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z929669

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Everything posted by z929669

  1. You should post all of your logs on the DynDOLOD topic as explained in that OP. If it's an xLODGen issue, you should post those logs here as explained in this OP. Log files and bugreport.txt are what's needed for the issue to be diagnosed beyond speculation.
  2. I'm in the process of revising this in all guides. It requires a bit of work to make everything clear and cohesive.
  3. Zactly. I just was waiting for you guys to see for yourselves I only dug far enough to recommend a solution (use the plugin from this mod, since it's ESL).
  4. Correct. We're hiding that one. Just saying that "ELF Fixes.esp" references that, and there may be similar fixes as defined by the Ragged Flagon plugin. EDIT: EnhancedLightsandFX.esp probably doesn't reference this texture, which is why this mod has the plugin to fix ... which works for our purposes. If we wanted to use "ELF Fixes.esp", we would need the master, EnhancedLightsandFX.esp. We may want to look at "ELF Fixes.esp" and forward some of those changes into our patch.
  5. Please create the mod topic so it gets attention and related comments land there rather than here. Thanks
  6. This link was already set in the mod info box. I created 'blank' 2.0.0 recommendations to keep them separate.
  7. Could you create the mod topic? Then it will get more eyes.
  8. We should probably mark these changes in the Changelog post-installation area up top so that we don't miss the updates.
  9. Agree, this is what I have selected.
  10. We are, but that's part of the problem. The optional plugin points to the mesh cubemap, data\Textures\cubemaps\ELFX\raggedflagon_e.dds, from ELFX, which must not be correct in "EnhancedLightsandFX.esp", hence this patch. Data\Textures\Cubemaps\WRTemple_e.dds from Skyrim.esm is used without the plugin ref. Easy test. just use the Thieves guild option in Alternate Start with mods installed as per the 2.0.0 WIP instructions. EDIT: The plugin is ESL flagged, so we should just use that. Wiki instructions modified.
  11. I already updated that post above. See this post for the solution:
  12. Note the reflection is waaaay off in the Ragged Flagon: Fixed by using "ELFX Fixes Ragged Flagon Fix.esp", which we are not using in testing ATM: We either need to use this plugin or forward these changes into the CR Patch. I suspect the same is true for some of the fixes specified by the other plugin we are making optional: "ELFX Fixes.esp", which has "EnhancedLightsandFX.esp" (which we are also making optional)
  13. I'm not sure that this is a RWT issue and could be related to ELFX (and ELFX Fixes: see ELFX Fixes Ragged Flagon Fix.esp): note the reflection is waaaay off: Fixed by using "ELFX Fixes Ragged Flagon Fix.esp", which we are not using in testing ATM
  14. Alpha 56 works without issue for me. Thanks
  15. Agree. I will get to it over the weekend unless someone beats me to it. TG family arrival today.
  16. I'm having same issue, with latest alpha. Exactly. VRAM is fine, GFX card is fine as always. I'm running against SAE 1.6.323. Same mod list as I recently ran without issue using Alpha 53 against SAE 1.6.318. No bugreport.txt. Repeated 4x. TexGen_SSE_log.txtTexGen_SSE_Debug_log.txt
  17. This table is for reference. Refer back to it later, but don't install anything but what the guide tells you. We'll need to fix this piece, but ignore xLODGen for now and continue
  18. As stated prominently at the top of the guide, 1.0.0 is not supported under Skyrim.exe 1.6+ (including AE) so this is irrelevant to the guide.
  19. Discussion topic: SSELODGen by AUTHOR Wiki Link sheson's xLODGen Support Topic
  20. Those are sheson's instructions on the xLODGen topic, which are accurate but not aligned with the Step SSE 1.0.0 guide I linked previously. Just follow that guide I linked from top to bottom. if you are on xLODGen piece, then you should be all the way down at utilities in the guide (much further than I would suspect). I suggest you start at Step 2 and reaffirm you have all of your tools and modding environment set up correctly. For this mod, all you need to do is follow our instructions but only once you have gotten through most of Step 4. In Step 5, you will be instructed how to use this mod.
  21. Good to know. I will still check it out, but we can remove from testing if you like.
  22. See edits to my previous post. Also 'AE' and SSE use the same version of Skyrim.exe, which has been updated by Steam. You will need the latest versions of SKSE and other mods supporting this either way. See the links in the warning at top of the guide I linked in my previous post. This will also show you how to properly set up MO (and every other thing you need to do for modding the game)
  23. Discussion topic: Skyrim Skill Uncapper(fixed) by vadfromnu Wiki Link
  24. Good find. I will create that mod page for some basic testing. Then we will likely switch this out for that.
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