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z929669

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Everything posted by z929669

  1. Install the widescreen fix anywhere under Resources or Extenders (if meets the mod's requirements). The others should go just after their corresponding mods.
  2. There are some options for Tempered Skins for Females and possibly Consistent Older People, but you can check what her records are using More Informative Console (Install in Resources section or Extenders). Then you can find that in xEdit to see what may be altering her head. I'm not as familiar with the TES characters as most around here.
  3. Ha! That's the mod @notcyf mentioned inthe post above, and I was steering him away from it ... well, it helps to know one of the 2-3/100 I guess. We should probably make a note of this in the guide. Good stuff.
  4. Why not use SSE Display Tweaks to modify resolution with the posted settings? ## Set the game resolution. Only applies in windowed and borderless fullscreen mode (when Fullscreen=false). # # Provided for convenience. Easily scale or set the resolution in windowed/borderless fullsceen mode. # # Note: These options override iSize W and iSize H in SkyrimPrefs.ini. They have no effect when commented out. # #Resolution=1920x1080 #ResolutionScale=0.75 Use the BethINI settings as instructed by the guide and make adjustments to SSE Display Tweaks. Remember that there can be conflicting INI settings, so having two things set to do the same thing is either going to be redundant or conflicting. Same goes for your display drivers. your display resolution isn't as common as 16:9 and 16:10, so you will need to tweak and test between game INIs, SSE Display Tweaks, and your video driver software. This is why you should set game INIs at a baseline and leave that alone until you have thoroughly and independently tested SSE Display Tweaks settings and driver settings. There could be hundreds of combinations of settings, so you will need to be methodical. I wouldn't add the Widescreen Fix to the mix until you know for certain that it is impossible with these three and your hardware.
  5. You will need to post bugreport.txt from folder containing xLODGen.exe ... I also missed this file when I was having a crash issue. I had been looking in Logs: ..\xLODGen\bugreport.txt
  6. In SSE Display tweaks, set: Fullscreen=false Borderless=true ... and read through the other settings. Also, visit our BethINI recommendations.
  7. In SSE Display tweaks, set: Fullscreen=false Borderless=true ... and read through the other settings. Also, visit our BethINI recommendations.
  8. You probably need to refresh browser or clear cache
  9. Thanks for pointing this out! Removed the redundant instruction.
  10. I don't have any of these issues either, so cannot speak to this. It's either an upstream configuration (human) error or a hardware/software limitation causing this issue. Suggest following the Skyrim Setup Guide to rule out improper config. This is exactly why we wrote it
  11. Could be any number of things, but my first idea is to make certain that you are running the latest SE version of SKSE64. It's most likely a config issue, and could be related to UAC. Try following the Skyrim Setup Guide to get your environment configured properly. We created this exclusively to avoid issues like this.
  12. We do also use the MM LOD pack in our guide, but my experience with the MM LOD is that distant mountains are white and a bit grainy. When they load full, they look totally different (like they should). The mesh rule I mentioned (from OP BTW) resolves this completely, so I think the MM LOD files may be the grainy ones. I assume setting to Level0/1/2 overrides these in some way (maybe the LOD shaders don't get used):
  13. When running DynDOLOD 3 alpha, create a new mesh rule: mountains | Level0 | Level0 | Level1/2 (VWD | FarLOD) Then set distance LOD under DynDOLOD settings in game to something like (LOD4 | LOD8 | LOD16) 50,000 | 100,000 | 200,000 ... you can play around with this setting. This all could cost you some VRAM but FPS should not be affected much if at all. PS: these settings should also work for DynDOLOD 2.xx, but level names are different.
  14. I do have a bugreport.txt. I assumed it would be in logs dir and not base dir. I will PM it to you, as I don't know how to interpret.
  15. It's not reliably reproducible. The file I posted contained two separate errors that occurred in two runs one after the other. The third run went without issue. All three runs were exactly the same but for the time.
  16. Yes, not sure if this is informativeAppErrors.txt
  17. So no bug report or anything useful. All logs for this run attached, including TexGen logs in case they have any clues. I am running again and will watch the DynDOLOD xEdit process this time ... meh. Logs.7z EDIT: My DynDOLOD settings for these failed runs. This is the only piece for which I have made any changes. INI settings haven't changed for past 20-ish successful runs. Maybe the Billboard2 changes for the wrTemple* trees? I assume all settings here have fallbacks. EDIT: Well, I guess the app wanted my attention is all. Absolutely no changes aside from me watching it for 20 minutes straight to confirm the LODGen64 process started without DynDOLOD closing. Completed successfully this time with those settings.
  18. It's strange and looks like it's going to happen again. Symptom is that the DynDOLOD xEdit window closes, while LODGenx64.exe process continues running. Once that is finished, it just closes, so my issue is the DynDOLOD process. I will post relevant log(s) once completed.
  19. DynDOLOD quit unexpectedly after about 40 min with no helpful details but for the following from end of LOSGen_SSE_Tamriel_log.txt: ... plants\srg_shrub01half_n.dds=7: 2162 -> 2245 | 130, 4 Log ended at 2:29:57 PM (35:41) Code: 0 What is "Code: 0"? First issue I have had for alpha 33 (I have run with many varieties of settings around 30x on full modded setup). The new *Threads* INI params have completely resolved memory management issues for me (32 Gb system RAM, 8 Gb VRAM here), which occasionally 'broke' running object LOD in 2.xx beta when upwards of 30 Gb system RAM utilized. I will run again and post back with more detail if issue repeats.
  20. If you are using EVT - Lush/Large with the Alternative Trees optional file, then this is a known issue. I have submitted an updated version to the mod authors, which should be available soon-ish. If you are not using EVT with those options, please disregard this post.
  21. I fixed issues related to Alternative Trees optional file. See the latest bug reports for details.
  22. Most of our xEdit gurus are either taking a break from modding, retired from modding, or AFK. I am personally an xEdit hack and use it only as a reference. My advice is to make your changes and examine results. Nothing like diving in as a learning process
  23. You can drag nodes or the plugin header to copy all. Otherwise, I don't think you can edit more than one record set at once manually (in the right pane). Tools like Mator Smash can automate much of the manual labor, but you still should probably check results in xEdit if you understand what the records are doing. That tool is also fairly mysterious and is no longer under development, AFAIK. Mator may still be reachable here or on Nexus for questions, but the tool works.
  24. We technically need the mod to incorporate the fixed file(s), due to copyright and permissions. We can link to this report though.
  25. Yes, that should do it. Change and restart PC. If you still get the error, then sheson may have some instruction.
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