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ServantOfSin

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Everything posted by ServantOfSin

  1. Oh sorry, had two posts in one really. The original OpenGL error I can replicate by setting my HD Grass Direct lighting to 0. I only started seeing this error when I started tweaking grass lighting. I can currently run TexGen and complete stitched DynDOLOD texture files without issue using the Nexus version and default ini files. I never changed my LO throughout the process really, just changing TexGen GUI settings introduced the OpenGL error.
  2. Hi @sheson, I also experienced the red LOD textures on the newest TexGen. Nothing else had changed in my LO. I was experiencing the OpenGL error, so I followed all of the existing troubleshooting steps. That led to me using the latest TexGen which produced red LOD textures. I then went back to the nexus version to restart troubleshooting. I can 100% replicate an OpenGL error on the Nexus version by using 0 direct lighting on HD Grass. Everything else the same and changing to 75 direct lighting and TexGen runs fine. Here is the TexGen for 0 direct lighting and 75 direct lighting. Using Nexus TexGen with default ini both runs. Maybe this is helpful? 0 Direct HD Lighting (Unsuccessful) https://limewire.com/d/fa2e9d28-5a20-47f7-ac72-5ebee462ba54#WJj47eiXn3uXw06a4SWrsraC4cvtpMM-uTnh787NAf4 75 Direct HD Lighting (Successful) https://limewire.com/d/9a92c770-5e83-4fde-9875-c652bf78896d#a_VBj27yZ5XO373vv_-ijgQAcC7DF1tzjGivDywBJcY TamrielLOD with red textures (sorry didn't save logs etc) but just for reference that it did occur after using the latest TexGen https://limewire.com/d/b36a0f93-8369-4555-8669-3b6a5f9e0e6e#lcAB-dJpQlyL_0pwGPs1JhOvHI421J81OmIT07QnBgU
  3. Here's a little comparison album. I installed STEP, but ended up with a completely different texture setup. Noble Skyrim, Vivid Landscapes, Verdant, etc. So obviously the step LoD textures won't match. https://imgur.com/a/mNXIu
  4. It is indeed sorted by file time, thanks for the tip. Since the files are ESP, OScape doesn't play nicely and it creates a bunch of holes in the heightmap. The merged ESM file seems to work just dandy though, new meshes and all. Nice and smooth landscape transitions.
  5. I'll give that a shot, good idea. I had read that it didn't work well with esp files, that's why I put it all into one ESM.
  6. A little update, so I merged a bunch of esp files that had land edits. Converted it into an ESM and used that in OScape along with Skyrim.esm. No more weird black spots on the preview and it seems to have generated the meshes/normals/colors nicely. It even updated the world map and that came out OK. I'll post back after some more testing.
  7. I was curious if anyone had any advice for using OScape to rebuild the terrain LOD meshes/normals/colors based around your current LO. I found several tutorials for new worlds, but nothing based around your load order. The LO in OScape doesn't match the one in MO when I fire it up either. It looks like someone did this for the STEP packs since it contains all of the new terrain LOD. Any advice would be greatly appreciated!
  8. Maybe put up a modwatch for the guys having attack speed issues? It's a common issue if you use multiple mods that fix the attack speed. I never experienced it with the MMO pack and Vigor/WAA personally. Also, if you have Mfg Console it will tell you what active effects are on your player and the NPC if you see the issue.
  9. I used Ultimate Combat until FNIS 6.0, but I don't really miss it with this setup. Vigor on its own does quite a bit to improve the feel of combat, add in Attack Commitment and you really feel the improvement.
  10. Instead of duel, take a look at Vigor. Weapons and armor attributes, and bring your silver are two others that I currently use. All three are by the same author, very well made with all appropriate compatibility patches done. He also plays with Morrowloot Ultimate so it was designed to work with that already. I've been using it with combat evolved, animal tweaks and Attack Commitment. Really fun so far. The Attack Commitment applies to NPC's as well so you can actually dodge slow attacks if you're a fast moving character. The combo really makes playstyles varied. I use it with your entire MMO pack sans Ultimate Combat.
  11. Any recommendations for the new Claralux?
  12. I think the new mod will have its own page, so there will be two versions. The download link you're seeing is just a poster for the new mod that he pulled down until he worked out some issues.
  13. Or so you think! Great changes BTW.
  14. I think my patch would actually work perfectly fine at the end of that chain of patches. The only conflict is Benefactor, but I didn't see it in use by Ordinator so it shouldn't be a problem. Also the patch needs a little testing and some tweaking. There are a couple ITM's in the beta version but they won't cause an issue. It will be sparkly clean when I release the next update.
  15. He meant the script I just put up, yea just run bash, the script and overwrite it. No need to have two, it's a dynamic patch.
  16. Go right ahead! Glad to have helped :)
  17. I really dig your Packs, just finished up getting it all dialed in. Thanks for all the work it takes putting it together. I noticed the values from Scarcity don't actually carry over into the Bashed Patch due to a Wrye Bash error. I put a quick tutorial on the Scarcity page on how to fix it with Mator's Tools. Just wanted to share it with you. Keep up the awesome work! https://forums.nexusmods.com/index.php?/topic/1307005-scarcity-less-loot-mod/?p=28732029
  18. Those require the HDT high heels system, not sure if not having it would cause a CDT though.
  19. Anyone else fire up tes5 and check the conflicts between CDO and violens? I made a patch that seems to work fine. Favors the ranged from violens and camera paths from CDO.
  20. No sir, I integrated it into SPERG. Everything works with no further tweaking as long as it's loaded after SPERG and SSR. Thanks for your awesome guide by the way, I use quite a bit of it and your patches were really easy to use.
  21. It could be intentional on his end, but in Vanilla it adds 40 to the sneak detection. In SPERG it will add .40 at 100 Sneak. Huge difference. Here is that patch I made for SSR and SPERG. https://www.nexusmods.com/skyrim/mods/56735/?
  22. I think there is a bug in how SPERG calculates the autoSneak, and autoPickpocket. He uses an "Add Actor Value Mult" of .00400 which would add .40 at 100 skill instead of 40. Similar error in autoPickpocket. He used "Multiply 1 + Actor Value Mult" for the majority of the scaling skills, so I can see how he made the mistake on these. Just something to keep in mind when putting together your pack, it's easy to fix and put into your patch.Also, I finished up a patch/merge for SPERG + SSR. It takes the majority of the changes from SSR and SPERGifies them. Auto-perks, keeps SPERG's combat additions with SSR's balance. Seems to work as Kryptopyr intended, just waiting on her approval to release it. It probably has a few bugs I didn't catch, but seems fully functional so far. The actual scaling for sneak/lockpicking/pickpocket will need a little tweaking to get it fully in line with her original mod.
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