
Piranhaha
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Everything posted by Piranhaha
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Spamming this forum... sorry... Lexy, could you confirm that there are 4 scripts that should be relinked if following the base version of your guide? I'm getting the following: Changing string 82 from GIST soul trap.esp to Miscellaneous Merged.esp Changing string 148 from 018Auri.esp to Song of The Green Merged.esp Changing string 43 from InnRoomCosts.esp to Miscellaneous Merged.esp Changing string 189 from TrueStormsSE.esp to Weather Systems Merged.esp I just want to make sure that nothing is supposed to be relinked within Lucien Merged. Also, I'm sure this is unsupported but there's a BSA-packed version of Interesting NPCs floating on the Nordic Skyrim Discord channel which really speeds up loading times for me. When I tried to relink sripts the first time it threw an error on 3DNPC - Archive.BSA. I got around this by extracting the BSA, setting the BSA to .mohidden temporarily while running ReLinker, and then getting rid of the loose files and unhiding the BSA afterwards. I think this should work - just throwing it out there in case anyone runs into a similar issue and searches.
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I'm glad I'm not the only one that did this :D. I thought it was supposed to hide the merged plugins automatically once you activated the merge - didn't realize I had to actually launch the plugin and click the hide button. I thought it was failing because of the way Mator's tools currently have to be cludged to work for Skyrim VR.
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Sorry I just saw this. For me it was fixed by reverting to a previous version of Racemenu: see https://www.reddit.com/r/skyrimmods/comments/aevqcp/random_crashes_around_the_open_world/ Lexy, would there be a problem with using the "copy general assets" setting in zMerge? Now that I have the guide set up and working well on SSE, I'm trying to port the main (non-DLL) portions of it to my Skyrim VR setup. Most of it ports rather easily but, probably due the the "hacky" way of getting zMerge to see my SkyrimVR mods in MO2, the Merge Plugins Hide functionality doesn't seem to be working. I could manually hide all of the merged ESPs but this seems like a pain - could I just copy the assets and disable the original merged mod instead? That's what I used to do before I tried out your guide - was there a reason you don't recommend this?
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I had some NPC appearance mods that I was considering using alongside Lexy LotD (Pandorable's NPCs, Better Males, Improved Bards, and some smaller ones), but some of them overlapped with mods that are already incorporated such as WICO, Men of Winter, The Ordinary Women, etc. I didn't want to overwrite NPCs that I really like from the Lexy guide, so I made a side-by-side comparison of the NPCs I was thinking of touching. It took a while to make and was pretty helpful to me, so I thought it may be useful to other people who are considering doing something similar. I uploaded my comparison pictures; I hope they're useful to someone. Bards: https://lensdump.com/i/AF5DY9 Civil War: https://lensdump.com/i/AF5P22 College of Winterhold: https://lensdump.com/i/AF5fCv The Companions: https://lensdump.com/i/AF5FSC Dark Brotherhood: https://lensdump.com/i/AF5Uw5 Dawnguard: https://lensdump.com/i/AF5bpT Dawnstar: https://lensdump.com/i/AF5wfb Dragon Bridge: https://lensdump.com/i/AF5y07 Elders and Housekeepers: https://lensdump.com/i/AF55Br Falkreath: https://lensdump.com/i/AF5GYF Farmers and laborers: https://lensdump.com/i/AF5h23 Hirelings: https://lensdump.com/i/AFG2J0 Housecarls: https://lensdump.com/i/AFG8SD Markarth: https://lensdump.com/i/AFGAxq Misc: https://lensdump.com/i/AFGiRA Mod-added followers: https://lensdump.com/i/AFGjpM Orc Strongholds: https://lensdump.com/i/AFG6RK Riften: https://lensdump.com/i/AFGC7Z Riverwood: https://lensdump.com/i/AFGJFP Solitude: https://lensdump.com/i/AFGVIm Thieves Guild: https://lensdump.com/i/AFG9mi Whiterun: https://lensdump.com/i/AFGdoo Windhelm: https://lensdump.com/i/AFGB89 Winterhold: https://lensdump.com/i/AFGmQ2 Apologies for the black on dark grey text - I didn't realize the PNGs were being saved with transparency. The green text indicates which one will win priority in my post-LexyLOTD conflict resolution & merge patches; other people will probably have different preferences.
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I had that too. There's a "load after" for Animals Merged which is no longer there (or at least I assume it was there before - I had it set but when I checked the list of LOOT rules for merges there's no longer any "load after" for that plugin). Also make sure you remove the smash and zEdit patches prior to running LOOT. That fixed it for me.
