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Everything posted by z929669
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Thanks ... have you by chance verified if the coordinates indicated by this mod are identical to those indicated using the other methods. I'm not sure if it's possible that they wouldn't, given they may be using the exact same principles to get the coordinates.
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Thanks for all of that detail! A very good analysis that certainly helps us determine if this mod could be a candidate for the guide (once compatible with latest game runtime). It's not for Step, given many of the points laid out. Perhaps if the mod addresses them, we can reconsider.
- 16 replies
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- SKYRIMSE
- 13-gameplay-immersion
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ACCEPTED Spell Perk Item Distributor (by powerofthree)
z929669 replied to TechAngel85's topic in Skyrim SE Mods
Have you tested a new game yet with your current LO (and loading that save)? This could narrow down the issue a bit. If you crash either way, it's likely an issue with a runtime mod not playing nicely (probably due to a recent update) and not necessarily a savegame problem.- 24 replies
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- SKYRIMSE
- 02-extenders
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Which INI file? Because the INI file named like the BSA doesn't load if the plugin isn't loaded (so disabling the plugin also disables its INI). Same is true for the BSA, which contains the GID grass files: The key here is we use GID and not CGID, so DynDOLOD_SSE.ini needs the correct value for grass.
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Step Patch - Conflict Resolution "Missing Odin plugin"
z929669 replied to merrwel's topic in Step Skyrim SE Guide
Try using this approach to see what other records are involved. -
ACCEPTED Far Object LOD Improvement Project SSE (by DoubleYou)
z929669 replied to DoubleYou's topic in Skyrim SE Mods
This mod should be installed after DynDOLOD Resources and kept enabled. I think of it as an extension of that mod.- 18 replies
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- SKYRIMSE
- 04-foundation
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Fixed and updated the instructions again for latest FOMOD
- 161 replies
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- SKYRIMSE
- 06-models and textures
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ACCEPTED Smart NPC Potions - Enemies Use Potions and Poisons (by JaySerpa)
z929669 replied to z929669's topic in Skyrim SE Mods
True. Instructions updated.- 11 replies
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- SKYRIMSE
- 11-gameplay-ai and combat
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DROPPED Coverkhajiits (by mrLenski and XilaMonstrr )
z929669 replied to z929669's topic in Skyrim SE Mods
Agree that the last image looks best with those recommended fur textures. @CorneliusC, Would you mind posting that Fur Textures mod topic if it isn't already posted? You can prefix with 'testing' and add 2.2.0 tag if you want. Also, you will want to link back to the key post here where you brought this up from that OP. May as well pick it up with this mod's update.- 15 replies
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- SKYRIMSE
- 08-character appearance
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ACCEPTED Audio Overhaul for Skyrim SE (by DylanJamesWasTaken)
z929669 replied to TechAngel85's topic in Skyrim SE Mods
I can confirm all of what you speak of in your last three posts. There sere several redundant records forwarding sounds from the previous version of AOS into the patches, but they are no longer present in the AOS plugin (presumably since SRD is handling it), and they existed in several different nodes of the AOS plugin. You can find them fairly easily by filtering AOS plugin in xEdit where EditorID contains " _AOS ". Select each record and see if the references tab in the right pane is available. Where it is, select it and look for references in the patches that don't also have an identical AOS reference. These can be removed from the patches in this way from the References tab of AOS (just remember to note the FormID of each record as you move forward, because I don't know of any handy ways to "go back" to previous view in xEdit). I also can confirm that the AOS patch is no longer needed from Umgak's Vokrii Compatibility Patch Compendium. Those instructions have been updated likewise.- 25 replies
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- SKYRIMSE
- 07-sounds and music
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LOOT & xEdit Not Pathing to STEP List
z929669 replied to Berzerkernox's question in Other Utilities Support
I would also revisit the Clean the Vanilla Masters section and be certain that you have properly created that mod and have all of the vanilla CC masters in the game folder (validate) and the cleaned ones in the mod folder. Again, revisit the System Setup Guide and other config instructions (Steps 1 & 2 in the guide). Your issue is almost certainly in there somewhere. -
Help! This message keeps appering when I run Mod Organizer 2.
z929669 replied to drudras's question in Mod Organizer Support
Post on that mod's page and read the Description carefully for help/solutions. We don't use it and cannot speak to it. -
The guide is correct, and so is the reference image. I will spell out to replicate that image.
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It's not repeatable, as my second run without any changes didn't invoke the error. I will be making a second pass from scratch though, as my driver issues and MO profile changes had tweaked some files that resulted in some strange unrelated issues. I re-downloaded the whole game and am going through basic cleaning and config of everything. I'll report any issues once I get to DynDOLOD.
