
jap2112
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Everything posted by jap2112
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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.
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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.
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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.
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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.
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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.
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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.
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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.
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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.
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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.
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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.
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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.
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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?
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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.
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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.
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I would have to agree with you, that is why I could not understand why I was unable to find it. I am going to look at it again later in the day - fresh set of eyes and all. If I still can’t find it, I am going to eliminate “verdant†from my load order, which seems to be the source of the problem. Thank You.
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Hello: I am following the checking for errors and cleaning as recommended to fix an issue with DynDOLOD. However, I am getting the strangest situation. I am receiving the following message in SSEEdit. [00:00] Checking for Errors in [05] Verdant - A Skyrim Grass Plugin SSE Version.esp [00:00] WhiterunExterior08 [CELL:000095DC] (in Tamriel "Skyrim" [WRLD:0000003C] at 5,-1) [00:00] CELL \ XCLR - Regions \ Region -> [0500A92D] < Error: Could not be resolved > [00:00] WhiterunExterior05 [CELL:000095FB] (in Tamriel "Skyrim" [WRLD:0000003C] at 5,-2) [00:00] CELL \ XCLR - Regions \ Region -> [0500A92D] < Error: Could not be resolved > [00:00] WhiterunExterior03 [CELL:00009619] (in Tamriel "Skyrim" [WRLD:0000003C] at 6,-3) [00:00] CELL \ XCLR - Regions \ Region -> [0500A92D] < Error: Could not be resolved > Interestingly enough, this is the exact same region/cell that DynDOLOD tells me I need to fix. The problem is, when I try to go to the reference in SSEEdit, it does not exist. Has anyone seem this before? My first thought is I am just missing it, but I have been able to clean the other errors in the plugin. The hotkey {CTRL} and mouse button does not take me there, I can only get to the Worldspace. When I search for that specific cell, the search comes back with no results. Any thoughts?
