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z929669

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Everything posted by z929669

  1. It's a fix to a mod-supplied script though so more of an extension to XP32 fixed scripts, so I think it rides with that mod EDIT: ... and now I see your comment on that mod. I must revert and agree with you now
  2. Marking accepted and adding to the guide
  3. This mod is not compatible with the WIP guide until it is updated for the latest version of the game.
  4. This sounds like good advice to me. I advocate setting this up and testing
  5. Please read the DynDOLOD documentation for all answers. As explained in the documentation, there is no reason to use the treeLod= INI setting under DynDOLOD 3. It's all handled in the GUI. If you are using DynDOLOD 2, then you do need to fuss more with the INI settings. You only need to run TexGen when your mod list changes. This can be used for multiple outputs. Install DynDOLOD outputs into separate mods and activate them independently.
  6. That doesn't work for me for some reason
  7. As mentioned in the OP and the forum rules checklist, you should truncate your logs to the last meaningful run. you probably have several or more DynDOLOD sessions recorded in those logs. 330 Mb is insane. I normally delete my logs folder between runs to avoid the issue.
  8. They are overly aggressive with their notifications. User should have the option to hide it, or it should only display on a new session. As it is, having the 'x' to close it is redundant, since it comes back on any page load/refresh.
  9. Won't that block ads for the whole page? ... and is it an ad? Seems like a site header element, but I haven't looked.
  10. I don't even notice this message at game start and don't recall having seen it. What I'd really like is a way to get rid of the annoying zombie-collections banner on Nexus.
  11. I agree. That's why I cleaned all of them in my setup (contrary to our recently revised recommendations). I posted about this on our Discord. I just cringe at the thought of supporting this and adding back those instructions, but it may be wise to do so.
  12. Added version tag for posterity so we know the version from which it was dropped
  13. No, we aren't supporting Wabbajack, but we do plan on creating a Nexus collection for 2.0.0
  14. Just curious: are you running Fixed Mesh Lighting with the trees option? This will break LOD for trees, and this fix is not needed for Aspens Ablaze, since mindflux added that mesh tweak in his recent update. I would argue that it's not a good 'fix' for most tree mods though, because it trades off less glowing branches on some faces at night for worse looking shadows on some branches in day and broken LOD. It works well for AA though, since those branch faces pretty much all face up and out in most directions. I defer to sheson on advice about that crappy looking billboard. I've never seen that. You probably will want to post your tree report file \DynDOLOD_\Logs\DynDOLOD_SSE_Tree_Report.txt
  15. See the Tools Setup part of the guide to get the tools shown properly configured in MO. Then you should be cleaning with xEditQuickAutoClean rather than xEdit if that is what you used. If you follow these instructions, your SSEEdit Backups folder will be in an xEdit Output mod instead of Overwrite ... but it doesn't really matter. If you want to replicate this from your current circumstance, right click the Overwrite and select "Create mod...", and call it xEdit Output. Position this mod just after the vanilla game files. SSEEdit Backups contains all of the plugin files you have modified with xEdit or any other xEdit based mod to which you direct the output likewise. These are just the vanilla files in your case, and these were replaced by the 'cleaned ones'. To start over, copy these plugins back into your Skyrim Special Edition\Data folder and rename them to replace the cleaned ones and use xEditQuickAutoclean instead. If you are doing the vanilla files, you may as well do all the CC files reported by LOOT as well
  16. Fixed. thanks for reporting
  17. Can you elaborate? You created a new lands mod or you are trying to port your LOD? Why is this a Creation Kit problem? It seems like a MO config / LODGen problem. Terrain LOD output goes wherever you tell MO to place it. Overwrite if undefined. We tell users to direct it into the xLODGen directory outside of MO and then copy it to a mod inside of MO. As instructed in all of sheson's LODGen tools, installation and output locations should be outside of MO VFS per best practice.
  18. Just what the error says. You need the correct version of the Address Lib mod for your version of the game/SKSE. You should check all of your SKSE mods to ensure you have proper versions of all of them for the version of the game you are running. Anyway, this is not the right topic. Read through this topic:
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