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Silverpanther34

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Everything posted by Silverpanther34

  1. I redid everything started from scratch, with HF Ext in and the issue is no longer there. For the life of me I can not figure out what I did wrong the first time but disregard previous post.
  2. Actually I do not think so. This was on a brand new game and what I did was delete the contents of the Cache folder, removed DynDOLOD from MO, Reinstalled DynDOLOD, rebuilt texgen, rebuilt world pass. Pretty standard procedure for me now. So what I did after I posted this was to repeat the steps I just mentioned. Without Hearthfire Extended in the line up. (I now have a saved copy of DynDoLod without Hearthfire Extended in a folder.) When I made another new character I went to the same spot and the road was just fine. Somehow Hearthfire Extended is messing up things. At least this is my assumption at this point. Am going to test this out more. EDIT: It might be possible I forgot to remove the old .esp the first time, I know I removed it the second however. So more testing. EDIT 2: No that would be impossible...It was a completely different version so it replaced the old DynDOLOD install with the new install so the .esp should have been new as well.
  3. I just updated with the latest DynDOLOD but at the same time I also installed Hearthfire Extended. I ran into this problem traveling from my home start to Whiterun, Next to the Lorius Farm. I suspect it comes from DynDOLOD but the other mod has a road building feature, which I have not even started to use so should not be an issue, I can not rule it out either. in the right picture, Road bed 4, you can see the road under the one floating in the air.
  4. Ok great, so new info to me, not to you, I see now that the wiki changed So I apologize for the redundant info.
  5. Am quoting my own post because I believe there is relevance to it. The spam of [insert time here] Waiting for LODGen.exe to finish... Repeat every 5 seconds - for 10 minutes If this is changed to 15-30 seconds i believe the process would increase in speed.
  6. Ok, great. but what about the first part of the post. It seems to me that activating the three HighResPacks and unofficial High Resolution Pack is unnecessary. Is this the case or not?
  7. Ok, I leave it to you guys to determine how valuable this information is. I ran DynDOLOD without ticking any the three HighResTexturePacks or the Unofficial High Resolution Patch in MO right pane. I came up with the same file size as I did ticking it. The only thing you have to make sure you do is select all in TESVEdit before applying script. At least I think this is the same. You with more knowledge than me can correct me if I am wrong....but I see no difference in file size. (Have Not tested in game yet) Secondly, I posted about this on Sheson's thread but it was never responded to. I am curious to see if any of you see the same and if it might be improved. Not sure if this is relevant but I noticed that at the end of DynDOLOD worlds.pas I got; [insert time here] Waiting for LODGen.exe to finish... Repeat every 5 seconds - for 10 minutes till; [insert time here] (something like) Looks like LODGen.exe is still running. Tired of waiting. {Success message here.} Done Point is that during the 10 minutes of this posting every 5 seconds the LODGen was running at a slow steady pace. As soon as the; {Success message here.} Done, happened the LODGen.exe sped up considerably and finished 5-10 seconds after. Thought it deserved to be mentioned but as I said, not sure if it is relevant. What I see is an increase in LODGen.exe output after the 10 minute long...5 second interval spam is complete. Does this mean that if this 10 minutes of 5 second spam (If eliminated) would speed up the process?
  8. Looked around but didn't find a more appropriate place to post. For any concerned SDR has an update for USKP 2.1.2
  9. Do we need the BetterQuestObjectives-AMBSkyforgePatch.esp for use with aMidianBorn Book of Silence?
  10. Would you fine gentlemen consider placing some sort of indicator on the mods that are included in the STEP Core/STEP Extended patch? Example: DG You use this to indicate Dawnguard as a requirement. Could you add a CP = Core patch EP = Extended Patch? or Wrye Bash you use this to indicate a wiki page and a link. Perhaps you could add something to that section. I think it would be a nice addition.
  11. LOL ok...So why the fuss about Special instructions? Perhaps a rewording of the warning is in order? To: Warning: The Bashed Patch must be used (instructions later in the Guide) when installing the Content Addon! Failing to do so will cause issues (e.g., naked NPCs).
  12. Warning: The Bashed Patch must be used (instructions later in the Guide) when installing the Content Addon! Failing to do so will cause issues (e.g., naked NPCs). There are special instructions for the Content Addon on the Bashed Patch mod page. Please note these instructions when building your Bashed Patch later on in the Guide. Clicking on the Bashed Patch mod page and looking over the content shows nothing in regards to Special instructions for the Content Addon.
  13. Thank you I could not let it go and had to ask, now the only thing you did not touch was the post just prior to this one. maybe you had not seen it but Since it works I assume that the Skyrim/MO can read the ini even if it is in Plugins.