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Thank you. I will test this in parts if you want. As of right now, the ini files were set on "high" with recommended tweaks. The only box I changed was to run Skyrim in "unwindowed" mode. The ini files now read as follows and let me be clear that THESE INI FILES DO INDEED WORK. [spoiler=skyrim.ini][Actor] fVisibleNavmeshMoveDist=12288 [Archive] bInvalidateOlderFiles=0 sInvalidationFile=ArchiveInvalidation.txt sResourceArchiveList=Skyrim - Misc.bsa, Skyrim - Shaders.bsa, Skyrim - Textures.bsa, Skyrim - Interface.bsa, Skyrim - Animations.bsa, Skyrim - Meshes.bsa, Skyrim - Sounds.bsa sResourceArchiveList2=Skyrim - Voices.bsa, Skyrim - VoicesExtra.bsa [Audio] fMenuModeFadeInTime=1.0 fMenuModeFadeOutTime=3.0 fMusicDuckingSeconds=6.0 fMusicUnDuckingSeconds=8.0 [Camera] fMouseWheelZoomSpeed=10.00 [Combat] f1PArrowTiltUpAngle=0.7 f1PBoltTiltUpAngle=0.7 f3PArrowTiltUpAngle=0.7 fMagnetismLookingMult=0.0 fMagnetismStrafeHeadingMult=0.0 [Controls] fMouseHeadingSensitivityMax=0.0625 fMouseHeadingXScale=0.0200 fMouseHeadingYScale=0.8500 [Decals] bDecals=1 uMaxSkinDecalPerActor=40 uMaxSkinDecals=50 [Display] bAllowScreenshot=0 fDecalLifetime=300 fLightLODMaxStartFade=7250 fLightLODRange=33750 fShadowLODMaxStartFade=1000 fSpecularLODMaxStartFade=2000 fSunShadowUpdateTime=0.25 fSunUpdateThreshold=1.5 iPresentInterval=1 [General] bBackgroundLoadVMData=1 fFlickeringLightDistance=8192 sIntroSequence= sLanguage=ENGLISH uExterior Cell Buffer=36 uGridsToLoad=5 [GeneralWarnings] SGeneralMasterMismatchWarning=One or more plugins could not find the correct versions of the master files they depend on. Errors may occur during load or game play. Check the "Warnings.txt" file for more information. [Grass] bAllowCreateGrass=1 bAllowLoadGrass=0 bDrawShaderGrass=1 fGrassFadeRange=7500 fGrassWindMagnitudeMax=125 fGrassWindMagnitudeMin=5 iGrassCellRadius=2 iMaxGrassTypesPerTexure=7 iMinGrassSize=40 [interface] bShowTutorials=0 [LightingShader] fDecalLODFadeEnd=0.6 fDecalLODFadeStart=0.5 fEnvmapLODFadeEnd=0.7 fEnvmapLODFadeStart=0.6 [LOD] fDistanceMultiplier=1.00 [MapMenu] fMapWorldMaxPitch=90 fMapWorldMinPitch=0 fMapWorldYawRange=400 [Papyrus] bEnableLogging=0 bEnableProfiling=0 bEnableTrace=0 bLoadDebugInformation=0 fPostLoadUpdateTimeMS=2000 [Trees] bEnableTreeAnimations=1 bEnableTrees=1 fUpdateBudget=1.5 [Water] bReflectLODLand=1 bReflectLODObjects=1 bReflectLODTrees=1 bReflectSky=0 [spoiler=skyrimprefs.ini][AudioMenu] fAudioMasterVolume=1.0000 fVal0=0.8000 fVal1=1.0000 fVal2=0.4000 fVal3=1.0000 fVal4=1.0000 fVal5=1.0000 fVal6=1.0000 fVal7=1.0000 uID0=1007612 uID1=554685 uID2=466532 uID3=0 uID4=0 uID5=0 uID6=0 uID7=0 [Clouds] fCloudLevel0Distance=16384.0000 fCloudLevel1Distance=32768.0000 fCloudLevel2Distance=262144.0000 fCloudNearFadeDistance=9000.0000 [Controls] bAlwaysRunByDefault=1 bGamePadRumble=1 bInvertYValues=0 fGamepadHeadingSensitivity=1.0000 fMouseHeadingSensitivity=0.0125 [Decals] uMaxDecals=200 [Display] bDeferredShadows=1 bDrawLandShadows=1 bDrawShadows=1 bFloatPointRenderTarget=0 bFull Screen=1 bFXAAEnabled=0 bMainZPrepass=0 bShadowMaskZPrepass=0 bShadowsOnGrass=1 bTransparencyMultisampling=0 bTreesReceiveShadows=1 fDecalLOD1=1000 fDecalLOD2=1500 fGamma=1.0000 fInteriorShadowDistance=3000 fLeafAnimDampenDistEnd=4600 fLeafAnimDampenDistStart=3600 fLightLODStartFade=3750 fMeshLODFadeBoundDefault=256 fMeshLODFadePercentDefault=1.2 fMeshLODLevel1FadeDist=10240 fMeshLODLevel1FadeTreeDistance=8960 fMeshLODLevel2FadeDist=7680 fMeshLODLevel2FadeTreeDistance=5376 fShadowBiasScale=1.00 fShadowDistance=4000 fShadowLODStartFade=200 fSpecularLODStartFade=2000 