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z929669

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Everything posted by z929669

  1. IIRC, you ended up merging several of the Krypto patches into the four CR patches you made. That's what I mean. It would be ideal to know which ones you combined into each of those. I should be able to deduce, but that will take more time, as I will need to download all of the patches we used to have plus any new ones added and compare to each of the four. I could have sworn you posted some details on this somewhere, but maybe you have some notes or memory on it?
  2. We used to include 01-Tools as a mod table, but that's now been incorporated into the System Setup Guide
  3. Updated screenshot compares I think I will modify the source textures of the fieldgrassTU(14-17) variants to have slightly reduced brightness at the leaf tips. This high contrast is the main problem when normals are added. The same is true for a couple of the field grasses. These will be provided as options rather than replacements.
  4. Click on the error next time. It links to the resolution. Also see the pinned post on this very forum for the solution.
  5. Grass output will go into the SKSE mod if you set it up as I have (I do plan on using a separate mod specifically for SKSE-related output that in the future in my personal setup as I mentioned ... I DO think this is both instructive and efficient) Step is specifically and primarily geared towards 'teaching' novice users how to mod by providing/consolidating clear resources and instructions at fingertip. That's why we began the project: to consolidate and maintain relevant and otherwise disparate information on modding. It is secondarily concerned with 'convenience', so RTFM is expected with this philosophy. Collections are something I plan on supporting with Step to cater to the users you infer. There is value in that ... BUT isn't it funny that many compaintive users often choose to deviate from recommendations and are bothered by the concept of RTFM? Many will manage to break even a well-designed Collection, I'm sure. People tend to want what they want in the moment. We are annoying creatures in that way sometimes
  6. You need to revisit ACMoS mod and DynDOLOD runtime settings with respect to that. This isn't how the map should look if you followed the LODGen instructions properly. Take your time, expand all mod table instructions, and configure DynDOLOD_SSE.ini and BethINI as instructed.
  7. We'll just want to know if the default SPID config is reasonable. I'm not the best judge of this, since I really don't play the game much outside of testing, and I'm no lore expert when it comes to specifics like NPC vanilla behavior. I've spend all these years working on refining the look/feel of the game rather than gameplay specifics. The other admins have much more XP than I with respect to what happens in the game by default and when. It's been too long since I had a real playthrough. I quit at like level 57 at that time and had only progressed a short way on the main quest. I am very picky about RPG gameplay and get easily put off by predictability and repetition and don't want to spoil it for myself. I'm waiting until the game is totally fixed and near perfect ... which may be never
  8. For Helgen to look correct, check the options in Embers for "Disable Helgen glow" ... toggling this on/off will give you the look you want I think. As DY mentions, disabling particle lights and possibly using the "Optimized" setting in Embers FOMOD should give you better performance.
  9. Discussion topic: NPC AI Process Position Fix - NG by Maxsu Wiki Link New mod updated for AE and the latest runtime. Uses same config as original. This one is a no-brainer, so I vote to accept out of the gate.
  10. Indeed. Topic created. Un-tagged this for testing, re-tagged as dropped.
  11. Anyone up for researching the new SPID compatibility for this mod and if we want/need to configure the SPID config to accommodate Step?
  12. I had thought you posted the patches that were merged into the Step patches somewhere. Can you share a link or data? We're going to want that to assist with knowing what needs to be checked. I think some relevant new patches have also added to the hub.
  13. Since it's the same code updated to the latest runtime, I vote to accept for 2.1.0. Marked for testing (just as a formality).
  14. Yes, I had enabled the optional plugin with limited impact. Probably the mesh conflicts from other mods. There are far too many mesh conflicts to evaluate, so I think I'd rather use a rule of thumb for override order. Not sure what that is at this point, TBH.
  15. It's the same for both (-sse), because they are both the same game. AE implies SSE with new free CC content (and potentially ALL additional paid CC content). Dyndolod does not distinguish between the two. SSE 1.5.97 runtime does not equate to SSE 1.6.xxx, but they are both SSE, regardless.
  16. See this post and the several follow-ups. Essentially, WMF is fixing some things that this mod isn't and vise versa (in those shots ... there could be more instances). I honestly thing the MA hasn't responded, because sorting out the specific textures in this mod that need correction (relative to WMF) is a bit of a chore. It's not clear what we are asking to have fixed in this mod. I'm not prepared to switch gears yet from my current project (revising complex grasses ... nearly finished), lest I mess that one up trying to do too much.
  17. Message sent and read on May 27. No response back, so he must know.
  18. You had mentioned that you are using EVT, so first, be certain that you are using a file from the latest version specifically made for use with DynDOLOD 3. For settings, certainly review the links sheson has provided. If you look in the Nexus mod description and posts OP, you will find a LOD Instructions link to our SSE LODGen guide that provides general settings for TexGen and DynDOLOD as well as specific recommendations for "3D trees" mesh rules and some other key recommendations that may or may not apply to your needs.
  19. From the forum posing instructions at top of this forum's parent. You will need to provide logs as instructed in the OPs: Search the forum using the relevant keywords. Read the OPs! DynDOLOD 3.x OP1, OP2 DynDOLOD 2.x xLODGen OP1, OP2 Skyrim TVDT (occlusion) Post logs & bugreport.txt from the installation folder. Text sharing services like Paste.ee Each run log is appended to the existing log. Truncate logs to last meaningful full run. Post size limits: Watcher: 1 Mb, Citizen: 2 Mb
  20. It works. Super handy. SolidifyA seems best, but B and C also work
  21. Try using More Informative Console to identify the meshes/textures and searching for them in MO Data in right pane using the filter. This will tell you what mod is providing the assets. Almost certainly CL, but I'm not in a position to verify ATM. This sort of thing can also happen after loading a save and using COC/COW via console. I assume you aren't using TFC in the shot you posted (i.e., this is not LOD). You should also try loading up a new game to see if the issue persists. I assume you have all mods installed in the guide? Your issue is almost certainly with CL and/or BDS, so I would double check those install instructions.
  22. Did you disable the Cathedral Landscapes 'TEMP' mod to be used only during terrain LODGen? That may cause such issues. If you don't have that 'mod', revisit CL install instructions. It's one case where we don't instruct to merge multiple files from the same mod. If you did that, simply reinstall, choosing 'replace' for the main file, and then install the TEMP add-on.
  23. See the guide links at top of forums. That's what we recommend
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