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z929669

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Everything posted by z929669

  1. If you are running the Step Skyrim SE 2.3 build, I suggest you revisit 08-Character Apperance ModGroup, and reinstall all those mods according to the instructions.
  2. Assets are actual files rather than game records in xEdit. Look for those scripts in the Data tab of MO (if you use it). You have to enable archive parsing in settings > Workarounds to see conflicts in BSAs. You can also look at those ACTI and CELL records in xEdit to see their paths. If you really don't have any mods installed other than what you mentioned, then these could be benign warnings. Ultimately, if you want to understand these errors and if they are problematic, you should post in DynDOLOD support with your logs as described in that OP.
  3. Those scripts are probably being overwritten by the wrong versions expected by your plugins. Look for script asset conflicts, and try to resolve them.
  4. You should make the MA aware. Navmesh or AI patch is likely needed for this mod.
  5. I've discovered the Deathbell does not react to ENB OBJECTGLOW due to the Tree_Anim shader flag in the NIF. Also, the NIF doesn't map the glow map, even though it exists.
  6. If you acquired it from Steam, then verify the files through Steam and then launch the game trough Steam.
  7. If you are running the latest version of the game and not some downgraded version, follow the SSG to initialize the game properly and restore the default game folder. Then skip down to relevant pieces of MO First-Launch Setup. I'm assuming you are not following the Step Skyrim SE Guide, but that is another option ...in which case, you will still be following the SSG to start.
  8. See out INI guide on iShadowMapResolution. Use values divisible by 8, or that match common texture sizes. Are you using BethINI Pie? If not, then try that and then get back into the ENB stuff you were tweaking. Here's our recommended settings guide for BethINI. I recommend setting the BethINI Ultra preset if you have a powerful PC, but otherwise, follow that BethINI guide exactly. It will ensure you have sane settings. Manually managing the game INI settings can cause strange GFX anomalies if even one or two specific settings are not kosher. Environment, Shadows, Visuals, and View Distance sections are particularly important, but so are the others, especially if running ENB.
  9. No time to confirm on my end right now, but this seems like an ENB-specific issue, so I would post your example on the ENB Discord. It seems like as total shadows increase (due to setting max distance), shadow quality reduces. Please let us know what you learn.
  10. The guide is outdated now that we have an SKSE version of NGIO, and much of it no longer applies. We'll need to update a lot more than this piece, but thanks for letting us know.
  11. If you used the v2 version for SE/AE, then you should not need to repeat with v3.1
  12. Use the MO Data tab (at right). Find what mod is providing RockCliff08.nif by typing that in the filter. In MIC, you can hover the pointer over Textures: [9] and press Shift to drill into the textures to find their names and use the MO Data tab for those as well. You can determine what plugin is modifying the record by loading xEdit via MO and pasting in those Base and Ref IDs. You can also look at the *.nif in NifSkope to find the textures it expects under the BSTriShape>BSLightingShaderProperty>BSShaderTextureSet
  13. So here's my testing results using Step Heavy ENB. Note the WINDOWLIGHT and OBJECTGLOW settings for IntensityInteriorDay and CurveInteriorDay (the settings that apply in this situation and ToD): The following demonstrates coupling of OBJECTGLOW to WINDOWLIGHT settings due to use of default glow maps (no alpha): Default glow maps (no alpha, ENB 503, Step Heavy preset) Default Step >> no WINDOWLIGHT >> high WINDOWLIGHT >> no OBJECTGLOW >> high OBJECTGLOW The following demonstrates DEcoupling of OBJECTGLOW from WINDOWLIGHT settings due to use of modified glow maps (black alpha): Reglow maps (black alpha, ENB 503, Step Heavy preset) Default Step >> no WINDOWLIGHT >> high WINDOWLIGHT >> no OBJECTGLOW >> high OBJECTGLOW The following is a comparison of default Step (glow maps with no alpha) to Step using the modified reglow maps (glow maps with black alpha): Default Step (no alpha glow maps) >> reglow maps (black alpha) with optimal intensity/curve: Conclusion: The reglow maps (with black alpha) work nicely in terms of decoupling the WINDOWLIGHT settings of these chaurus egs and Embers XD embers, but the quality of the glow of the Embers XD reglow maps is worse than when they are controlled by WINDOWLIGHT for some reason. The chaurus eggs seem fine. However, the embers are red shifted a bit and not quite bright enough. I'd like to be able to increase the OBJECTGLOW intensity to maybe 0.30 and reduce the curve < 1.00 to get rid of the red shift. Baybe some other settings woiuld be useful to fine tune OBJECTGLOW settings. EDIT: It's worth noting that the chaurus eggs (provided by both this mod and Particle Patch) reglow maps work great, and there's no issues as with embers. The same may be true of the other reglow maps provided by this mod and Particle Patch. The issue seen here is solely with respect to Embers XD reglow maps which neither this mod nor Particle Patch include. Also note that Particle Patch includes all the reglow maps of this mod and many more, so I haven't tested if there's any difference between the two with respect to anything but the chaurus eggs (no difference, results not shown here). This mod is overwriting Particle Patch in all the screens. However, this mod's redone glow maps are specific to the mods used in Step (see "Compatibility" section under this mod's Nexus Description), whereas the Particle Patch revises the vanilla glow maps, so this mod should override all conflicts, including Particle Patch.