fTreesMidLODSwitchDist=8960 iBlurDeferredShadowMask=4 iMaxAnisotropy=8 iMaxDecalsPerFrame=120 iMaxSkinDecalsPerFrame=50 iMultiSample=4 iScreenShotIndex=2 iShadowFilter=3 iShadowMapResolution=2048 iShadowMaskQuarter=4 iShadowMode=3 iSize H=1080 iSize W=1920 iTexMipMapMinimum=1 iTexMipMapSkip=0 iWaterMultiSamples=0 sD3DDevice="NVIDIA GeForce GTX 870M" [GamePlay] bShowFloatingQuestMarkers=1 bShowQuestMarkers=1 iDifficulty=2 [General] bEnableStoryManagerLogging=0 iStoryManagerLoggingEvent=-1 [Grass] b30GrassVS=0 fGrassMaxStartFadeDistance=6500 fGrassMinStartFadeDistance=0 fGrassStartFadeDistance=2500 [imagespace] bDoDepthOfField=1 [interface] bDialogueSubtitles=0 bGeneralSubtitles=0 fMouseCursorSpeed=1.00 [Launcher] bEnableFileSelection=1 [LOD] fLODFadeOutMultActors=6.0 fLODFadeOutMultItems=5.0 fLODFadeOutMultObjects=12.0 fLODFadeOutMultSkyCell=1 [MAIN] bCrosshairEnabled=1 bGamepadEnable=1 bSaveOnPause=1 bSaveOnRest=1 bSaveOnTravel=1 bSaveOnWait=1 fHUDOpacity=1.000 fSkyCellRefFadeDistance=600000 [Particles] iMaxDesired=2000 [saveGame] fAutosaveEveryXMins=15.0000 [TerrainManager] bShowLODInEditor=0 fBlockLevel0Distance=32500 fBlockLevel1Distance=47000 fBlockMaximumDistance=94000 fSplitDistanceMult=1.100 fTreeLoadDistance=40960 [Trees] bRenderSkinnedTrees=1 uiMaxSkinnedTreesToRender=120 [Water] bUseWaterDepth=1 bUseWaterDisplacements=1 bUseWaterReflections=1 bUseWaterRefractions=1 iWaterReflectHeight=1024 iWaterReflectWidth=1024 So, the "crash" must be caused by the changes the STEP process recommends above and beyond Bethini's recommended tweaks. Would you still like me to isolate the problem? The only reason I ask is that it would appear that it is a STEP recommended tweak, and not a Bethini tweak, so it really is not your issue or concern. Thanks for the reply.
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Hello: I have an interesting issue coming up with the use of Beth.ini. This is my 4th complete STEP installation and I am pretty good with modding Skyrim and troubleshooting. I was unable to eliminate a crash that occurred during the opening sequence right as soon as Alduin shouts from the top of the tower. After several hours of troubleshooting, I was able to fix it by reverting my skyrim.ini and the skyrimprefs.ini back to the original ones. [spoiler=skyrim.ini][General] sLanguage=ENGLISH uExterior Cell Buffer=36 [Display] fShadowLODMaxStartFade=1000.0 fSpecularLODMaxStartFade=2000.0 fLightLODMaxStartFade=3500.0 iShadowMapResolutionPrimary=2048 bAllowScreenshot=1 [Audio] fMusicDuckingSeconds=6.0 fMusicUnDuckingSeconds=8.0 fMenuModeFadeOutTime=3.0 fMenuModeFadeInTime=1.0 [Grass] bAllowCreateGrass=1 bAllowLoadGrass=0 [GeneralWarnings] SGeneralMasterMismatchWarning=One or more plugins could not find the correct versions of the master files they depend on. Errors may occur during load or game play. Check the "Warnings.txt" file for more information. [Archive] sResourceArchiveList=Skyrim - Misc.bsa, Skyrim - Shaders.bsa, Skyrim - Textures.bsa, Skyrim - Interface.bsa, Skyrim - Animations.bsa, Skyrim - Meshes.bsa, Skyrim - Sounds.bsa sResourceArchiveList2=Skyrim - Voices.bsa, Skyrim - VoicesExtra.bsa bInvalidateOlderFiles=0 SInvalidationFile=ArchiveInvalidation.txt [Combat] fMagnetismStrafeHeadingMult=0.0 fMagnetismLookingMult=0.0 [Papyrus] fPostLoadUpdateTimeMS=500.0 bEnableLogging=0 bEnableTrace=0 bLoadDebugInformation=0 [Water] bReflectLODObjects=1 bReflectLODLand=1 bReflectSky=1 bReflectLODTrees=1 [spoiler=skyrimprefs.ini][General] fBrightLightColorB=1.0000 fBrightLightColorG=1.0000 fBrightLightColorR=1.0000 iStoryManagerLoggingEvent=-1 bEnableStoryManagerLogging=0 [imagespace] bDoDepthOfField=1 iRadialBlurLevel=2 [Display] iBlurDeferredShadowMask=3 fInteriorShadowDistance=3000.0000 fShadowDistance=8000 iShadowMapResolutionSecondary=1024 iShadowMapResolutionPrimary=2048 iShadowSplitCount=2 iMaxAnisotropy=16 fLeafAnimDampenDistEnd=4600.0000 fLeafAnimDampenDistStart=3600.0000 fTreesMidLODSwitchDist=1e+007 fGamma=1.0000 fDecalLOD2=1500.0000 fDecalLOD1=1000.0000 fSpecularLODStartFade=2000 fShadowLODStartFade=200.0000 fLightLODStartFade=3500 iTexMipMapMinimum=0 iTexMipMapSkip=0 iWaterMultiSamples=0 iMultiSample=16 iShadowMode=3 bTreesReceiveShadows=0 bDrawLandShadows=0 bFull Screen=1 iSize H=1080 iSize W=1920 fMeshLODFadePercentDefault=1.2000 fMeshLODFadeBoundDefault=256.0000 fMeshLODLevel2FadeTreeDistance=2048.0000 fMeshLODLevel1FadeTreeDistance=2844.0000 fMeshLODLevel2FadeDist=1e+007 fMeshLODLevel1FadeDist=1e+007 iScreenShotIndex=2 bShadowMaskZPrepass=0 bMainZPrepass=0 iMaxSkinDecalsPerFrame=25 iMaxDecalsPerFrame=100 bFloatPointRenderTarget=0 sD3DDevice="NVIDIA GeForce GTX 870M" bFXAAEnabled=0 iShadowMapResolution=4096 fShadowBiasScale=0.15 iShadowMaskQuarter=4 iAdapter=0 iPresentInterval=1 [Grass] b30GrassVS=0 fGrassStartFadeDistance=7000 fGrassMaxStartFadeDistance=7000.0000 fGrassMinStartFadeDistance=0.0000 [MAIN] bGamepadEnable=1 bCrosshairEnabled=1 fHUDOpacity=1.000 bSaveOnPause=1 bSaveOnTravel=1 bSaveOnWait=1 bSaveOnRest=1 [GamePlay] bShowFloatingQuestMarkers=1 bShowQuestMarkers=1 iDifficulty=2 [interface] bDialogueSubtitles=0 bGeneralSubtitles=0 [Controls] fGamepadHeadingSensitivity=1.0000 fMouseHeadingSensitivity=0.0125 bAlwaysRunByDefault=1 bInvertYValues=0 bGamePadRumble=1 bMouseAcceleration=1 [Particles] iMaxDesired=750 [saveGame] fAutosaveEveryXMins=15.0000 [AudioMenu] fAudioMasterVolume=1.0000 fVal7=1.0000 uID7=0 fVal6=1.0000 uID6=0 fVal5=1.0000 uID5=0 fVal4=1.0000 uID4=0 fVal3=1.0000 uID3=0 fVal2=0.4000 uID2=466532 fVal1=1.0000 uID1=554685 fVal0=0.8000 uID0=1007612 [Clouds] fCloudLevel2Distance=262144.0000 fCloudLevel1Distance=32768.0000 fCloudLevel0Distance=16384.0000 fCloudNearFadeDistance=9000.0000 [TerrainManager] fTreeLoadDistance=75000 fBlockMaximumDistance=250000 fBlockLevel1Distance=70000 fBlockLevel0Distance=35000 fSplitDistanceMult=1.5 bShowLODInEditor=0 [NavMesh] fObstacleAlpha=0.5000 fCoverSideHighAlpha=0.8000 fCoverSideLowAlpha=0.6500 fEdgeFullAlpha=1.0000 fEdgeHighAlpha=0.7500 fEdgeLowAlpha=0.5000 fTriangleFullAlpha=0.7000 fTriangleHighAlpha=0.3500 fTriangleLowAlpha=0.2000 fLedgeBoxHalfHeight=25.0000 fEdgeDistFromVert=10.0000 fEdgeThickness=10.0000 fPointSize=2.5000 [Trees] bRenderSkinnedTrees=1 uiMaxSkinnedTreesToRender=20 [Decals] uMaxDecals=1000 bDecals=1 bSkinnedDecals=1 uMaxSkinDecals=100 uMaxSkinDecalsPerActor=60 [LOD] fLODFadeOutMultObjects=15 fLODFadeOutMultItems=15 fLODFadeOutMultActors=15 [Launcher] bEnableFileSelection=1 bShowAllResolutions=1 uLastAspectRatio=3 [blurShaderHDR] bDoHighDynamicRange=1 [blurShader] bUseBlurShader=0 Has anyone else seen this? I am going to play with the individual settings to see which one(s) it is to isolate it further. Thanks. Took me a while to find this as it is a problem I never had before. Actually had to start with running the program outside of MO and was able to re-create the error inside and outside of MO, using the both "SkyrimLauncher" and "TESV."
