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z929669

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Everything posted by z929669

  1. USSEP will fix this in their next release.
  2. There's no reason to update NGIO with Step 2.3. I would completely ignore it unless you just want to tinker/mod the game.
  3. Updating any mod that isn't just models/textures during a playthrough is always iffy. Most updates won't 'break' anything, but why bother if you are playing the game? For me, updating is easy, since it's all about "does it work nicely with Step?". I only consider NEW playthroughs. If you update this, technically terrain LOD and possibly grass cache should be regenerated. Probably not object LOD.
  4. Thanks for posting this. Pinned for posterity.
  5. Will this LODGen fix be included in Alpha 181?
  6. How easily you give up. Help works both ways. We are not a file hosting service. Uploads (images and files) are limited, and until you perform at least 10 actions on the forums, you can't upload anything. Free services exist for this. Nexus doesn't let you post images or upload attachments at all... ever. They require a file-hosting service for everything always. Post logs & bugreport.txt from the installation folder using Text sharing services like Paste.ee or image hosting services like imgbox Each run log is appended to the existing log. Truncate logs to last meaningful full run. Convert to JPG and reduce the size of images using Paint.net or some other basic image editor. Attachment size limit: Watcher: 0 Mb, Citizen: 4 Mb Total storage limit: Watcher: 0 Mb, Citizen: 50 Mb
  7. Did you disable autosave? Do that. Did you sort your plugins with LOOT? Do that. Ultimate Markarth.esp and/or SREX-related mods and patches are the most likely causes, according to this. The CL analyzer is also suggesting that DynDOLOD.esm|p is causing the issue probably by copying records based on your LO, which is the real issue. Do you have your DynDOLOD logs? Please provide them: ..\DynDOLOD\bugreport.txt ..\DynDOLOD\Logs\[DynDOLOD|TexGen]_[TES5|ENDERAL|SSE|TES5VR|ENDERALSE]_log.txt (truncate large log files to the entire last meaningful generation beginning with the log message "... starting session ..." ) ..\DynDOLOD\Logs\[DynDOLOD|TexGen]_[TES5|ENDERAL|SSE|TES5VR|ENDERALSE]_Debug_log.txt (always upload entire debug log) If issue involves LODGen upload/paste ..\DynDOLOD\Logs\LODGen_[TES5|ENDERAL|SSE|TES5VR|ENDERALSE]_[Worldspace]_log.txt
  8. Thanks. What's the 'shadow' mentioned in the OP? I can't tell if one mod fixes it and the other mod breaks it or not. Why is this mentioned?
  9. We never had this issue, because we dropped the "Project New Reighn - " piece from the mod name in our instructions. Our users installed into MO as "Nemesis Unlimited Behavior Engine" like the EXE is named. MO does use Explorer folders corresponding to the mod names, so the OS paths can get long in these cases, but I suspect the issue also could have been the 'dash' in the folder name. Nemesis itself may not have dealt with that correctly.
  10. Top bullets are latest changes. Use the wiki history to see all that. It's pretty straight forward: You get dates and can compare revisions. Much more accurate, less error prone, and frankly, less work for us than manually adding dates. This was also discussed previously on this topic. I'll add it to the OP.
  11. It looks like it's related to an SKSE issue, but it it's not reproducible, it's most likely a fluke with the game or your hardware/software config. If it keeps happening randomly, you likely have a problem. You should back up each of your crash logs if that turns out to be the case to see if there's a pattern.
  12. MO will always automatically enable all plugins in a newly-installed mod once it's enabled in the left pane. The problem is when you update an existing mod with a new plugin or unhide a plugin, or unset a plugin as optional in MO, or possibly when you uninstall a mod winning a plugin conflict with some other mod. Then these plugins must be manually enabled.
  13. If it's taking you three + hours to generate terrain LOD, then you have background processes interfering (or you are using a low-end PC). Kill background processes related to driver-based post processing. I use Radeon, so I kill all processes beginning with 'AMD' before using xLODGen or DynDOLOD. Alternatively, install only your GFX driver without the extra software. Let's focus on one map mod at a time, because changing from ACMoS to any other map mod changes the paradigm. Just use ACMoS and install according to these instructions. Your issue is likely due to your xLODGen Quality settings. Use the xLODGen settings shown here, which align with what sheson has been advising. The quality of LOD32 should be '0'. Once you have everything set up correctly, carefully check your mods in the MO left pane, including Overwrite. If you are shunting output to a mod from a MO executable (or if you ever did), that output could interfere just as it could in Overwrite. Use the Data tab of the right pane and MO mod Information > Conflicts so sort out asset conflicts w. Once everything is in order, regenerate xLODGen using the latest version. Then check your map in game. It will be bare, because you haven't run DynDOLOD at this point. You should have smooth shorelines though.
  14. I did find one limit of the script that almost certainly has nothing to do with your update (it probably existed prior to that). It would be most convenient to run this script on an entire mod without having to first clean out redundant assets like textures, scripts or even LOD. So... Extract the tree mod into ./TES5 folder Alter the meshes, saving output (only changed meshes) into ./SSE folder Parse the tree LOD from ./TES5 folder into ./LOD folder Execute the script to generate renamed LOD into ./new folder This seems to be how it works now, but with an important limitation: When processing on a mod with BAIN/FOMOD folders containing different mesh options, where a minority of the mesh options are redundant copies of the same full tree replicated under a different option to simplify the installation and the FOMOD script, the script seems to find/rename the first instance of the copied tree but fails to do so for the subsequent instances of that tree. In other words, the script assumes that we are working with the installed mod rather than the pre-installed FOMOD or BAIN, which typically have some degree of file redundancy across some of the different folder options. The workaround is to execute the script on each BAIN folder independently, which is obviously a manual process with lots of potential for human error when one has tens or hundreds of BAIN folders with model redundancy.
  15. Run TexGen first with "HD grass" option ticked. Then save that output as a mod before running DynDOLOD.
  16. Good suggestion. Will implement where it applies.
  17. That works great. The only thing I notice is the old LOD also seem to be copied over from ./LOD to ./new. This may have also been the case with the original script as well, but I neglected to mention it. That^ is probably untrue. I think it's because I included the LOD assets in ./TES5 and ./SSE I will make the changes and report back. Confirmed. This works great, thank you!
  18. This is a request to update DynDOLOD_SSE_Update-CRC32.pas to also rename *_trunk_lod.nif in addition to *_*passthru_lod.nif At this time, it works great for updating the LOD models, but without manually renaming the trunks, TexGen can't find the models to render the trunk billboards. I looked into doing it myself, but it would take me a loooong time and lots of trial & error if I could even do it at all.
  19. You must re-pack the extracted folders (updated now with the new folder) into a 7z archive, and it should look exactly like the original when you open it in 7z. You probably did not package it correctly, so compare it to the original. It should have the same structure but with a new folder now.
  20. ACMoS loads after AMM and pretty much everything, because it needs to win the worldspace map and terrain data.
  21. Good point. I will make notes where needed so it's all consistent.
  22. Tagged for testing, but it looks like we have some good evidence now anyway.
  23. Correct. We don't mention specifics that aren't necessary in mod instructions. Only the options listed should be ticked.
  24. Moved to the relevant mod topic. I vaguely recall discussing this years ago, but it doesn't seem to be on this topic or the other 'plants' mod topics that I could find. This one was 'accepted' probably for one of the first of our SSE guides. My guess is that we liked this mod well enough to cover the plants outside of CL, Hybrid's and the few other plant mods we are using, but since we have no test data, we're letting it be overridden where applicable.
  25. Reinstall Arctic Frost Effects Redux with these options per the instructions:
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