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z929669

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Everything posted by z929669

  1. Step Uses Cathedral Landscapes, which is one of the better performing ones. Plenty of others though
  2. Using Alpha 60. TexGen isn't creating HD trunk billboard texturess (or the _[1|2].dds is being stripped from [or not added to] the texture names), and DynDOLOD is complaining: example TexGen billboard from log: [00:10] Creating billboard C:\Modding\Tools\DynDOLOD\TexGen_Output\Textures\dyndolod\lod\trees\dlc1treewinteraspensnow01_4eaf2dff_trunk with dyndolod\render\billboards\dyndolod\lod\trees\dlc1treewinteraspensnow01_4eaf2dff_trunk.nif DynDOLOD error for this tree: Warning: File not found textures\dyndolod\lod\trees\dlc1treewinteraspensnow01_4eaf2dff_trunk_1.dds. Used by meshes\dyndolod\lod\trees\dlc1treewinteraspensnow01_4eaf2dffpassthru_lod.nif DynDOLOD.esm DLC1TreeWinterAspenSnow01 [STAT:0200CE13] The DynDOLOD log entry was shared with me by @DoubleYou. I didn't bother running DynDOLOD when I saw this TexGen log, since I knew what would happen. I didn't see anything about fundamental changes to how DynDOLOD is doing HD tree billboards, so I think this may just be a glitch in a recent Alpha update (I haven't tested since Alpha 54, I think): TexGen_SSE_Debug_log.txt
  3. It's difficult to know what the problem is from screens, especially when they are different magnification. A video would show what you mean, I think. To test if it's ENB, load and toggle ENB off using shift+F12 and test like taht to see if it goes away. It's probably not ENB though. If you are using SSE FPS Stabilizer, that adjusts INI settings dynamically and could cause such issues.
  4. This is the first I am hearing about this ... T4 did the 'performance' models. I think they use custom textures that he created for these. You may be seeing these errors because the quality LOD are in the mod list maybe? Do you get similar errors using the quality LOD? I will need to look myself when I have some time, but I think the update was only to the plugin to allow for custom tree size.
  5. Yeah, I think that can be fixed via the plugin by messing with this stuff (at least, that's what the ragged flagon reflection fix is doing): @TechAngel85 would know with all the work he has done on RWT and lighting mods.
  6. I see no seam in that screen. You may be talking about sky meshes, but that's not the horizon seam fixed by ENB and CW. That would be further down (or my eyesight is worse than I thought). I honestly don't see any problem (and you must have a bionic eye)
  7. NOW I get it ... yes, never use these game 'features' ... that's the problem. This is a console hack I think
  8. It sounds like you need to rebuild your environment, including INI settings. Start with the Setup Guide, and then BethINI setup. If you go through this process from scratch. all will be fixed.
  9. Disable all but SKSE mods and see if that works. Then reenable half of the others, check again. Do this iteratively in blocks until you narrow it down to the single plugin causing the issue.
  10. Again, they aren't disabled unless they are unticked mods in the MO left pane. Does the SKSE error like the one you posted previously come up? What is the issue now? LOOT errors are reported at the top of the window when running LOOT. Just screen/paste that into response as with the SKSE error.
  11. I wouldn't merge unless it's necessary. 242 is fine as long as you are counting all plugins, including vanilla. Please post your most recent error (SKSE and/or LOOT)
  12. Yes, you can only have 255 (non-ESL) plugins installed (including base-game and CC plugins in right 'plugins' pane). Merge plugins in that case. otherwise, the procedure I outlined will help you to isolate mods in question and get everything aligned.
  13. OK, I recall that you were looking at this as an alternative, but you obviously have looked more closely at this one since. I haven't dug into this at all really. Just noted the update and was reminded by that.
  14. Mod updated on Nexus. We should probably compare against ENB Light, since that mod is not maintained and a WIP.
  15. Great tho hear it. We're looking closely at your glacier mod for next guide iteration. I saw you troubleshooting some LOD steps here in recent days. It looks very good. I'm off topic for sure now, so sheson please forgive.
  16. Step has been suggesting Billboard4 (and Billboard1) for a while now for all LOD levels as a 'performance' option for trees in object LOD (versus Level[0|1|2]). Both react well with lighting. It can give back a lot of FPS with some mod LOD (e.g., Aspens Ablaze). My XP is that Billboard# is always a bit flatter and darker (and fuller) in game than the 3D models, but they never seem to suffer from some of the alpha threshold issues you get with really branchy trees in LOD. The Alpha version of DynDOLOD also has some really nice improvements for creating tree LOD as well.
