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z929669

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Everything posted by z929669

  1. MO should not be run as admin. That causes all kinds of other issues. If it's not working when run at standard security level, then something else is wrong (e.g., install location of MO and/or game under UAC, etc.)
  2. Looks like bulk processing via TexConv and stitched objects via GPU may be the benefits for me then (AMD system CPU/GPU)
  3. TexGen from latest alpha 73 (TexGen reports as alpha 72 in the window label) runs at least 8x faster for me and without issue. Very nice.
  4. Latest beta 90 performs without issue for me and much faster gen than ever before. Ran two trials to be sure. First time I have not crashed during terrain gen since the beginning.
  5. Beta update with fixes uploaded to Nexus
  6. .... Enable xLODGen Output mod. Once enabled, double-click the mod in MO to bring up the mod's information window. Select the Conflicts tab. Terrain LOD will override roads provided by A Clear Map of Skyrim. At the top on the Winning file conflicts: pane, copy/paste a clear map into the filter box (top right). Select all lines in the filtered Winning file conflicts: pane. Right-click on any selected file and select Hide, and close the window.
  7. Updated instructions to account for slight changes in files to be installed.
  8. Updated instructions to account for new game requirement
  9. There are two colons in the arg: -lodgen -SSE -o:"DriveLetter:\Modding\Tools\xLODGen\xLODGen_Output" What did you enter? It may be in your xEdit mod or overwrite. You could also just search your OS for "xLODGen_Output"
  10. This is fixed: https://stepmodifications.org/wiki/SkyrimSE:1.0.0#Generation
  11. I'm guessing that one of DynDOLOD's default mesh rules has been revised with greater specificity and may be overriding one or more of CMoS-packaged mesh rules.
  12. I suspected as much and will do. Thanks for confirming. Saves me a step. I will load up HLT over the next week or so and do some texture work color matching that with CL (regular and brighter) as well as Hyperborian and vanilla (no need to post additional screens). T4 is fine with me posting an update/compat file for this and some of the other issues reported. None of this work will impact LOD models as long as none of the models with LOD imposters need modification (doesn't seem to be the case).
  13. One of the HLT users commented that the CL brighter snow option matches well. That wasn't among @Mousetick's compares, so curious to know if he tried that. i suspect that the CL brighter version is brighter but without the blue shift so is likely better but still a bit off. I think HLT will need two options for snowy trees: one option with a touch of warmth added (red/green) without lowering brightness and another with the same but a decrease in brightness to better match the dreadful ash color of vanilla and most snow mods. Do we have the same mismatch between other snowy trees and snow (i.e., not just the heavy, snow-piled trees but the ones that just have snow painted on the limbs)?
  14. I find Merged Plugin Guidelines for Personal Use to be a very good and practical reference for doing what you want using a couple of approaches, but also review The Method. We usually do patching and merging manually rather than using tools like Mator Smash and the like. These tools are handy for people that are experienced, but I find that it's just as much work and possibly even more, since you can never rely on any batch process to handle everything correctly. You still need to set things up properly and carefully review the results. I feel much better knowing what I have done myself and maybe comparing my own results with the results from a batch-processing tool. We also have several relevant guides on our wiki, but they are in need of updates: https://stepmodifications.org/wiki/Guide:Merging_Plugins https://stepmodifications.org/wiki/Guide:XEdit https://stepmodifications.org/wiki/Guide:Basics_of_Resolving_Conflicts
  15. I would check the entry for that cell/record in xEdit. It seems that there may be an invalid character used where an integer is expected.
  16. ... and that could take you much longer to accomplish the same task as disabling half, then half again, etc, as I explained. But I suspect fixing your INI setting as explained by DoubleYou may fix the issue; although, it makes no sense that this would not impact the vanilla game ... unless one of you mods is modifying that setting via INI
  17. Then disable half of your mods. See if the issue persists. If not, re-enable those and disable the other half. Check again. Continue this way until the issue is resolved and you find the mod causing it.
  18. You open the mod INI files and look for any settings that also exist in skyrim.ini and skyrimprefs.ini. If there are settings affecting shadows, disable those in the mod INI. It's probably fastest to disable all mods that have INIs to see if that resolves. Then you will know one of them is causing this. Then enable them one by one until the issue comes back. then you have your INI to fix. We don't support the guide you are following, and we have limited information, so you will need to troubleshoot like this.
  19. Only INI files for enabled mods can override the game INI settings. You should set up your game INIs using BethINI as described here. Once those are saved, test to see if you issue persists. If it does, you must go to your BethINI-edited INI files in the MO profile you are using and cross reference both of them against all of the mod INI files to see if any of those mod INI settings are overriding your shadows settings in the saved game INIs. You will not want to change all settings provided by mods. Just those that may be causing the shadows issue. See the INI reference doc for all relevant settings definitions. Your driver settings (e.g., ambient occlusion) should have no impact on whether or not shadows show up in game, but you may still want to take DY's advice on those as well. I use AMD, and ambient occlusion via my drivers does impact my display in game for the better, but it's redundant with INI and ENB settings .... and none of them toggle shadows for me.
  20. It's most likely an INI setting for shadows and provided by a mod (if this only happens with a mod installed). Look at each mod and see if one of them has an INI override. Aside from that, you can use BethINI to configure your game INIs and avoid issues caused by improper INI settings. Mod INIs load with their plugins when named accordingly. If you use MO, then I think the INIs will load with the mod regardless, but @DoubleYou will know for sure.
  21. I have to agree with both Tech's and DY's assessments. I don't mind the darker nights in RAID and like nights the best with this one. What bothers me is the lack of sky detail and color variation in RAID and the green shift. It also does not have enough fog volume in closer distance in foggy weather. I prefer the blue shift of CW, which I think is more realistic. I agree that RAID is the best vanilla enhancement though. But I think the detection balance of RAID may make this mod worth it. I suspect that the MA will improve upon the visuals over time with user feedback and XP. I will be keenly interested in any forthcoming updates.
  22. I agree. Nights are way too bright with CW IMO
  23. You have an incompatible plugin(s) associated with that missing script. Disable your perk mods or examine some of those form IDs in xEdit. You will need to find the mod(s) causing the issue.
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