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disi

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Everything posted by disi

  1. 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.
  2. 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.
  3. 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 ;)
  4. 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.
  5. Yep, everything fine. This is MO 1.3.11 revision d1c81666578e+
  6. 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:
  7. 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
  8. My mistake, the LOD are from "Cults of Skyrim" and "Schrecken von Meresis" ^^ https://imgur.com/VHnyBDp https://imgur.com/HWFG8In
  9. 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.
  10. 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 ;)
  11. 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.
  12. 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.
  13. 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)?
  14. 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.
  15. 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
  16. Thanks for the answer. I still cannot figure it out, the values are in the ini files. Rebuilt again as medium and no change. Are there supposed to be scripts in DynDOLOD.esp or the output? There are none.
  17. I have a new one: If I only use High static LOD (unticked dynamic), I get all settings 0.0 in the options and there are no lod loaded in the distance. I can manually increase the settings and the lod appear. It is reset every time I load the game or open the options menu. https://i.imgur.com/phm4M2h.jpg
  18. FYI, this is from Borderlands... https://imgur.com/a/BO4ll Anything I should do?
  19. Ah! Thank you. I'll check as soon as I get home. That was it! The fake lights look a little off compared to the proper LOD.
  20. The Beta version rocks! One tiny problem/question: I do not want the fxglow for Lanterns of Skyrim, or in general (personal taste*), but it seems this setting is applied with the Patch for it? Running Medium or High with fxglow unticked, I still get the fxglow for the lanterns ingame. Is it Ok to not use the patch or will it break anything? *it is too yellowish and when it changes on middle range it looks like it goes from a little sun to a normal lantern. Maybe because I don't like/use Bloom either. Here is an example (without patch, medium, without fxglow): https://imgur.com/a/4T23M p.s. ok, it is not just the lanterns, but all lights LOD produce this yellow glow for half a second when they change as I get closer.
  21. It did change the whole way I play the the horse minigame in Skyrim. 1. Horses are not Convenient any more. They are like NPCs in the game, if you tell it to wait somewhere it will wait there and interact with the world like defending itself against wolves and such or you can dismiss it to a stable. If the horse dies, it is dead (stable horses respawn and can be purchased again). Going on a trip needs some planning to do, which horses of my herd do I whistle for or do I just call for all of them? If there is a fight on the way followers usually dismount and engage. After the fight you need to check if any of your horses died or ran off and collect them, one of your followers may have to walk from here on... Once you arrive, you need to find a place to 'park' the horses without blocking the path for too many NPC.
  22. I have a problem with TES5Edit at the moment and it showed something "good". Since the DynDOLOD.esp is never saved for some reason (TES5Edit weirdness), all the DynDOLOD scripts are not running and my game is absolute stable. Sometimes I had 600+ active scripts of DynDoLOD running in save games -.- I disabled dyndolod.esp now in MO, but kept the DynDOLOD_Output folder and have all the beautiful LOD + all custom atlas items. Sjel Blad Castle should not show without custom LOD, right? Is it OK to run like this without the scripts? The windmill sails and other moving parts might be missing though?
  23. I did read and test it, made no real difference. Hitting the 768MB limit was rare and usually never during loading a game. My game was too big and I had to get rid of some heavier mods. Removing Hearthfire helped a lot with the loading times of save games (at least 2min down). For some reason Helveton The Fate of the Mountain is a Hearthfire mod and had to go in the process (so did Immersive Castle Volkihar and Book Covers of Skyrim :( ) Oh wonder, I can now instant enter houses (0.5-1sec loading times) and no crashes whatsoever around Falkreath Hold ^^ With mostly the same mods, minus DynDoLOD, Hearthfire, Immersive Castle Volkihar, Book Covers of Skyrim and Helveton The Fate of the Mountain. p.s. the initial size of a save game went also down to 12mb. pps. I am thinking of putting DynDoLOD back in now... as this is a really amazing tool. The trick here is to find a balance and not hit the roof.
  24. I am sorry to blame MO (real fan of it). A complete remove of DynDoLOD fixes the issue with any other mod constellations. It just has too many scripts to load and the more worlds you build them for the more will run. There were somewhat 200+ active scripts at a time, which all needed to be reinitialized from a serialized state, plus all the variables etc. I guess this just kills the Skyrim engine.
  25. Fact is: Without the Safety Load, I cannot load a save game in a reasonable time (under 4-5min) with a lot of mods, worlds and dynamic distance LOD. How do you install the memory patch wrong? It is just two lines in the skse.ini (currently): [Memory] DefaultHeapInitialAllocMB=1024 ScrapHeapSizeMB=256From my observations with Memory Blocks Log, if it goes all the way up to 768MB, the game crashes/freezes instead of creating a new block. It got me thinking if VFS drasticly slows down at a certain point or something else hits a limit... p.s. Since yesterday I recreated the whole mod-list, threw everything in that I would be remotely insterested in while staying below 255 plugins, regenerated new LOD for all worlds, created a complete fresh save game (17MB at start), waited for Eternal Darkness to finish its script (hung out for ~1h realtime in a cave). Loading it with safety load: 5:30min Loading without safety load: 5:45min Someone fry me a stork, I cannot reproduce it now with the new save. Still takes very long to load... loadorder.txt
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