Jump to content

ButchDiavolo

Mod Author
  • Posts

    435
  • Joined

  • Last visited

  • Days Won

    22

Everything posted by ButchDiavolo

  1. As I said before, the more clear crash log are a huge bonus to find and fix errors/ ctds. So to me it seems a shoe-in to replace other crash-loggers with this.
  2. I have had no issues with this mod. Since it is an upgrade, I would vote to accept it.
  3. To add to the choir... I was in Ivarstead looking for Rayna's remains and I spotted several rabbits grazing on the bottom of the river nearby. I have seen the larger animals swim though, but I didn't really pay much attention to it to see if they sank or not.
  4. Re-ran TexGen and DynDOLOD(3) Gen with this enabled with the already established LOD rules for generation. It generated the files just fine and I didn't noticed it taking longer than usual nor did it throw up any errors. In-game I haven't noticed any "weirdness" so far. The roads were nicely painted on the world map. Haven't been to Blackreach, so I haven't seen the mushrooms on the map there for example. If I understood corrected, the FOLIP plugin is only used for generation, so for clarity, I would suggest installing the mod as "(TEMP) Far Objects Improvement Project", like the Cathedral LodGen etc. if it gets accepted. And I don't see why it shouldn't be.
  5. Well, ACMOS works the same as it did before. The only difference is that if you also use FOLIP, you have to set it to "paths". So to me it seems a shoe-in to be accepted?
  6. "Doing some building, eh? We can delive..." SHUT UP!
  7. Of course I only JUST got done regenerating DynDOLOD and you come out with these, DoubleYou. I am starting to thing you do this on purpose to irk me... Anyways, after generating, do we keep the FOLIP file enabled or can we disable it?
  8. Yes, you should hide/ delete the esp. Only the meshes/ textures are needed. And you can disregard the banter as well. As of STEP 2.1.0. guide instructions are current.
  9. Meanwhile Scrambled Bugs just got an update: Version 19.0.1 Disabled the Improve Multiple Enchantment Effects patch by default until it can be fixed. When using this patch your game will crash when attempting to enchant weapons with the Frost Damage enchantment.
  10. Apart from my already noted experience, I have had no crashes. Which is pretty impressive actually if I say so my self.
  11. Bug Fixes SSE has been updated.
  12. Scrambled Bugs has been updated
  13. *nods* During my long modding "career" *rubs long white-grey beard*, I was told multiple times that one should keep the original Skyrim.ini as clean as possible and to put edits/tweaks in the SkyrimCustom.ini. It seems to have always worked for me, but I am not entirely sure if that is "good modding behavior". Anyway, that is the reason why I put the tweak in SkyrimCustom.ini. Anyway, I did a limited playthrough with this mod. I played past Dragon Rising, which all went smoothly and with no problems whatsoever. I then checked the papyrus log (and other logs) to see if I could see any weirdness. Apart from a "DA13playerscript non-object" spamming (most likely caused by "The Only Cure extended"), there were no strange behaviors that I could find. Some background on my "STEP Extended" modlist as it is now, which may or may not be of interest: I have 575 mods installed with 511 plugins ( 144 regular/ 367 lights). The rest are mainly texture/mesh mods. I use parallax texture/meshes (No ground parallax!). I have a few very script heavy mods. I do not have the full AE package installed, so also don't have the STEP patches. I am using STEP Light ENB. And so far it is all purring along nicely.
  14. Dang... this speeds everything up so much! I am rebuilding and testing my modlist (when am I not?). Menus open lightening fast, books etc do as well. It appears everything to do with pop-ups and screen changes are so much faster. I haven't done any real playthrough yet, but this bodes well, I think. For references: I added iMaxAllocatedMemoryBytes=500000 in Skyrimcustom.ini under Papyrus (dunno if it belongs there) and iMaxOpsPerFrame = 750 in the downloadable ini file from the modpage. When I am done testing my setup, I will do a short playthrough with papyrus logging on to see if it causes any errors/ weirdness.
  15. KernelsEgg commented on the modpage that he will unleash the update "in the next week or so"... Same with BugFixes.
  16. A few corrections on what has been said before: The Crash Logger that hasn't been updated yet, is the original one. Crash Logger SSE AE VR - PDB Support is currently being tested as a potential replacement. Meaning, you could decide if you want to use the replacement and help test it. Or wait until a decision has been made. I have tested it and it seems to be working fine, but the decision is yours to make. A similar story for Scaleform ++: the original hasn't been updated, but there is a potential replacement Scaleform Plus Plus NG which is being tested and considered as a replacement. So again you can decide if you want to use the newer replacement. I have not tested this one, because it clashes with another mod in my extended STEP install. Bug fixes and Scrambled bugs have no potential replacements. (Yet?) So you can install them but keep them deactivated in MO2.
  17. Why tho. You can simply, like, NOT install mods like this?
  18. Discussion topic: Crash Logger SSE AE VR - PDB support by alandtse Wiki Link SSE/AE/VR version of Crash Logger by Ryan/ Fudgyduff. From using/ testing it for a while, it appears to have much clearer logs with clues to what is causing crashes. In my case, I was able to track down 2 guaranteed/ persistent CTD's in my "Expanded" STEP setup.
  19. I thought it was already listed there. Silly me. I will create it now.
  20. I have been trying out/ testing a "new" version of Crash Logger: Crash Logger SSE AE VR - PDB by alandtse. So far it helped me hunt down 2 long time CTD's on my Expanded STEP install. Maybe you can give that a try as well? Of course you hopefully won't ever need it tho.
  21. Full Screen Warps has been updated.
  22. Well duh me. Yes, the modscript image was cached. Guess I was sleeping during Internet 101...
  23. Thanks for the updated guide. And the updated resource files. The errors I had before are now gone. And the conflicts went from 6 down to 5. So all good. One comment about the guide text though: for the step resource files, it says "Extract the archive to the project folder: ..\Modding\NoMansSky\StepNoMansSky". Shouldn't that be "Extract the LUA files from the downloaded archive to the ModScript folder in AMUMSS: ..\AMUMSS\ModScript"? Also the reference photo for the contents of the ModScript folder is now outdated with the new changes.
  24. I have a really odd problem with AMUMSS. Since the latest update of NMS, I have been trying to re-run AMUMSS to get the latest versions of the mods. But it just won't work. I put the lua's in the Modscript folder as usual and want to run Buildmod.bat. However it just won't start. No window pops up in which the program runs and assembles it. I checked my AV exclusions and all is fine. I even ran it as Administrator, but that didn't work either. Again, it just won't start. So I deleted AMUMSS, redownloaded it from Github and installed it again. I went to the guide and followed the AMUMSS setup steps. This time buildmod.bat DID work. However, when I went on to the NMS PCBanks Explorer now THIS won't work... It just won't start. It doesn't show as running in task manager either. So... I deleted AMUMSS again and reinstalled it and tried NMSPE, which now did start, but (of course) said I need to run buildmod.bat first. So I did, which went fine. But again, now NMSPE won't start... Since I don't have discord (and have no plans of ever installing it) and AMUMSS isn't supported on Nexus, I am posting this here, in the hopes of anyone knowing what the problem might be or if this is a known problem. Any help would be very much appreciated. EDIT/ solved: I managed to solved it! I got the brainwave to reinstall NMSPE from the ANUMSS zipfile. This made NMSPE work again. Still no idea why it wouldn't work before tho.
×
×
  • Create New...

Important Information

By using this site, you agree to our Guidelines, Privacy Policy, and Terms of Use.