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Updated list following today's update: No VR equivalents: Achievement mod enabler Dynamic Equipment Manager SSE Enchantment Reload Fix SSE Engine Fixes (but there is SSE Fixes) MoreHUD Better Jumping Experience (SKSE64) Havok Fix Ultimate Combat (although people in the Skyrim VR subreddit claim it works fine, minus some features, even without the functional DLL) Skyrim Save System Overhaul Racemenu (although apparently it works without the DLL but won't let you load/save presets, which unfortunately is what I want from it) Stay at the System Page To Your Face
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I'm planning to run parallel SE/VR playthroughs as well. I know of the following mods that have separate VR versions/requirements: SkyUI (unofficial patch from Reddit) Frostfall (unofficial patch from Reddit) Campfire (same installer) Skyrim VR - USSEP fixes JContainers VR VR Perk Extender (for Ordinator) Ordinator VR Patch CACO CBPC FISSES PrivateProfileRedirector (Technically) Fuz Ro D'oh, but in the comments section it says it causes crashing when called upon in VR so not really working PapyrusUtil Skyrim Skill Uncapper (https://www.reddit.com/r/skyrimvr/comments/8pp0m2/skyrim_community_uncapper_working/) And the following have no VR equivalents: SSE Engine Fixes (but there is SSE Fixes) MoreHUD Better Jumping Experience (SKSE64) Havok Fix Ultimate Combat (although people in the Skyrim VR subreddit claim it works fine, minus some features, even without the functional DLL) Skyrim Save System Overhaul Racemenu (although apparently it works without the DLL but won't let you load/save presets, which unfortunately is what I want from it) Stay at the System Page To Your Face Also I noticed Audio Overhaul has a .dll which presumably doesn't work in VR - haven't tested yet to see what that breaks. Hope this helps. Let me know if I missed anything.
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The January 7 build seems more stable to me than the previous build, although it could be that I made a mistake with the previous build which was rectified during the update. I'm still getting occasional crashes but they happen after ~20 minutes of running around at 2x speedmult so I imagine it could be a script overload or something that wouldn't happen regularly during normal gameplay (although it would still be nice to get rid of it). One thing I did notice is that when transitioning between cells, instead of simply switching from the LOD to the full tree models, they seem to flicker back and forth rapidly (and very noticeably) before settling on the full models. This didn't happen before the update - does this seem like an ini problem or a mistake during tree LOD installation/generation?
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I noticed that there are a lot of ESLified esp plugins in the new Lexy's LOTD Special Edition Consistency Patches mod. Why not have these installed (or copied) to a separate mod folder in the guide so that the ones that are merged into Weapons & Armor can be disabled in the left pane of MO2 without affecting the others?
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I finished installing the guide and I'm starting to playtest it. I'm using tgm and player.setav speedmult 200 (to simulate sprinting on a horse) and I can't go for more than 2-5 minutes without crashing, running around the Dawnstar area. I'm starting the process of iteratively disabling mods to see if there's one that I installed incorrectly, but I'm worried it might just be my PC not up to the task - this seems unlikely though because I'm running from an SSD with a 4790k and a 1080ti. There were also a couple times that I crashed just walking around Dawnstar so I'm guessing I messed up a mod installation somewhere or there's a bad mesh, but is running around for 5 min at a 2x speedmult a reasonable expectation from this modlist?
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Thanks a lot for double checking. I really appreciate it. I'm making merges and I noticed that for the Trees and Flora Merged, it's not copying the ini from verdant. I have Verdant checked in the left pane, and "Verdant - A Skyrim Grass Plugin SSE Version.ini" shows up under the Data tab in MO2. I also have Landscape Fixes for Grass Mods activated, which has the renamed "Verdant - A Skyrim Grass Plugin SSE Version.esp" checked. I can just manually copy it into the merge and rename it but any idea why Merge Plugins wouldn't do it?
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I just cleaned the esps that required manual cleaning and Inigo only showed 34 ITMs instead of 38. Interesting NPCs, Claralux, and No Snow Under The Roof showed the expected number of ITMs or UDRs. I'm pretty sure I cleaned the masters correctly - did Update and Dawnguard twice and DB & HF once. Could someone please confirm that Inigo is supposed to have 38 rather than 34? Thanks! Thanks Lexy for the guide - I'm sure you've heard it a million times by now but as someone who's been continuously tinkering for a year and is never "done" modding, it's fantastic to have such a broad base package to start with.
