... but more questions about texture mismatches (I'll edit in a link to one of my posts on this) and incompatibilities that are being lost because of the "separate communities". Please don't get me wrong - this is still a fantastic level of guidance and support that's being given, and I fully realize the efforts of the Dev Team and yourself in it's maintenance. I even understand the use of Discord... real time chat and voice is always better in these kind of discussions. I just do not want those who wander it with harder issues, or those who discover potential problems, to have those lost in the ether of the interwebz because of a lack of attention. I may be working under a slight error in assumption, so I'll ask it right out - I know you are in the UK (and so about 7 or 8 hours ahead of me in the Mountain Time Zone of the US). So right now, as I type this, I am at work/school. For you, this would be early to mid afternoon, and the time you are most online, so far as I can tell. Is this also the most active time on Discord? If it is, that would be why I can't participate that way - I'm not exactly going to be able to install and use Discord at the worksite. EDIT: Example quotes of my own... The latter one ended up being a non-issue, but would have been helpful to have a reply to continue the troubleshooting I was going through at the time. The first is still an issue for me, and seems limited to Riften and Whiterun at the moment. Riften I am assuming because of a loading screen where the Riften emblem is significantly off the shield, and the remainder is pure black. Again, I am looking more at making sure everyone gets the help they seek than I am my specific issues - I'm just more familiar with them than I am other peoples missed problems (after all, if I'd noticed them, I'd have tried to help, and they wouldn't be not noticed. )
  11. Fair enough... I haven't been monitoring my VRAM, but I've been getting random CTDs, and now I wonder if that might not be part of it as well... as I am also running High DynDOLOD. I'm holding off on doing the (now) four updates that have come out recently because I'm finally deep into this playthrough... but I have to say there have been some times I've been sorely tempted. On a slightly related subject - I know most of the mod discussions are taking place on discord... and at the moment, that's not a way I can participate in the discussions. I've been leaving questions on the Trello cards about some of the mods, but I'm thinking that they either aren't being seen or possibly ignored. I want to be involved as much as I can, and these forums have allowed me to be, but given some of my other limitations, should I be posting my Trello questions here to get answers?
  12. LOD won't change the textures - only the terrain LOD. The textures applied are entirely dependent on the installed textures. @ Lexy - speaking of textures, why the downgrade in size? Are we having reports of VRAM usage limits being approached?
  13. As mentioned - both. They do different things - xLOD redoes all the terrain LOD, and DynDOLOD does all of the 'dynamic' items, IE things that change. Among those are windmills (still rotating at distance), waterfalls (still flowing at distance), lights from buildings (on or off at various times of day), and I'm sure a bunch of other things that I haven't listed. In general, if she says just DynDOLOD, that's what she means. I generally do the whole sequence myself, but that's more because of personal preference. If that is truly the only mod you have installed, then either there is a problem with your install of the game, your install of the mod, or the mod itself has issues. The last one is unlikely, as I haven't had the problem you described at all, nor has anyone else using the guide. This leaves the mod or the game - as mentioned earlier, you can try reinstalling (and likely re-downloading) the mod to test that aspect, and the game can be file verified through Steam... assuming you have a backup of the EXE file we currently use. Back it up before you verify the files, or you'll have a hard time getting it back (though there are ways to do it.) Regardless, the problem here would appear to be on your end.
  14. From the changelog: Main Guide - Combat and Traps Section - KYE Armours - MLU Patch - The Patch I created is no longer neededThe contiguous error only means that you don't have the intended items to merge in one continuous section. Redo the merge, leaving out the patch noted above, and ensure that all files to be merged are in the proper order at the bottom of the load list, as done in all previous merges. Should take care of that issue.
  15. And in addition to the above answers, the NXM Handler portion (the part that tells Nexus which program to use) will see no difference between MO and MO2... meaning that whichever you originally set up as the program to hand NXM links will always be brought up to handle downloads.
  16. Likely on your side - I have no issues with CFTO or dialogue relating to it.
  17. Have you, by chance, tried the 'delete' button?
  18. I'm three updates behind now... and judging from the last page or so of problems, I think I'll wait just a bit longer. Looking at the changes, I don't see anything that looks like it will require a new game though... if I'm lucky.
  19. Oh fun... Lexy's gonna have SO much fun getting this in... although as one post mentioned, it might be possible to use the textures of Red Rocks with the other portions of Majestic and get a good blend. Dev team! POST! (Navy training showing there... means "Report for instructions".... sorta.)
  20. To be clear - I use the profile method outlined by Lexy in her guide, but also move the esps into Optional afterwards for a couple of reasons. First, not all of the material in some mods gets into the merge, so need to remain active. By moving just the esp to Optional, the other materials are still in the game for use while the thing using them (the merged plugin) takes care of the esp's role. Second, it reduces the number of esps in the right pane, which helps with some of the programs like WB that don't care if a file is active or not, it lists them anyways - this means I don't have to scroll through additional files trying to find the ones I want (Hunterborn and it's slaves during bash patch creation, for example). Third and finally, it also allows me to bring them back again if I need them for remerging due to updates as well. Yes, it's more clicks, but it's a LOT more organized. Been looking at this myself as a distraction, but haven't bought it yet. For some reason, I had problems running Theme back in the day, and that may be coloring my reactions to Two-Point. I take it you are enjoying it? Also, WRT Windhelm HD, are you planning to use both files, or just the main one? That it's going in isn't in question, just in what form. First, Jarl is his title, not his name... it's Berndaroy. Happens a lot around here, but figured I should mention it. As to your xLOD question, I group it with the DynDOLOD functions - if I do one, I do all three to make sure they all talk to each other correctly. It takes more time (xLOD being the huge one of the three), but I prefer to be certain myself.
  21. True. Moving all the esps out of the optional tab is what takes the time now, instead of finding them in the first place. :)
  22. Rant inserted, and promptly agreed with. I may not like a given mod (and this one has begun to be on that dislike list), but not keeping it out in the wild for those who do like it is simply wrong. *shrug* On the other hand, in this case, it makes the misc merge slightly less tedious (cause wow, there are a lot of mods in that one) to rebuild.
  23. @Lexy - With regards to this mod, I'd be good with it's removal from the guide entirely... were it not for the loud (and highly annoying, as indicated by a 5-0 vote of household members) shout of 'DOVAHKIIIIIIIIIN!' at the end, it would be fine. With that at the end, though... Ugh. I've been meaning to remove it for a while now, so I am curious about this question as well. That said, if memory serves, this mod is part of the Misc Merged, so CR shouldn't even be looking at it, should it?
  24. Does this guy ever sleep? That's... what? Three major texture overhauls in the last week? I mean, sure he likely is working on several all at once, but even so.
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