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z929669

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Everything posted by z929669

  1. The grass is TexGen Direct/Ambient too high. If you are using complex grass, set Direct to 0, and only use Ambient 100+. For normal grass, try Ambient 10 and Direct 100+.
  2. I should mention that LOD32 should be 'none` unless you are using ACMoS: mountain,Level0,Level0,Level1,none,FarLOD,Unchanged,1
  3. In DynDOLOD, order of operations matters. First set the mesh rule for mountains: mountain,Level0,Level0,Level1,Level0,FarLOD,Unchanged,1
  4. I see now that the mod you referenced is only terrain LOD. It would not touch mountains. You either need pregenerated mountain LOD matching probably Tomato's or use DynDOLOD to generate object LOD with those terrain assets (if you aren't already doing that). The terrainmanager settings will only be noticeable for the mountains when you have object LOD.
  5. Check your [TerrainManager] settings in skyrimprefs.ini, or just use BethINI to get your view distances properly set for your resolution. Following are the correct settings for the BethINI 'Ultra' preset (possibly slightly different for the latest version). [TerrainManager] bShowLODInEditor=1 fBlockLevel0Distance=57344 fBlockLevel1Distance=147456 fBlockMaximumDistance=327680 fSplitDistanceMult=1.0 fTreeLoadDistance=0 If you drop that mod and use xLODGen and DynDOLOD, you should get the best result, but I assume you don't run those mods in favor of the pregenerated LOD.
  6. Because we forward ICH's ARMA records into the Step CR Patch to get the ICH effect. Those records are unique to ICH. Example: The CR patch itself doesn't rely on ICH, but the CR-WACCF Patch does rely on it, and that file has the CR patch as a master. You should definitely begin your cleanup by using the Remove Unused Masters tool in xEdit to clear any masters we manually set to ensure proper LO of the Step Patches.
  7. Possibly a missing DLL, an incorrect version of DLL or an incompatible DLL in your base game folder. ENB expects only d3d11.dll and d3dcompiler_46e.dll. It could also be something about your video drivers or related background processes. It's hard to say with Linux-Windows emulation for this game. Try reviewing this topic.
  8. I use CentOS 8 or Stream 9 (RHL based) for server-centric Linux, but it also has various GUI options. I prefer RHL-based Linux personally, because I know it better. For more PC-GUI Linux, Ubuntu is probably the most popular, but I prefer Linux Mint, which is probably best as a transition from Windows (or Zorin OS). The latter are all Ubuntu based, which is Debian-based, but Mint also has a pure Debian-based flavor (rather than Ubuntu). Expect lots of tinkering and shell work with Linux, but it's very powerful and much better than windows for custom fitting to your needs. Gaming, drivers, and compatibility is always complicated under Linux, but there's tons of options and support. Things are much better now than they were a decade ago.
  9. The only way to really know what plugins conflict is by viewing your LO in xEdit. There's too many to provide any clear guidance here other than USSEP conflicts with most other plugins in some way or another (and USSEP should be overridden in most cases except where it shouldn't ... I know that's vague, but everything is circumstantial). As I usually suggest to people wanting to do a custom build based on a Step build (or our build process/baseline): First install Step completely (except the LOD patches, which are strictly LO specific, but still worth generating to fully validate the build). If you KNOW you don't want to use a particular mod, leave that out UNLESS it's required by one of the Step Patches. Once you have the Step build validated as 'working', then you can go about removing masters (Step Patch dependencies) one at a time (review this topic for good methods of ding that in xEdit). Sort your LO using LOOT every time you make changes to the LO. Once you have those dependencies cleared, you can disable each of those mods and begin adding mods you want, one at a time, beginning with the simplest plugins (those likely to have the smallest number of potential conflicts). Save the big ones for last, as they will likely require some patching with your custom mods added previously. If you have your definitive mod list, you can always load them all at once, sort, and review/patch conflicts, but that is a bit daunting, since there will be lots of conflicts. It helps to only load plugins with conflicts to reduce noise (or eliminate shown conflicts using xEdit modgroups).
  10. I haven't notice any issues, but I rarely use flame spells. You be the judge and let us know if there's a difference.
  11. We had the same edit in the Step CR Patch at one point, but it was removed by mistake. You can either add it yourself to the Step CR Patch or use that patch until 2.4 is released, hopefully by end of year.
  12. Yeah, I use that all the time, since I sort by File Time so I have most recent at top. The Data tab filter is probably the most powerful though.
  13. That looks correct. It looks like the plugin is just adding the LOD flag to three winter aspen records. Hiding the plugin is probably best, since DynDOLOD probably won't work properly unless the plugin is converted. We will likely include these flags in the Step Patch if it matters for these records in SSE. On reviewing a second time, you will also need Icy Mesh Remaster ...I haven't tested IMR-Glaciers-LOD yet, but it's most likely the best choice for use with IMR.
  14. Yes, archive parsing should be enabled. I'll make a not of it in the SSG.
  15. Please post the most recent log under \Bethini Pie\logs\<timestamp>
  16. It's not clear what is crashing your game from what you posted. If you are following the guide, be sure you have the correct versions of all mods, and install the patches per the instructions in the 2.3 guide. If you are trying to play an existing save from another build, or if you installed other mods not in the guide, either could be part of the issue. You should have crash logs if you have the guide installed per recommendations.
  17. The 2.4 guide hasn't been released and isn't supported yet. The 2.3 guide has the correct settings for reference.
  18. I can update the reference on that ...
  19. You have either wrong version/build of Address Lib or those po3 mods ...or you are not running the correct version of the game for these. See our SSG to determine how to get your game into a clean vanilla state for modding.
  20. You have either the wrong version of Address Lib or SKSE64 installed, or you did not establish a clean vanilla game directory in Step 1 SSG. It's also possible that one of your other SKSE plugins is the wrong version. HD Local Map 1.0.3 works. Did the Smoke test work?
  21. You have a standard resolution, so yes, that should work if you follow the instructions in the SSG and the guide through BethINI setup properly.
  22. Early in Step 1, in the SSG, you were instructed to launch the base game using the Steam Launcher. Did you do that? That establishes your native video resolution in the game INIs which should be the value shown in BethINI under Step 2. If you don't remember doing all that, close MO and do it now (launch via Steam, then quit at the main menu once it launches). Then revisit BethINI setup from scratch. Your resolution in BethINI should be set to your native windows resolution, which is exactly where you want it. Tell us what your native resolution is.
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