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z929669

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Everything posted by z929669

  1. I personally find modding itself to be my hobby, and I know that the same is true for most guide curators and mod authors. Users on the other hand are just as likely to hate it. This is why Wabbajack and Collections are popular. I personally enjoy curating a recipe that (theoretically) anyone can follow. I'm pedantic, and I enjoy creating process. I don't like answering complicated questions from those that obviously don't want to put in the time to RTFM. I enjoy answering questions that indeed do need asking or that are simple to answer (or that are interesting). In this way, Wabbajack and Collections can make my life easier whilst allowing me to do what I like to do (which is not so much to play but to mod). Remember that modding began more as a tinkerer's hobby and turned into a sort of service with some unrealistic expectations from some that use the services. People that only want to click a button and have a modded build need to manage their expectations that such services are prone to error beyond a curator's control and that some level of troubleshooting ability must exist on the part of the user. Else such users should just buy Skyrim and play their hearts out. It's ready to go straight OOtB (hundreds of hours of this leads some to become modding hobbyists) Aside from all that, Step is a hobby site. Our primary goal is to teach those that want to learn how to mod Bethesda (and other) games. We do this, because it WAS a very difficult and confusing undertaking 10+ years ago when the information (much of it unreliable) was scattered across the internet. Only a few decent sites had limited guidance for the layman. Step was born for this reason alone. I do want to create a Collection at some point just to make life easier (or not?) and just because I like polish. But I can see it from both sides. THIS site was made for the "curious/tinkering" layman and NOT the "automate-it" layman, so our people will sound a bit old school and outdated perhaps. But there will always be curious/tinkering people that want to learn. This is our base and our target.
  2. Did you click the link in that error? Search MO data tab for this file. Probably provided by your water mod (e.g., RWT).
  3. This is key. I was unable to click on the problem mesh/glow, due to it always moving behind the fire bowl. I see you fond a position that seems to allow this. I'm looking into the fix now and will provide a fix today sometime. That said, I still wouldn't have known to add the emittance and change the effect reference. For reference on how to fix (thanks for the solution, Tech): This will be patched in upcoming guide 2.1.0 release.
  4. Very helpful, thanks. I will take a look at this tomorrow at some point.
  5. I can confirm the bug is also in my game. I know it's weather related, because it is worst in foggy weather. It only happens when looking into the crafting area from the SSW. It could be a bulb conflict, so let's see what @TechAngel85 thinks.
  6. I defer to @TechAngel85 on this one. He is our local lighting expert. I don't have this issue, AFAIK, so it may be a mod compatibility issue if you installed soemthing incorrectly or if you are using mods not included in our SSE guide.
  7. Unless Collections are supported by MO, there's not much reason for us to get involved with them, IMO. It would be in Nexus' best interest if they lent the resources to support MO dev in this regard. Many people will not want to use Vortex over MO just to get Collections working, but I think they would use them if it worked for MO.
  8. This could be bugged by one of your added mods and 'stuck' in your save. Try starting a new game without the added mods to see if this is the issue. If so, then see this link for a potential resolution.
  9. This is an exaggeration, and I have updated the note, which was originally showing the TOTAL cost of Aspens Ablaze WITH DynDOLOD 3D trees in LOD4 (Level0, as we use by default in the tree mesh rule). We should be mentioning the ADDED cost of AA 3D trees in the Rift, which is more like 10 FPS added performance cost relative to Billboard# (mileage will vary by PC).
  10. If this is a screen from your PC character, then it's not LOD and has nothing to do with DynDOLOD. If relaunching the game sometimes resolves, it has to do with asset loading issues. Never COC or COW in console to test this issue, as that can sometimes cause such issues. Always test on a fresh, new game by leaving a dwelling and city normally to properly load exterior resources. Then go to the location to see the result. If it's still like this, you have an issue in your mod list. Something wasn't installed correctly. Otherwise, it's very likely an issue in your save game. Double check that you have proper BethINI settings as well.
  11. Does this apply more/less to a specific game? Only LE/SE? Trying to determine the use case.
  12. Yeah, this topic is a bit out of date and should be unpinned. Unpinned
  13. This looks like a really good one to consider.
  14. Moved into a new topic, since it's a totally different question. You can research the "Specific Chunk" feature of DynDOLOD. It should be possible to do things like that, but it might be complicated to set up, especially if you ever need to regenerate.
  15. I've no idea about the auto-signature, but I went into your profile and enabled your ability to view signatures. The hide sig feature must be available for everyone from another user's sig, which makes sense. After your 20th post, you will be able to set your sig and see other settings for that in you Account Settings. This prevents spammers from doing stupid things like setting ads in sigs. Most spammers won't be able to post 20 times before we notice something's up.
  16. Well, duh. I was overthinking ... EDIT: also note that linked URLs in your posts should be updated to omit the hash, so first link ... https://dyndolod.info/Help/Mesh-Mask-Reference-Rules#Tree-Grass-LOD-Billboards should be ... https://dyndolod.info/Help/Tree-Grass-LOD-Billboards Otherwise, they point to the root page (has string ignored)
  17. When I created the Aspens Ablaze tree LOD models, I distinctly remember having to add the following config file in order to get TexGen to create the custom tree billboards. I forget if it was because they were too small to meet the threshold or if it was because they were custom trees undefined but for the AA plugin: DynDOLOD_SSE_TexGen_Billboards_aspensablazeesp.txt After doing some experiments, I'm finding that this file no longer has any impact: TexGen creates the billboards, even though they are custom trees with small z (< 500 U). Has something changed in the last umpteen iterations? I forget what version I was using when I created those. Second question: Is there a way to prohibit a given tree from being added to the BTO mesh using a config file? So if I want TreeAspen06 and TreeAspen07 from Aspens Ablaze.esp to NOT have LOD on the atlas, can I do this with a config file?
  18. I'm thinking it's not an issue, since that is one thing that would be reported, and as I mentioned, the MA is very responsive and updates with fixes very quickly.
  19. Thanks for confirming the weather. I will check it to be sure it's fixed in the update.
  20. It looks like you will need to remove or reconcile the conflicting FormIDs in one or the other. Just changing the flag would not affect the doubling up if I am interpreting correctly on Nexus.
  21. No problem. This is of course the same for DynDOLOD Output mod which holds files generated by DynDOLOD in ..\DynDOLOD\DynDOLOD_Output. Whenever you regenerate output from TexGen, move that to the TexGen Ouput mod, enable that mod, and then run DynDOLOD again so it picks up these corrected resources. Then move the output from DynDOLOD into the DynDOLOD Output mod and enable that.
  22. TexGen Output mod holds files generated by TexGen in ..\DynDOLOD\TexGen_Output Remove the files in the mod, rerun TexGen, and place the new output in that mod.
  23. Did you click the link in that message?
  24. Installed. Seems like a no brainer ... although I hate the FOMOD. I'm not going to test this thing for 2.1.0, so if we want it to make the cut, someone will need to look for issues. I expect it's fine, as no bugs reported, and the author responds very quickly to issues (all resolved). That said, I tacitly accept this one.
  25. The ENB will be updated in the next guide release this week. That said, your fires are definitely too dim. This was never an issue, so I recommend verifying that you have ENB installed correctly. Clean out all ENB related files and re-install with latest ENB runtimes.
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