  17. It could be similar to the Ragged Flagon reflection fix, I think.
  18. yep, I'm keeping up to date, even though nothing but SKSE and Address Lib is updated last I checked. just waiting around for months I guess.
  19. It would be helpful if you show a screen with ENB toggled off using shift+F12 I assume it's the shadow of the bow of the boat appearing 'lighter' than background? need the w/wo ENB to verify the effect though. It's probably a mesh issue though. I forget which mesh it would be (water mesh, water reflection mesh, etc.).
  20. Good summary. Lesson learned: never store anything important in your horse's inventory. In fact, I think it's bad to have a container attached to a horse. much better that a horse increases your own carry capacity wile you are riding it or within x distance of your mount (or x time after dismount). Many of he quirks stated are why using a horse never caught on for me (disappearing horses, or unable to find horse, or lost items, or wasn't followed, etc.) That said, I vote for this mod and TTaH (and possibly the horse stamina mod mentioned) IF when combined, these mods do not present the compat issues of Convenient Horses.
  21. The appearance of a 'subtle' seam is subjective. Something like the seam will always be apparent at certain time of day and using certain weathers. Does the seam disappear when you toggle ENB off using shift + F12? If so, you are good, Nothing is perfect. If not, you either have Cathedral Weathers or some mod configured incorrectly for CW compatibility. Or you may also need to try another ENB (we haven't extensively tested any of those listed besides Cathedral Minimalist ENB)
  22. Please re-read my post you quoted. I don't feel like you are understanding the problem. You don't need to 'downgrade' your Skyrim. You only need to ensure that your SKSE-related plugins are compatible. I recommend that you re-upgrade back to SSE 1.6.xxx, but that's beside the point. Everything is compatible with 1.5.97, but proper versions of SKSE-related mods may be a bit confusing either way. Also, many other mods you have may require different game versions. You may need to disable ALL mods besides SKSE and SSE Engine Fixes if you continue to have problems using the process I describe below. To be clear: Your mods ARE enabled. Mods are enabled in MO left pane. The error you are getting is SKSE saying "The following DLL files are incompatible with this version of SKSE (or the game)". DISABLE the following mods in MO: Fuz Ro D'oh FISS ? (need to search the MO Data folder for the other DLL files to see which mods provide them) Open MO and go to the 'Data' tab in the right pane In the filter field under the right pane, begin typing in the name of the other files one at a time (hdtsmp64, jcontainers, simplyknock, storageutil) For each of these files, the Data tab view should filter to a single folder that you can expand to see the DLL file and the mod providing that file. DISABLE these four remaining mods by unticking them in the MO left pane. Sort with LOOT Note LOOT messages up top about SKSE version. If it looks good ... Close LOOT and launch the game. If all errors go away and the game menu comes up, quit to desktop Revisit the Nexus page for the 6 mods that were disabled, and download the versions needed for your version of Skyrim (1.5.97 or 1.6.xxx), and re-enable the 6 mods after. DONE. have fun. If LOOT complains that SKSE is wrong version, revisit SKSE downloads and grab/install the proper version for your game version (SE 1.5.97 or AE 1.6.xxx) Re-run LOOT to verify no SKSE complaints. Close LOOT and launch the game. If all errors go away and the game menu comes up, quit to desktop Revisit the Nexus page for the 6 mods that were disabled, and download the versions needed for your version of Skyrim (1.5.97 or 1.6.xxx), and re-enable the 6 mods after. DONE. have fun. The method Mousetick mentions above is useful but better for people that understand the mod files well. My approach above tells you the mods that are causing you issues so that you can troubleshoot those mods and get the proper versions. Post back with results or questions about this process.
  23. This message appears when you have SKSE-dependent mods that have DLL files incompatible with your version of SKSE. Be sure to check each of these mod's SKSE requirement so that they are all in sync. You cn use MO right pane (Data tab) to filter those file names listed (type file name in lower right filter field). Expand the folders filtered in the Data tab to see what mod provides the file if it's not clear by the file name.
  24. Hmmm ... never tried that. I guess a horse IS handier than I had thought in Skyrim. Now that's what I'm talking about, what a PITA
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