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mikegray

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  1. Got it, thanks!
  2. Howza! I'm taking the new stuff for a spin - it looks sweet. When it comes to generating billboards, what's with the difference between "Tree" and "HD Tree"? Literacy has never been my strong suite, but I haven't found anything about it. For the time being, I've decided that since more is muchlier, I'd just check both ...
  3. I just ran azzendix's Water Fix Script on my load order, and the script wanted to fix a whole bunch of water flow issues in DynDOLDO.esm. Any insight here? It seems unlikely that Sheson wasn't aware of this stuff, so I'm a bit reluctant to let the script fix them all. Here's a link to the Water Fixer:https://www.nexusmods.com/skyrimspecialedition/mods/9087?tab=posts&BH=0 The list is below:
  4. Weird, huh? And I agree - it looks more like a GPU/driver problem to me - only, I honestly haven't seen ANYTHING of the sort in any other game or situation. First thing I did back when I first got this glitch (about 6 months ago) was to turn off all my overclocks, reboot, restart the game. Sadly, no dice. But just to be sure, I haven't OC'd anything (CPU or GPU) since. Any putative connection to DynDOLOD never even crossed my mind, until I happened notice that exiting the flicker-cell, killing the game, deactivating DynDOLOD, restarting and re-entering the cell made the flicker disappear. (I wasn't even targeting DynDOLOD but trying to see if deactivating one DynDOLOD's masters might make a difference.) Anyway, so far, DnyDOLOD is the first plugin whose deactivation seems to have any effect. BTW, I DO have an ENB (latest build with Rudy - nothing exotic), and that was also one of my first hunches. Disabling ENB and re-entering doesn't seem to change anything - and I haven't noticed any other correlations over the last few months. A couple other things come to mind: - Maybe there's a funky interaction between DynDOLOD and some of the more exotic stuff going on in my Smashed Patch?? Smash does ALL KINDS of whacky stuff, and I have no idea what a lot of it even is, so I kind of wonder whether it is feeding some settings into DnyDOLOD that glitch out. (However: Since DnyDOLOD doesn't have any dependency on my Smashed Patch, I'm really not sure how that could work ... This is tin hat territory.) - More reasonable: Maybe I accidentally ran "SSE NIF Optimizer" on a mesh it shouldn't have touched, and it's somehow corrupted in such a way that it doesn't actually REGISTER as corrupted (i.e., no messages in the DynDOLOD logs), but it's causing a weird interaction. P.S. Here's my modwat.ch page: https://modwat.ch/u/mikeroygray/plugins
  5. P.S. I figured out how to record videos and upload them ... https://www.youtube.com/watch?v=20UKrgu6tfs
  6. Has anyone EVER seen a weird graphical glitch in SSE that may POSSIBLY be associated with DynDOLOD? It would have been better if I had made a video, but I don't have any experience doing screen recording. Basically, though: Every once in a while, when I am OUTSIDE in Tamriel, I get flickering, grey, geometric shapes that seem to radiate out from a specific point in the screen. They continue to flicker even if I leave the mouse completely still. I took some screenshots below - though you obviously can't actually seem them flickering! https://photos.app.goo.gl/sEmTsmgPVzfDqiCk7 - They often (though not quite always) appear when exiting an indoor cell. - Sometimes, the effect will disappear upon exiting and re-entering - but this does NOT always work, (I currently have a test case where no number of re-entries will make it disappear.) - Usually, the effect seems to concentrate at one specific place AND perspective. (I.e., if I look in a different direction OR move away but keep looking in the same direction, the effect USUALLY gradually disappears.) - I've had the effect recently with several completely different load orders. - Fullscreen vs. Windowed Fullscreen makes no difference, as do changes to anti-aliasing settings. I'm not 100% sure that the glitch is related to DnyDOLOD - but I have noticed that I only get it when DnyDOLOD is activated in MO2. For example, with the current savegame, if I deactivate DnyDOLOD in MO2, restart the game and re-enter the outdoor cell, the flickering never appears. If I save outdoors WHILE the flickering is happening, then exit, deactivate DnyDOLOD and re-start, the flickering resumes - but if I then exit and re-enter the outdoor cell, the flickering is gone. However: if I simply deactivate DnyDOLOD in the MCM, it makes no difference to this problem. I can exit and re-enter the cell as many times as I like - the flickering still comes back. (Maybe there's something going on with a corrupt texture or mesh?? However: DnyDOLOD's logs do not seem to have reported report anything - though I'll be happy to double check!) BTW, I initially thought it might actually be a problem with my GPU or drivers - but I've only ever seen it in modded SSE, and I don't have any other problems. (I'm running a 1080 TI with no overclock on a 6700k i7, also with no overclock.)
