
jap2112
Citizen-
Posts
29 -
Joined
-
Last visited
Profile Information
-
Location
PA
-
Favorite Mod(s)
Perkus Maximus
jap2112's Achievements

Noble (3/12)
0
Reputation
-
Sorry about that. I have been using Root Builder for so long I don't even think of it as a mod. I am pretty comfortable with distinguishing when I have to modify instructions and I was unaware of the unexpectedness of the program. I never experienced it until now. In any case, the STEP modlist is working now and other than Root Builder, there are no other mods installed. I apologize for any trouble. Thank You.
-
This is exactly what was occurring. I was able to develop a process to solve this which I will describe below. First, I do use Root Builder - so the obvious solution is do not use Root Builder as it is not part of the STEP set-up. Here is the solution with Root Builder. When generating the pre-cache Grass in MO (and using Root Builder), it creates two output subdirectories. It creates a "Grass" subdirectory with the *.cgrid files and a "Root" subdirectory with a *.txt file named PrecacheGrass.txt. The grass cache will appear to generate normally and a message will be received from MO that the Grass Cache has completed. However, that is not the case. Therefore, I created a new "Grass Cache" mod and moved both the Grass subdirectory containing the *.cgrid files and the Root subdirectory containing the text file. I then activated this mod. Then from MO I ran SKSE. Skyrim will start and will continue the process of generating the Grass Cache. When it finishes generating the second time, I merged the *.cgrid files it created into the existing Grass Cache subdirectory in the created Grass Cache mod. I continued this process (typically 2 or 3 additional times) until there were no more *.cgrid files being created. Rather, all that was in the MO Overwrite bin was an empty "Grass" subdirectory. When that occurs, the Grass Cache generation is complete. I then hid the "Root" directory in the created Grass Cache mod and continued with the creation of LODS and DynDOLOD. The rest of the operations worked normally and I was able to play the game without issue.
-
Yes I read the Highlights and just read them again. I am not trying to play from an existing save - I am starting a new game. I am upgrading from the previous guide, but I re-read every section and cross-referenced back to the changelog to make sure I covered every mod, topic and change. The running of the grass cache when trying to run the game using SKSE is strange because I could not find anyone else experiencing this. When I see that, it usually does mean an obvious mistake on my part, but I cannot seem to locate that mistake. I did not maintain the prior build since I have no save to maintain and I have no desire to keep the old build. UPDATE: I was able to get my game to start by doing the following two steps. One of these may not be the cause, but it worked. First, I re-read the instructions and made a typo in the GrassControl.ini. I forgot the 4 zeros after the 1.15 in Global-grass-scale. I corrected that. Second, I went to the Grass Cache created mod (where I stored the Grass Cache output) and changed the extension of the generated text file to ".bak" thinking that perhaps something was reading that text file. Those two steps above worked.
-
jap2112 started following v2.2.0 - Feedback & Bug Reports and v2.3 - Feedback & Bug Reports
-
I have completed installing/updating the modlist to version 2.3. I followed STEP 5 and generated the grass cache, allowing the program to complete and receiving the message that it had completed. I was able to run XLODGen and also DynDOLOD with no visible errors or concerns. However, when I am starting the game with SKSE, the game starts and continues to return to generating the grass cache. I figured that I perhaps missed something, so I allowed it to complete its generation. Well, it has completed generating the grass cache three times, yet every time I try to run the game using SKSE, it returns to creating grass cache. I tried searching for others experiencing this without success. I may just uninstall the "Precache Grass" plugin to see if that is causing the issue. Just wondering if I am missing something obvious.
-
As requested. SLaWF (v8.6.2) installed - no post processing or DynDOLOD. LOOT sorted. I will be happy to run with post processing or whatever else you think would be useful.
-
I solved the problem - or at least isolated the source of the problem. When installing the STEP modlist, I did indeed launch and verify the games on those steps above. I did not check Kynesgrove though, just the Tundra of Whiterun and the trees around Riften. So, I did test Kynesgrove again without any LOD esps. and without any post-processing. The white mountains still existed. I then went back to an original thought regarding SLaWF and its edits of the area. I installed SLaWF version 8.0 - still available on the mod page by the author and the white textures are no longer there. You can also see that the base of the edit to RockCliff02 has been changed to MajesticMountains_Moss.esp so I do think that edits from SLaWF are creating the issue. Let me know your thoughts on this.
-
I did a separate install of SLaWF just so I could compare it to the first. It appears that I originally installed the CACO patch esp and the Ellven armor patch esp, so it is certainly possible that I accidentally checked the parallax box as well. I will re-install this mod properly and see what happens. I will check without DynDOLOD on, but if it works I am guessing I may have to run this again if parallax was installed.
-
I am hoping this is the drill down you are looking for. I reviewed this particular texture in the CreationKit. It is viewable in both Landscape and Water Fixes.esp and Cathedral Landscapes.esp. The only difference is that Cathedral Landscapes.esp has Potential Grass associated with it but Landscape and Water Fixes.esp does not. I reviewed it in the CreationKit because honestly I had difficulty locating it in SSEdit and the Data subdirectory in MO2.
-
I located the item in SSEdit and this may help. When I installed Landscape ad Water Fixes, I used the current version, with at the time was version 8.6. When reviewing the changelog of the mod, I noted the following in the Changelog for version 8.5 "Replaced many objects in cell 0000B560 KynesgroveExterior02 with their snowy counterparts to reflect the surrounding environment." This is the exact cell [CELL: 0000B560] which is referenced in the console. So perhaps that is causing the issue.
-
Disabling A clear Map of Skyrim.esp did not work. I read through the description and it appears the texture associated with it is LVolcanicTundraDirt01NoGrass. I am in the process of locating that now.
-
Yes - the guide was followed strictly with no deviations. The optional mods (CACO, etc.) were used. The problem does not go away with DynDOLOD deactivated. I could not get the 'Shift" or "CTRL" to work to identify the texture, so I will see if I can isolate in another fashion. Interesting to note that with DynDOLOD deactivated, the next mod that touches this is Landscape and Water Fixes - so let me check that install.
-
I am getting "white" rock cliffs at the base of the road coming from Windhelm and turning into Kynesgrove. I uploaded a picture with the mesh identified. It looks like it is rockcliff02.nif. Is a texture missing?
-
Hello everyone. I just started this load order. Been trying different mod lists so I can get better educated in higher level modding and this one looks like a Masters Class! Anyway, a question I have is that when I have this running, I would like to add one of the deleveling mods like a YASH or the new “True Unleved Skyrim†which seems to use a zEdit script. I wanted to ask if anyone looked into this and has any thoughts about it? I really hope I can make something like this work, but if there is anyone who thinks “there is no possible way†I would just like to know ahead of time. I’m still going to do the list, just may take a pass on the attempted deleveling. Thanks.
-
EDIT TO THE ABOVE: Sorry, I could not figure out how to edit my comment above. Anyway, I went back at the end of the day. Found the regions in five minutes (after searching for about 60 minutes earlier with no luck). Fixed the remaining errors and DynDOLOD ran like a charm. Sheson - thanks for your help.
- 2,309 replies