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z929669

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Everything posted by z929669

  1. Can you try using Zanderat's toml with your original, uncleaned save and report findings?
  2. Please try Zanderat's toml, and let us know if that alone fixes anything.
  3. Where are you getting this information? SSEEF has no changelog for 6.2. I'm seeing that Zanderat has posted a SSEEF toml with this info.
  4. Sounds like you may have had other stuff in Overwrite before generating the grass cache. This is one of the pitfalls of Overwrite (for those that don't keep their eye on it or the MO warning at upper right). We will soon begin recommending that an SKSE Output mod be created, pointing SKSE64 executable to send its output there rather than Overwrite. grasscontrol.config is from NGIO (the old version). You should be using the new version of NGIO-SKSE and Grass Cache Helper NG. Remove everything in Overwrite unless you know you need some of it (move it into a mod then). Then regenerate the grass cache. NGIO output will also go into SKSE output rather than Overwrite. ... so your grass cache files will be in SKSE Output where it belongs.
  5. If you update to the new runtime, it's recommended you begin a new playthrough. If you must continue a 670 playthrough, then you should disable all mods causing issues and create a clean save (you can also try Save Cleaner and/or FallrimTools). Then begin enabling and testing the disabled mods with the cleaner save.
  6. So LCO_BleakwindBluff.esp? You might want to make a bug report about this plugin on Lawbringer. The MA may be retired from this mod though.
  7. Yeah, SkyUI is obviously needed Plugins can be disabled with the mod enabled for a number of reasons, particularly if you hide/unhide files or otherwise manipulate data under the mods. Disabling and re-enabling should fix it though.
  8. This is a known issue I reported on their Discord, but I haven't gotten a response. I just reported it on the MO GitHub. Correcting by adding the missing folder to the FOMOD should resolve. Same as with Dragonbone Mastery.
  9. With 1500+ plugins, it's very likely you'll CTD. The crash log tells me nothing. I suggest disabling/removing Trainwreck and acquiring/enabling Crash Logger SSE AE VR - PDB support You can then install CLA into your ./My Games//SKSE/ folder to assist with interpreting the crashlogs generated from Crash Logger. It will only interpret Crash Logger crashes though. Alternatively, disable half of your masters and half of your other plugins and use the binary approach to find the problem plugin. This will be burdensome, since testing requires generating the cache for some period of time each iteration. If you use MO, you can esily resolve any missing masters errors by just disabling those plugins.
  10. Can you start a new game without issue? If so, then it's obviously something in the save. Possibly one of the mods you had been using that isn't compatible with the changed game files or the save data. Did you use a new instance for your updated build so that you can try to work with that save in the old 1.6.670 instance? To save time, disable all mods, and enable half, test, and so on rather than enabling one by one. Extenders, Fixes, and Interface mods are the most likely suspects.
  11. What is your game runtime version/environment exactly? It's not clear if you need Backported Extended ESL Support. Did you also set? SaveAddedSoundCategories = false SaveScreenshots = false Have you followed advice in the SSE EF sticky? You can also try verifying files via Steam, and re-downloading the CC content (you can also set bFreebiesSeen=0 in SkyrimPrefs.ini), or restore your original cleaned ones if you saved them. What about the save you are loading and the game environment when that was created? When did this begin happening, and what might have triggered it all of the sudden? Is this only after updating to the latest game? If so, follow the SSG and effectively restore the vanilla game as mentioned
  12. That will take time to test against current, so it's not something that I can take on with the 2.3 release pretty much ready to go aside from the remaining clerical work.
  13. Everything's ready. Just need to rerun grass cache/LOD patch, update screenshots, and package everything for the release. This small stuff and polish takes a while I have a day off coming up early next week to wrap up hopefully.
  14. Naw, that was my bad. Not really a 'solution' other than a pointer to the problem that those who know what they're doing can hopefully fix
  15. The "install anyway" workaround doesn't seem to work anymore with MO 2.5.2. The FOMOD installation silently fails. The fix is simple: Download, extract, add "99 None" folder, repackage into archive. Unfortunately, the "user-friendly" instructions to do all this and then install the mod would be quite wordy, and some people will likely still have issues. File perms don't allow us to re-upload, so I'm going to ask about this on the MO support Discord. Maybe I will poke Picky to see if Nexus can step in and update the file, since the MA is likely retired.
  16. I don't think so. I only meant that it's a known issue that the MA knows about. I know next to nothing about animations and idles. It may be a simple fix in the CK, but IDK.
  17. I'll have a look this evening
  18. Try following the Grass LOD Guide to verify all mods and INI settings are present.
  19. I see you reported this on AIO Nexus page, but I forgot about this post when posting a similar topic. The solution is there.
  20. Good find. I'm posting the evidence you shared with me for posterity:
  21. The ESL also breaks a record in the Step CR Patch (NULL reference for 01DA0A04), so we'll be using the ESP version for this reason as well as the mentioned incompatibility with the patch.
  22. Has anyone noticed this? He holds the tray with some drinks, then begins sweeping, and then the tray reappears and sticks to his had whilst sweeping. Then he eventually stops and leans against the wall again.
  23. Are you saying that v2.19 ESP version looks and works correctly? How would MO show plugin conflicts? Do you mean xEdit? Ignore that^. I was assuming we were talking about plugin conflicts, but this mod only provides the sound files for the references the GDO plugin, which changed in the ESL version of GDO. We'll be using the ESP version of GDO until this patch is updated by the MA.
  24. As mentioned, these look like 3D tree LOD, not Billboard# LOD. There's two versions of the tree LOD in the Add-On: 'Performance' has T4's optimized crowns, and 'Optimal' has the same crowns as the full models. Try the latter if you are using the former.
  25. Looks like the OP still refers to Alpha 176, and I'm not seeing the 177 changelog. Maybe you are still working on the doc update piece, but thought I'd let you know. The Mega source references 177, and the executable looks right.
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