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LOOT & xEdit Not Pathing to STEP List
z929669 replied to Berzerkernox's question in Other Utilities Support
I run Win 11 without issue with MO, so probably not. Could be AV related or security, but I doubt it, since MO runs with VFS. It's almost certainly a configuration issue with the game or MO. I would seriously consider uninstalling MO completely (just backup your profile folder, and you can replace most of that stuff in your new profile), and validate SSE files via Steam. Again, follow the System Setup Guide carefully and the Tools section of the main guide. -
DynDOLOD "ErrorSelectingRenderedContent" The associated help for this message does not address this one. Logs PS: LODGen process continued on in the background, so I killed it myself.
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I can confirm that AMD Adrenaline 22.5.1 drivers resolved the issue. For kicks, I first factory reset my display drivers and tried AMD Adrenaline 22.11.1, and this indeed caused the OpenGL issue, so I can confirm that as well interestingly, TexGen processing of my same Step LO has increased approx. 4x from last version I used (alpha 98 and many previous versions). It used to reliably take 1:40-1:50, and now its upwards of 5 minutes processing. Generating billboards processing increased by a significant amount, but Creating textures portion at the end was the brunt of the increase. FYI: logs from the successful run for direct compare to my last if interesting. Logs.7z
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I got the OpenGL error running TexGen. Logs attached. No bugreport. I use AMD, so I will check my drivers next, but they have been same drivers for months now and no issues previously. Logs.7z Looks like I do have a driver issue maybe caused by Windows updates. I'm removing/reinstalling latest recommended AMD drivers now.
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Yeah, that's very good self advice. We always recommend following the guide exactly and verifying all is correct with the build straight from the guide (which we support, so you will get there). Then you simply copy this MO profile into another MO instance and modify what you want to change. That way, you can always start over with the working build. Otherwise, you wind up changing things and forgetting what you changed ... back to square one.
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It's always best to move slowly and deliberatively from the start. It winds up saving lots of time, because NOBODY doesn't make at least one mistake while executing hundreds/thousands of variable tasks. People who move deliberatively catch their mistakes as they are making them or very soon after. None of us hasn't made mistakes, so we have all been in this same boat. This is why Wabbajack and Nexus Collections are a 'thing'. But we prefer the manual process, because it allows one to learn, customize, and maintain one's own custom builds. It's like brewing: You can get the kit to make a decent kolsch (wort has been made for you, and every other ingredient has been chosen for you) OR you can brew your own from YOUR choice of grain(s), water, salt, and hops #2 is far more rewarding and empowering when you get a good result.
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ACCEPTED Flickering Meshes Fix (by nicola89b and gururaj20000)
z929669 replied to DoubleYou's topic in Skyrim SE Mods
We don't want that ticked, since we aren't using that mod. This mod provides these two meshes already for vanilla, and these are variants for RAD FMF provides both of these meshes for our setup without ticking this option. Looking further, these two meshes overwrite ELFX - Exteriors Fixes last in a whole chain, so I can't see any reason why we would choose this mod's RAD versions over the ELFX - Exteriors Fixes (vanilla) versions provided also by this mod as a compatibility option that you ticked: OMG Looking FURTHER, it looks like a mess in the FOMOD. Ticking ELFX - Exteriors Fixes (which is auto-ticked if we had that mod's plugin active) installs Pfuscher's non-parallax versions. Not ticking that option give this mod's non-parallax version. Riften is covered by this mod any way you choose it unless you select 'None' for Riften (which we do not) So it's ridiculously complicated. Either this MA made a mistake in the FOMOD or recommends Pfuscher's version over his if running ELFX Exteriors, so that one should probably be ticked for us (because I don't want to micromanage every MAs choices and FOMODs ... life is too short) Instructions are updated in accordance with the MAs recommendations for what we are running (except for SMIM, which we don't need): ELFX - Exteriors.esp (we use the meshes but hide this plugin, so we should tick the option to get the MAs recommended meshes) Riften Architectural Details (this mod has no plugin, so the MA recommends it only if using that mod, which we don't, so this remains un-ticked)- 64 replies
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- SKYRIMSE
- 04-foundation
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Please post back with the mesh rule mask you use for this, as I will add it to my own if it works.
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ACCEPTED Flickering Meshes Fix (by nicola89b and gururaj20000)
z929669 replied to DoubleYou's topic in Skyrim SE Mods
FMF 'fixes' certain meshes in vanilla or provided by other mods, so Riften Architectural Details is a mod for which FMF presumably replaces some meshes. We don't use it, so it stays unticked.- 64 replies
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- SKYRIMSE
- 04-foundation
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DynDOLOD Not Fully Honoring xEdit UI Themes
z929669 replied to z929669's question in DynDOLOD & xLODGen Support
Sorry ... Plugin.sseviewsettings (xEdit, from %LOCALAPPDATA%\Skyrim Special Edition\) TexGen_SSE_Debug_log.txt DynDOLOD_SSE_Debug_log.txt SSELODGen_log.txtSSEEdit_log.txt (for comparison) DynDOLOD.ini TexGen.ini The debug logs are not intended to show any issues with the LODGen process. They are incomplete runs simply to launch the apps and close/quit immediately once the GUI windows popped up. I'm only asking about the theme settings and initialization.