  14. Additionally I just noticed SKSE -Elys- AltF4 v1 has its .ini in \Plugins while SKSE .ini is in \SKSE are both these ok?
  15. For SKSE 1 07 02 we put skse_1_9_32.dll, skse_loader.exe, and skse_steam_loader.dll in Skyrim Folder. Then install scripts to MO and include SKSE folder with SKSE.ini in said folder. Now all the other mods that utilize SKSE like; PapyrusUtil - Modders Scripting Utility Functions = SKSE\Plugins\StorageUtil.dll Stable uGridsToLoad = SKSE\Plugins\CellStabilizer.dll Double Cursor Fix = SKSE\Plugins\DCF_Plugin.dll etc, just go in MO and should not be in Skyrim folder I know this is probably a bonehead question since I would think you guys at STEP would have said so if it needed to be elsewhere. But for whatever reason my brain is telling me to question this so I am. I apollogize if it is a pointless question.
  16. When looking under Screen Resolution i get Total Available Graphics Mem = 4096, Dedicated V Mem = 2048, Sys V Mem = 0, Shared Sys Mem 2048. So I have 16G of sys ram and 2G video card. It seems more or less a mirror of Video Mem. You have 4G Video and are using 3.6G of sys ram. I have 2G Video and use 2G sys ram So the only way to increase the 4096, for me, would be to get a video card with more than 2G of Vram Yes?
  17. Ok, so use DX9 not DX11 got it. Why only 4032? is there a way of making more ram available for video? seems like a waste to have 16G and only use 2G of it. I guess that is the last confusion for me.
  18. I am running into an odd issue. I went to use Vramsizetest, VRamSizeDX11.exe, and it returned 61920.....now wtf? I ran VRamSizeDX9.exe, and it returned 4032. I have 16G vram, 2G video. When looking under Screen Resolution i get Total Available Graphics Mem = 4096, Dedicated V Mem = 2048, Sys V Mem = 0, Shared Sys Mem 2048. Why under Screen Res do I only see 4G? Why is VRamSizeDX11.exe returning 61920? is this an indication of bad vram?
  19. I have a question (possibly a bonehead one), In MO, with my DynDOLOD Worlds Output mod clicked on, it shows, with a green bar, mods it overwrites above it. Besides overwriting; STEP Texture Compilation 11.1.2, SkyFalls + SkyMills 3.3.2, Bethesda Hi-Res DLC Optimized and STEP Vanilla Optimized Textures - Standard Varsion, It also overwrites; Unmanaged: Dawnguard, Unmanaged: HearthFires, Unmanaged: Dragonborn, Unofficial Dragonborn Patch 2.1.1 and Unmanaged: HighResTexturePack02. What it does not overwrite is; Cleaned Dawnguard ESM Cleaned HearthFires ESM Cleaned Dragonborn ESM In Plugins, cursor hover pop-up over Dawnguard.esm shows it comes from Cleaned Dawnguard ESM. same with the other two. So if DynDOLOD Worlds Output overwrites Unmanaged: Dawnguard but not Cleaned Dawnguard ESM, is that because Unmanaged: Dawnguard is referring to the .bsa only. And that the .ESM has no LODs in it?
  20. Ok here is what it says: Meta Rule Instructions Complete Crafting_TrueWeaponsLvlLists.esp Load after: Weapons & Armor_TrueWeaponsLvlLists.esp _________________________________________________ Yet Weapons & Armor_TrueWeaponsLvlLists.esp (this should be at the very bottom of your load order) According to the Mod Page. ​When I followed W&AFR recommendations I got a different MCM and I think a more stable game. So in my opinion....NO. But you are the experts...I just follow...
  21. Yes they are integrated in bash and not actively enabled. but the order is important for bash to incorporate the changes from Weapons & Armor_TrueWeaponsLvlLists.esp properly. and as I said, the new MCM is still a good sign.
  22. All of this is relevant but one thing I noticed as soon as I put it in is the MCM menu changed and has more info on it. Whether or not lack of this plugin caused any instability It seems like things are the way they should have been. And just maybe a more stable game. And Weapons & Armor_TrueWeaponsLvlLists.esp is supposed to sit below Complete Crafting_TrueWeaponsLvlLists.esp
  23. Yes I have it like this, like I stated above. []HighResTexturePack01.esp []HighResTexturePack02.esp []HighResTexturePack03.esp []Unofficial High Resolution Patch.esp are all disabled in plugins but Enabled in Archives Yet I still get 3 warnings from LOOT about this mod needing 01-03 active. EDIT: I should have posted this in LOOT because it seams an error in the new version.
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