  7. Can someone help me make sense of a repeatable CTD I'm getting? It happens under certain circumstances when I ENTER an indoor cell from outside in Skyrim. It seems to be related to DynDOLOD - if I deactivate dyndolod.esp and open a save immediately before entering the cell in question, I don't get it. (I haven't actually tried deactivating ALL my other 175 plugins, but none of the others have made any difference to the CTD.) A few notes: - It doesn't ALWAYS happen when I enter an interior cell. Only seems to happen after I've been outside traveling for a while. - Turning off DnyDOLOD in MCM (and waiting for notification) doesn't stop the CTD. - If I fast travel to any point - even a few meters away, THEN enter, I don't get the CTD. - I rebuilt my DynDOLOD output folder to no avail. - Checked DynDOLOD_SSE_log.txt. It mentions a couple missing meshes, but also says: "No missing models are used in the current load order. Messages about missing models can be ignored." - Turned on papyrus logging just for kicks, but I didn't find anything interesting. Any ideas what might be going on?
  8. I’m just getting back to Skyrim after a couple years away - and I’m learning how to mod SSE. A stand alone DynDoLOD is a very fine thing indeed, and I’m pretty impressed. Running into one problem: At night, while most distant lights look terrific (say, Dragonsreach from a distance), the roadside Lanterns from Lanterns of Skyrim come out looking like a string of yellow lollipops - it’s like they’re waaaay too bright, and they have a harsh cut off. My guess is, I’ve got a setting wrong. Any tips?
  9. This is horribly embarrassing, but I need help. There was a time when I considered my self a pretty advanced Skyrim modder - then I stepped out for a while (OK, two years) to let SSE mature and just got back yesterday, and - I can’t even get a working Skyrim launch from Mod Organizer. Following TechAngel’s guide, I’ve done a fresh install of Skyrim SSE, cleaned the .esm files, installed MO2, SSEdit and all the other external tools, SKSE64 and USSEP. And that’s IT. I fired up the game to make sure everything was good, and ... nope. Everything wasn’t. - If I launch Skyrim directly from Explorer or Steam - OR if I launch directly from Explorer using the SKE64 launcher, everything is fine - I can do a fresh start, or "coc riverwood" gives me a quick look at the game - However, no matter how I try to launch from MO2, I get stuck at the initial screen. I.e., even I hit tilde the "coc riverwood", the game just gives me a prompt to start a new game. Andf I choose the "New" option I get a ILS. (Mind, listening to the Skyrim theme is kind of nice, too- but I’d like to be able to get into the game world!) Just to make sure, I’ve copied my .ini files from "\my games\Skyrim Special Edition\" to "\Mod Oragnizer 2\profiles\Vanilla" - so that’s not the problem. - I’ve tried with and without SKSE, with and without the cleaned ESMs, still no dice. - I don’t think this is a dependency issue, otherwise I’d be getting a CTD, not an ILS. My guess is that I’ve messed up my MO2 install somehow - but I can´t figure out what I’m doing wrong. Any hints for a second time newbie??
  10. I've been out of the picture for a while, but one of my less fond recollections of my days as an active Skyrim modder was trying to figure how to use MS, and being utterly defeated. (That is, I did get it to generate a patch file that I could view and study in TES5Edit, but I didn't really understand what it was doing and why it was solving conflicts the way it was.) Has anyone done an introduction in the meantime, or is MS really meant to be an ancillary tool within the broader framework of Mod Picker?
  11. In my experience these bugs come from one or more mods getting out of kilter - quite often it's two mods that have somehow ended up stepping on each other's toes. Horrible to trouble shoot because neither papyrus logging nor even the save game cleaners show any sign of what's wrong. My best with this bug have come from halving my mod list, opening the latest save and trying to make a save. Obviously, you shouldn't play the game in this state, but you SHOULD normally be able to make a save. If you CAN n make a save, you now know that the problem mod is one of the ones that you deactivated. Close the game AND DELETE THE TEST SAVE! Then reactivate half of the deactivated mods and try again until you crash on save. If you DO crash on save, halve your mods again and retest. Eventually, you should be able to establish which mod (or combination of mods...) is causing problems. At this point, load the game with everything BUT the problem mod, make a save, exit and run a save game cleaner on the new save. Then reactivate the problem mod and see what you get... No promises, but this approach worked for me a few months back. (In my case it was some kind of kerfuffle between iNeed and CA CACO.)
