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ButchDiavolo

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Everything posted by ButchDiavolo

  1. Discussion topic: Bandit Lines Expansion by jayserpa Wiki Link This mod adds, according to the description, "500 new spliced (voiced) lines to bandits, giving each bandit prototype their own personality and making each of your encounters with them more unique, personal and unexpected". Been testing it since it came out and so far it really does add immersion, since they no longer repeat the same lines over and over while sneaking past or hiding for the perfect time to take the bandits on.
  2. Discussion topic: Nature of the Wild Lands - forest and trees improvement mod by fxckthisworld Wiki Link I have been trying out this new tree mod. So far I am very impressed with the overall look and execution of it. It gives an amazing lush woodland feel to the areas it (so far) covers (Riften, Riverwood and Falkreath). I have been using it together with Enhanced Vanilla Trees, Realistic Aspen trees, Happy Little Trees (in that order, followed by Nature of the Wild Lands) and have had no issues at all, apart from one tree placed at the Campsite start of ASLAL, for which the mod author made a patch (but you could just leave the tree or disable it). On a side note: the creator is apparently Ukrainian according to their Nexus profile, so given the circumstances the mod may not be worked on actively for the duration?
  3. *sigh* Yeah thanks Mousetick... just when I got my load order down to below 400, you chime in with these mods I never knew I needed...
  4. Hi Sheson, I vaguely remember reading on the forums somewhere about a xEdit script you made for large reference errors? If so, where can I find that? I (finally) noticed that some mods I created have large reference errors so I would like to correct them. Thanks in advance
  5. Ah! Awesome. Thank you for explaining
  6. Hey DoubleYou, Can you explain to me what the fDialogueHardStopAngle tweaks do? Are those the settings that make it that the sound from dialog is directional? (i.e. when I turn around the sounds get softer and behind me?)
  7. From what I saw after installing it, the Unusual Gems are also droppable now through the MCM. Edit: which is already stated in the update description... duh me (again)
  8. Alpha 69 works like a charm again. Thanks!
  9. Hey Sheson, I too am getting a Integer overflow error when running DynDOLOD 68. Logs at Mega
  10. Hi Sheson, I have an odd issue which started today. I ran xlodgen 86 which suddenly started throwing out errors in the screen log. This started when it was generating dlc1hunterhqworld and intermittently for all the following worlds. Example: So I checked here and saw there was an update to version 87. Installed that, changed the MO2 path to correctly find xlodgen64.exe and retried. But again it is throwing out these errors. When I check the logs, there is no mention of it. These errors only show up in the screen log as the lodgen is being generated... I had xlodgen terrain extended and xlodgen for Cathedral landscapes activated while generating. To be sure, I redownloaded those files and generated again, but the errors keep occurring. Needless to say, I have no idea what is causing this. Attached are the logs. I copied the screen log from dlc1hunterhqworld onwards, since before that there were no errors. Generating screen log.txt LODGen_log.txt EDIT: Yeah, so I am a moron. Always fun when you post something and then get an idea that sorts it out. Turns out I had my bashed patch activated as well. Turning that off made the problem disappear *sigh and eyeroll* Sorry.
  11. Despite usually following STEP to the letter (2.0.0 now since I upgraded my PC), I always deviate on the flowers with THIS mod, because it is just so gorgeous. But I guess that is just a personal choice Just adding my 1 gold piece.
  12. Discussion topic: Dragon Wall Wisdom - Readable Dragon Walls by morogoth35 Wiki Link A cute little mod that translates the word walls, so you can actually read the lore written there. I have been using it for years and I find it very immersive. Just thought I'd put it out there.
  13. OMG *facepalm* I am an idiot... Thank you.
  14. Heyas Sheson, While running TexGen (latest DynDOLOD and DynDOLOD Resources), I got a number of "Access violation at address" messages and TexGen stopped working. Unfortunately I have no idea how to read bugreports, so I have no idea what is causing it. I have set all the necessary files as exclusions in my antivirus programs. Here are the logs: Logs.7z
  15. *nods* Probably mine then. Runs in the family. EDIT: *looks around* Ok... it stumbles in the family
  16. Generating as we speak. I see you took out the giantfire thingie. Was that the issue?
  17. I too have this error with the latest versions (DynDOLOD alpha63 and DynDOLOD alpha18 Resources. TexGen went fine, but when starting DynDOLOD generation the error occurs Here are the error logs.
  18. o.O That is just... bizarre? And I second it of course, since I brought it up.
  19. I am guessing this mod is no longer relevant when moving forward to an Skyrim AE setup? The mod author specifically bans conversions to AE and apparently won't be updating his/ her mods to AE. [source: Nexus Profile]
  20. You beat me to it. I stumbled across this yesterday as well.
  21. Ah ok! All this time I was under the believe that textures and meshes were mutually incompatible. Hence my question. Thanks for edumicating me
  22. I decided to follow the updated SE guide, so basically a complete new install. So far everything is clear, except for one thing: Do the LE texture/mesh/animation mods on the list need to be optimized for SE? I couldn't find any mention about that in the guide. If so, what is the current best way to do this? Cathedral Asset Optimizer?
  23. Well... Even I can do that! Thanks so much for your help. And keep up the good work
  24. Hmm, ok. So, basically most of my mods are being listed in the warnings. And after reading the docs, I am not really sure what to do about the warnings. A combination of English not being my native tongue AND well... technicalities I have never dealt with before. (Well, not to exclude being blond). So for a "noob" in this case, what would you suggest I do to get rid of the warnings? EDIT: Um... did I mention I am blond? I just saw the conversations you have been having with Priest and it seems I have the same issues as him/her. So I will try the script thingie.
  25. Worked like a charm! It finished the dyn lod generation without any errors. Thanks so much for the help. One question though: I saw many warnings about large references ("<Warning: Overwritten large reference" and "<Warning: Initially disabled large reference in"). Should I be worried about those or did I do something wrong that would create them?
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