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Good stuff. Thanks everyone. I will keep working at it.
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I reviewed the video twice at https://wiki.step-project.com/User:Neovalen/Skyrim_Revisited_-_Legendary_Edition/Conflict_Resolution but am still a little confused. A few questions. 1. Is the goal to try and have all conflicts be "green" or "close to a green shade?" 2. Does it matter which MOD you use to resolve the conflict, or does it just matter that it is resolved? As an example, I just pick the one that seems to make sense. 3. Are there any additional videos on this? I did search YouTube, but the one referenced above appears to be the most dedicated, although I do find parts confusing. My game is very stable now, at least it appears to be. But I'm just not sure if I did this part right or if I just got lucky. Thanks all.
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Adding mods onto SR:LE, advice, which to drop etc?
jap2112 replied to uncleseano's topic in Skyrim Revisited (retired)
To change the mod discussion uncleseano, did you ever use Dead is Dead https://www.nexusmods.com/skyrim/mods/60179/? Real simple concept, you only have one life and if you die, there is no reloading a prior save. Honestly I have a tough time getting into character without using this mod. Makes every decision, especially with enemies, mean something. -
Adding mods onto SR:LE, advice, which to drop etc?
jap2112 replied to uncleseano's topic in Skyrim Revisited (retired)
Answering an older question, but I use Combat Evolved https://www.nexusmods.com/skyrim/mods/56147/? and found it very effective; especially integrated with some ASIS Tweaks and High level Enemies. No Scripts! The only behavior that can be a bit frustrating is how quickly enemies can avoid arrows, even at short range. Hand to hand though, you can really have some tough battles. The enemies ability to block and counter are improved. -
Skyrim Revisited: Legendary Edition News
jap2112 replied to Neovalen's topic in Skyrim Revisited (retired)
Not 100% certain, but I think this is the first version of DynDOLOD that came with two *.exe files for the textures and the LODs/esp. In either case, the use of these files easily shaved 20 minutes off the installation. It also creates the esp file if there is not one. That also may not be a new feature, but it was one that had me confused for about 30 minutes. Now I won't be so hesitant to install new mods that require a fresh DynDOLOD generation. -
Skyrim Revisited: Legendary Edition News
jap2112 replied to Neovalen's topic in Skyrim Revisited (retired)
Was able to install Ordinator, Imperious and Wintermyst without a hitch. Pl;ayed for several hours this morning with no CTD. Graphics looking great. Dealing with two small issues which I am researching now but if anyone has experience, thanks for any assistance. 1. Having some blurring of the screen in 3rd person view. Not on the character, but really on the horizon. Guessing it is something in my ini files, whether ENB or Skyrim. researching now. 2. Received the following message the first time I viewed a MAP "SKYUI error code 6, Mismatch for map.swf. Required version 5.1, Detected version 4.1." Now I know that is incorrect because my SKYUI version is 5.1. So I am guessing it may be in the Atlas Map Mod or perhaps when I built the textures. Truthfully, this one has me much more stumped than blurring. I think I can fix that one with just some Google searches and experimentation. Other than that, just need to get used to the Mods. Need to play with the settings in Frostfall as I get cold to quickly and Faendal just eats way to much (in INeeds) and complains about supplies and money. Sheesh!