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EDIT: **** me sideways. BitDefender quietly decided to block DynDOLOD without notifying me. I whitelisted it and it launches fine now. This whole freaking time it was BitDefender.... To add to my previous post, I tried some exploration just to see if I could provide any potentially useful info. If I remove the "-sse" argument, I get the following: [00:00:00.000] DynDOLOD based on xEdit x64 starting session 2018-03-21 16:17:25 [00:00:00.004] Using Skyrim Data Path: C:\Games\Steam\steamapps\common\Skyrim\Data\ [00:00:00.007] Using ini: E:\Entertainment\Games\Mods\Specific - Skyrim Special Edition\TE\My Games\Skyrim\Skyrim.ini [00:00:00.011] Fatal: Could not find ini So it looks like there's a problem parsing the ini path when launching through MO2 (that wasn't there in DynDOLOD 2.30). I can launch DynDoLOD 2.36 just by running the executable outside of Mod Organizer and it starts up fine (but then throws the expected error that it can't find its resources, because the resources are installed through MO2). I tried moving DynDoLOD executable to the same drive as the Skyrim data path and updating the MO2 shortcut accordingly. When launching, I get a popup window that says "Fatal: Could not determine my documents folder" followed by: [00:00:00.000] DynDOLOD based on xEdit x64 starting session 2018-03-21 16:21:47 [00:00:00.003] Using Skyrim Special Edition Data Path: C:\Games\Steam\steamapps\common\Skyrim Special Edition\Data\ [00:00:00.005] Using ini: [00:00:00.008] Fatal: Could not find ini This occurs regardless of if I have "-sse" as an argument.
- 79 replies
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- SKYRIMLE
- DynDOLOD 2
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Hi all, I'm having an issue that I first observed with the first version of 2.36 beta. I was never able to fix it and went back to the 2.30 stable. I just tried updating to Beta 10 in hopes that it would work, and I'm still having the same problem. I'd really love to try to fix it this time. I'm running DynDoLOD as an executable through Mod Organizer 2, for SSE. I have "-sse" as the argument for both the TexGen64 and DynDoLod64 executables. File paths are as follows: Mod Organizer: "C:\Games\Utilities\Mod Organizer for Skyrim Special Edition\modorganizer.exe" DynDoLod: "E:\Entertainment\Games\Mods\Specific - Skyrim Special Edition\DynDOLOD 2.36 Beta\DynDOLODx64.exe" TexGen: "E:\Entertainment\Games\Mods\Specific - Skyrim Special Edition\DynDOLOD 2.36 Beta\TexGenx64.exe" When I launch TexGen 2.30, it executes and generates textures correctly. When I launch DynDoLOD 2.30, it executes and generates LODs correctly. When I launch TexGen 2.36, it executes and generates textures correctly. When I launch DynDoLOD 2.36, I get the following error: [00:00:00.000] DynDOLOD based on xEdit x64 starting session 2018-03-21 15:59:44[00:00:00.005] Using Skyrim Special Edition Data Path: C:\Games\Steam\steamapps\common\Skyrim Special Edition\Data\[00:00:00.007] Using ini: -sse\My Games\Skyrim Special Edition\Skyrim.ini[00:00:00.009] Fatal: Could not find ini Does anyone know why it's adding "-sse" to the ini path instead of taking it as an argument? Edit: Just realized I had asked this same question a few months ago.- I ran Skyrim through its launcher as suggested. This did not fix the issue.- I made sure that HKEY_LOCAL_MACHINE\SOFTWARE\WOW6432Node\Bethesda Softworks\Skyrim Special Edition "Installed path" is set to the actual installed path (C:\Games\Steam\steamapps\common\Skyrim Special Edition). It is set correctly. Is there anything else that could be causing the issue?
- 79 replies
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- SKYRIMLE
- DynDOLOD 2
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[WIP] Mator Smash
Piranhaha replied to Mator's question in Mator's Utilities Support (archived, read-only)
Quick question; I can't figure out what I'm doing wrong here. I have a "misc tweaks" esp which contains some book entries, but I do not want these entries to get forwarded. Therefore in my smashed settings I don't have any BOOK records checked: https://imgur.com/AJxCl8A I also have Book Covers Skyrim, whose records I do want forwarded into the smashed patch, so I have its graphical BOOK entries checked in the smashed settings: https://imgur.com/zqyuNTD Why is it that when I build the smashed patch the Book Covers records don't get forwarded? https://imgur.com/vln9DY0 -
[WIP] Mator Smash
Piranhaha replied to Mator's question in Mator's Utilities Support (archived, read-only)
Sure. The gist of all of my posts though is that when Mator Smash generates a smashed patch in which keyword deletions are preserved (e.g. KSIZ goes from n to 0), it sets the KSIZ as 0 instead of missing. KSIZ = 0 is apparently also an invalid condition because the generated plugin causes the game to CTD unless this KSIZ record is manually removed.