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z929669

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Everything posted by z929669

  1. No, we aren't supporting Wabbajack, but we do plan on creating a Nexus collection for 2.0.0
  2. 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
  3. 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
  4. Fixed. thanks for reporting
  5. 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.
  6. 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:
  7. 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.)
  8. Looks like bulk processing via TexConv and stitched objects via GPU may be the benefits for me then (AMD system CPU/GPU)
  9. 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.
  10. 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.
  11. Beta update with fixes uploaded to Nexus
  12. .... 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.
  13. Updated instructions to account for slight changes in files to be installed.
  14. Updated instructions to account for new game requirement
  15. 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"
  16. This is fixed: https://stepmodifications.org/wiki/SkyrimSE:1.0.0#Generation
  17. 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.
  18. 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).
  19. 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)?
  20. 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
  21. 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.
  22. ... 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
  23. 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.
  24. 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.
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