  14. If you are following the Step Skyrim 2.3 Guide, then the installation instructions for NGIO are relevant. MO2 shouldn't be packaging GrassPrecacher.py.
  15. This is what you see if you generate the LOD patch and then change the Load Order (of the plugins) in some way (by either sorting the LO differently or adding/removing a plugin). The result is that the LO is no longer compatible with the LOD patch and needs to be regenerated for the current LO. This could also be conflated by the parent/child worldspace configuration (in the DynDOLOD GUI) under which you ran DynDOLOD. Regardless, it's all guesswork without the relevant logs and your current LO. Moved to DynDOLOD support. Please upload your logs. You should also be presented with posting instructions as you reply to this.
  16. It sounds like you may have an outdated version of Grass Generation MO2 Plugin v3.1. Can you confirm that this is the version from which you copied GrassPrecacher.py? I also updated the NGIO instructions to download this latest version of Grass Generation MO2 Plugin Lastly, I did notice that the GrassPrecacher.py file has some new code: The left is the older v2 of the working plugin, the middle is the new v3.1, and the right is my edited version (still untested by me). Can you verify that the GrassPrecacher.py file in the middle is what you are using? I changed my copy, because "skse64_loader.exe" should be the default and not "sksevr_loader.exe". This should not make any difference, since the code is looking for the second one if the first isn't found, but it just seemed incorrect to me.
  17. It's in my screenshots. The one or two it isn't is because it's just not in view. Update to ENBSeries 503, and run the game once. Then check your INI files again to see any updated effects/parameters at the end of the file or the relevant section. They might only appear in ENBSeries.ini. I will soon be updating the Step ENB files once I finish testing, and they will have everything. TIP: Use WinMerge to compare your files/folders before/after they update.
  18. We retained SLSR in the guide due to the Smooth Shores Patches, but it's fine to install neither if you wish. This will probably be how we do things in the next guide version.
  19. Moved into DynDOLOD Support forum. Please provide your logs
  20. Update to my update: I had neglected to toggle OFF IgnoreWeatherSystem under OBJECTGLOW, and all of the settings in my previous post are edits to the ENB weather-specific configs (as shown in the screens) . So I will need to update my compares when I find the time. It all works just fine
  21. Well, if you use console TFC TCL, it's not really 'normal' gameplay, but this is expected. I believe these settings are what you want to increase (maybe just fShadowDistance). These are the values if using BethINI Ultra preset: It's probably not noticeable in most situations during normal gameplay though.
  22. As I mentioned previously, disable the shout mods, and test on a new game or a clean save created before they were installed. Verify the problem is gone, and then enable each, one at a time, testing on the same save as previous, repeating all the actions that led up to the freeze. Then test each in combination with one of the others, then two of the others until you reproduce the issue. Once you are pretty sure which mod is causing the problem, you can research further or just not use it. Or use google: https://www.google.com/search?q=shout+mods+cause+game+freeze
  23. Update to my last: Changing UseOriginalPostProcessing to 'false' has no impact. I am still unable to affect relevant objects (with black alpha) with OBJECTGLOW settings.
  24. Moved to DynDOLOD Support. First check this post.
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