  12. Sweet - great stuff! Say - I see you list meh321 as working on a new version of Crash Fixes for SSE. That's very good to hear - I wonder whether there's some way of getting him on board the SKSE re-building project. His crash fixes are are SKSE based, and there aren't many people who know as much about the inner workings of Skyrim as that guy ...
  13. This is GREAT news, Tannin. Most importantly: I love seeing the best people in the modding scene end up earning something even approaching fair compensation for the boundless talent and work you guys put in. So, yeah - go you! And also, in more egocentric terms: Besides the obvious stuff (like a serious 64 bit modding tool!) I really look forward to using just ONE tool for Nexus mods. I know this is stupid - switching back and forth between NMM and MO isn't all THAT difficult. But it's annoying, and every time I revert back to Skyrim from some other game, I make a pig's ear of it.
  14. I HATE that one. - In my case, XPMSE seemed like an early culprit. I didn't have pap logs on, but it was also opening crazy numbers of scripts. It also turned out to be a red herring. Apparently, XPMSE just does that, and - also apparently - it's not really a problem - even if it bugs the heck out of me. - Have you tried the old player.kill trick? (Details in the second post here: https://www.gamefaqs.com/boards/615805-the-elder-scrolls-v-skyrim/65664399) When I've had that bug, it has never provided a long-term fix, but it HAS provided proof that I can still actually make saves. - To get a meaningful diagnosis, load up your game with half your load order deactivated and see if you can make a save. If you CAN'T save, reduce by half again and try again. If you CAN save, erase the test save, add in half of the leftovers and try again. Keep on going until you identify a single mod that causes the crash if activated. - THEN activate all the rest of your plugins except for that one plugin AND all the plugins that depend on it. (Which, in these days of everything being patched to work with everything else may be quite a few!) See if you can still make a test save. If you can, nice. However, there's a decent chance you won't be able to. If this is the case, go back to dividing and conquering until you find a SECOND problem plugin. Keep on going until you can load with everything activated but the "problem children." - At this point, there's a decent chance that you can get your savegame back on track by using the mod editor function in Save Cleaner to whack all the active forms and scripts in the mod(s) in question, load up your save with everything else, wait for a while somewhere safe, make a new save, exit. Then re-activate your trouble-makers and see if you're good to go. - Last time I had this bug, it turned out to be a snafu between iNeed and CACO. After re-installing them, everything was fine and stayed that way.
  15. Before I get to my question about the following screenshots, I'd just like to point out what an incredibly beautiful place DynDoLOD (and a few other mods) can let Skyrim be. That I was ALSO getting 60 FPS on a 1440 screen, no stutters, no crashes when I took these shots is actually kind of mind boggling. (Yeah, I have a decently powerful rig - 290x in Crossfire - but still!) The most relevant mods here are Vividian ENB, Vividian Weather, Claralux and ELFX. I generated my DynDoLOD stuff on standard settings, level: high, all the usual light & glow settings. Version 2.07. I also have the latest version of RaceMenu installed, including NetImmerse Override. The NetImmerseOverride option is activated in DynDoLOD. This is walking toward Whiterun in the early morning: https://drive.google.com/file/d/0B-75ii8q8eebY1ZtUmZTTHVpZzg This is a bit closer to Whiterun: https://drive.google.com/file/d/0B-75ii8q8eebSnpNNmdrTjFJc2s What I notice here is that Whiterun isn't generating the kind of distant lights it should - particularly in comparison to High Hrothgar, which has VERY visible lights. (Maybe even too visible? It's not like the place is a pleasure home on the mountain - it's a fairly damp, dark monastery. OTOH, I like seeing it up there, so I'm not going to complain about that.) It seems like Whiterun should have a little bit of a "metropolitan glow" - and that the individual ELFX lights should be visible in the same way that the High Hrothgar windows are visible - only, a bit brighter, since they are closer AND bigger. Now, I've noticed that 2.09 has improved ELFX integration - so I'll definitely update. But I'm pretty sure that there are some other settings - maybe some of DynDoLOD's NetImmerseOverride MCM stuff - that could get Whiterun to show off a little more. I tried raising the numbers there, but nothing seemed to happen. Can someone get me going in the right direction?
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