
disi
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Skyrim CTD BEFORE Bethesda Logo with ENB
disi replied to SayidD's question in Post-Processing Support
What I noticed, hope this helps: Since you use the system memory allocator (UseOSAllocators=1) and not the blocks from the Skyrim engine, remove these lines from SKSE.ini: [Memory] DefaultHeapInitialAllocMB=768 ScrapHeapSizeMB=256I know it should not matter and be ignored, but I had to do it in my setup. You use the custom memory clock for small bits, but it is set very low in the CrashFixPlugin.ini: CustomMemoryBlockTotalSizeMb=64I myself need something close to 128. You can go ingtame and open the console (`), this will show the percentage of usage. It should be somewhat 80% for all. -
So quiet here :) I made a video about the Go On Ahead mod, but it also shows how cool it is to have real permanent horses for your followers: https://www.nexusmods.com/skyrim/videos/6127/? I usually do not post many links to stuff I put on the internet, this is merely to show how well it works with follower feature mods in regards to followers riding horses.
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Just saying, I did the upgrade and all the former interfaces are still there. You do not need to use those lesser powers or configure any hotkeys, but can still just call Horse Power Menu and do everything from there. You can also still adopt horses by just going to sneak and click on them. I am one of those guys, who doesn't need a hotkey for everything ;)
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I am also lazy sometimes, especially if it comes to loot. For looting on horseback I use Jaxson's Smart Auto Loot continued. This works fine for picking up loose stuff like plants and items, it also mines ore on horseback. The corpse looting and talking to NPC for IH is a little laggy, but this is due to the engine not recognizing the key stroke, if you hit the right moment it works fine. I do not like imaginary horses for followers out of nowhere, with IH every horse is like a unique NPC. You can equip, assign and customize every horse's behaviour individually. If the horse runs off during combat, you need to catch it. You can share a horse with your follower, sometimes I walk and he rides, sometimes I ride it and he walks. This is soooo immerive ;) You can always whistle for the horse.
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Dynamic Distant Objects LOD - DynDOLOD 2.00 to 2.15
disi replied to sheson's question in DynDOLOD & xLODGen Support
Yep, everything fine. This is MO 1.3.11 revision d1c81666578e+ -
Dynamic Distant Objects LOD - DynDOLOD 2.00 to 2.15
disi replied to sheson's question in DynDOLOD & xLODGen Support
I thought you may want to know. I generated the LOD, everything went fine, I hit save&Exit, everything fine and the application window closes, then a single popup with this runtime error: -
Dynamic Distant Objects LOD - DynDOLOD 2.00 to 2.15
disi replied to sheson's question in DynDOLOD & xLODGen Support
I removed the records and rebuild with 2.11: https://i.imgur.com/7CqTDyr.jpg Thanks :) p.s. and made a post in the mods forums -
Dynamic Distant Objects LOD - DynDOLOD 2.00 to 2.15
disi replied to sheson's question in DynDOLOD & xLODGen Support
My mistake, the LOD are from "Cults of Skyrim" and "Schrecken von Meresis" ^^ https://imgur.com/VHnyBDp https://imgur.com/HWFG8In -
Dynamic Distant Objects LOD - DynDOLOD 2.00 to 2.15
disi replied to sheson's question in DynDOLOD & xLODGen Support
Works brilliant and I dared the high quality settings :) There is this one: https://i.imgur.com/rs1QxXl.jpg But I can live with it. -
SKYRIMLE Aurlyn Dawnstone 3.0 Release
disi replied to mlee3141's topic in Skyrim LE Mod Author Topics
The link is 404... The correct one should be: https://aurlyndawnstone.blogspot.co.uk/p/about.html ? p.s. oh well, like in your signature ;) -
Dynamic Distant Objects LOD - DynDOLOD 2.00 to 2.15
disi replied to sheson's question in DynDOLOD & xLODGen Support
You care to share? I only had missing mills, if I had SkyFalls+SkyMills installed while generating LOD (from what I remember with the not standalone version). And I see you have the mod in your load order. -
Dynamic Distant Objects LOD - DynDOLOD 2.00 to 2.15
disi replied to sheson's question in DynDOLOD & xLODGen Support
Thanks. If I got this correct, in layman terms (left hand side MO): Skyrim Dawnguard Dragonborn Hearthfire High Resolution Texture Pack Unofficial High Resolution Texture Patch Vanilla TES5Gen Billboards ... STUFF ... DynDOLOD Resources DynDOLOD Patches Custom Billboards for Skyrim Flora Overhaul, Molag Bals Inferno, Summerset Isle, indistinguishable Vanilla Trees... TexGen Output DynDOLOD OutputFor me the Vanilla TES5Gen Billboards are complete replaced by other mods in this order. p.s. just saying this is actual nitpicking, I did not notice much/any difference by placing the billboards before or after the resources. -
Dynamic Distant Objects LOD - DynDOLOD 2.00 to 2.15
disi replied to sheson's question in DynDOLOD & xLODGen Support
It says on page 265: In the video (Start to Finish) it advises for Mod Organizer to put the Billboards directly after the mod they are for (min 16:41 ff)? If the Resources already contain Billboards, they would override the ones I install extra for mods (I have my DynDoLOD stuff usually at the very bottom on the left side in MO)? -
Dynamic Distant Objects LOD - DynDOLOD 2.00 to 2.15
disi replied to sheson's question in DynDOLOD & xLODGen Support
Heya, I generate the dynamic version with 2.09 and no problems. Not choosing 'Dynamic' now disables fake lights in current and in child worlds as well. I always thought of it like a low budget version for having window lights with otherwise static only LOD. -
Dynamic Distant Objects LOD - DynDOLOD 2.00 to 2.15
disi replied to sheson's question in DynDOLOD & xLODGen Support
Bullseye :) I forgot the PapyrusUtils on this reinstall... the static build does not show an error the dynamic one does, which I just noticed. https://i.imgur.com/5pu9ktJ.jpg