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z929669

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Everything posted by z929669

  1. Install Pandora as a mod in MO: Then point the binary to the MO path and redirect the output into another mod: Doing it this way allows the application to work in the virtual game directory in the MO VFS. This way, you don't need to install it into your real game path.
  2. I've never noticed this, because I use FRAPS for screens/video. Maybe @DoubleYou is aware of this, but it sounds like we may want to add this to this mod's installation recommendations.
  3. Yes, the last post addresses what I've been hinting at.
  4. Correct. It's fixing a few effect shaders now rather than making cell edits. We missed that in a past version: Version 1.2.5 The plugin now only contains fixes to Fire FX shaders. 1.3.1 is the latest version.
  5. This makes sense. Thanks for idenbtifying the specific cause.
  6. I suspect the binary alpha of LOD textures limits things, but see: https://dyndolod.info/Help/TexGen-Configuration Note the bit just above the data table.
  7. Due to an update to the USSEP and changes in the LO, this previously unknown reference points to a valid reference now, but it should still be removed, since it's not the correct data type and is not applicable. I have updated the instruction for this mod to reflect the change. USSEP was loaded at the 05 slot in 1.5.97, I think. In 1.6.1170 + AU, it should load at 0F. FormID 05000808 has become 0F000808 with the Anniversary Upgrade CC. Your USSEP is loading at 07, so you are not using all of the DLC it seems. USSEP FormID XX000808 places RockPileM02Dirt01. Coincidentally, FormID 05000808 points to ccASVSSE001_Chair01 "Chair" [FURN:05000808] with flag "child can use".
  8. Your CTD probably doesn't have anything to do with Pandora, but you could test by disabling Pandora and reenabling Nemesis.
  9. After doing some research, it's been determined by others who know what they're doing to instead use Quest Journal Fixes, since it does everything this mod does and works with all versions of SkyrimSE.
  10. Discussion topic: Quest Journal Fix for SkyUI by Jelidity,Mopop Wiki Link This is necessary for now under game runtime 1.6.1170 and should be a better option than SkyUI SE - Difficulty Persistence Fix. This mod also includes the Flashing Savegame Fix. Tagging as 'accepted', given it's necessary after BSG updated the game.
  11. Install these two mods: https://www.nexusmods.com/skyrimspecialedition/mods/108618 https://www.nexusmods.com/skyrimspecialedition/mods/30379 (also read the third sticky on this one's Posts)
  12. As stated in the OP (this is no exaggeration), did you click the link in the error dialog? Click on this link for additional explanations and help for this message
  13. The answer is that you are probably not actually deleting those files from the game folder and are seeing some rendition of the virtualized game folder, or you are running the game installed into a file share or a Windows protected directory location or a cloud-synced directory location (like Onedrive). Forget about MO and SKSE for now. Exit MO. Find your actual Steam game directory location. Read: https://stepmodifications.org/wiki/Guide:System_Setup_Guide#Game_Installation_&_Maintenance_Via_Steam and consider reading everything before this to establish a workable game location for modding. Then, consider reading onward.
  14. Yeah, IDK without having LotD im my LO, which I don't. Just illustrating how to remove redundant records is all.
  15. This is an example of one BCS record overridden by the Step CR Patch. If LotD also edits this record, then you will want to remove it from the Step patch as shown. If not, then leave it. You should probably familiarize yourself with xEdit first. See links near bottom for official xEdit doc and Discord support.
  16. In your case, you should 'Remove' every BCS and BC-Lost Library record from the Step Patches, since LotD already patches these (presumably). Going further, you should check the Step Patches for conflicts with LotD records and 'Remove' those from the patches as well (at least check them, as some may be 'good'). Just look at any records in the LotD plugin that have red text, and if any of the Step Patches overrides one of these, remove it from the Step Patch (right click the Step Patch in right pane > Remove). Also, test on a new game and not a save.
  17. Yes. You must choose only one dirty plugin at a time, as the instructions state.
  18. If you follow the Step SSE guide instructions for cleaning the masters, you will be golden. LOOT will ID the files that should be cleaned. Skyrim.esm should never be cleaned, and xEdit has accounted for this.
  19. Check that vsync is disabled in your graphics software and in the game INIs (using BethINI). See our SSE guide for BethINI instructions and SSE Display Tweaks instructions (linked in the top nav). All the info you need to fix the issue is there.
  20. WB bashed patch is good for generating merged LLs, but it will just merge everything from, say, modA and modB. So without WB Bashed Patch for LLs, you might open a chest and see only items provided by vanilla and modB. The chances of seeing the loot (not LOOT, that's a program for sorting plugins) from modA are zero, if it's LL is overridden by modB for that chest. With WB Bashed Patch for LLs, you might open the same chest and have a chance now to see loot from modA, but it might be an infinitesimal chance... or you might have a huge chance of seeing vanilla items or something else. This is why the LL merges of the Bashed Patch should be validated manually. It's probably better to use a BP for LLs than not, but the proportions of loot and the probabilities of encountering it in any given container will probably not be as it should. Better than no chance... maybe. The BP is an automated patch, so it will always patch things blindly, according to a simple algorithm. To get the intended result, you must either edit the BP or patch mods yourself. The BP is instructive and a good tool, but it is limited like any other automation.
  21. Your mod has a compilation of animations and new location data (presumably), so I would focus on a specific animation that doesn't work with Pandora and does with Nemesis as an example. Best to to use a "safe for work" example on this site. From what we've gleaned, Pandora ignores certain animations with data issues. From the Pandora GitHub: Troubleshooting Something's gone wrong and I'm crashing/bugging out with the output generated by Pandora! In case of any problems with the output, Engine.log names patches with failed edits for easier troubleshooting. You may want to try again with the mods that failed most frequently in the log disabled. It's recommended to pass the log on to the relevant mod author if a specific mod was the issue, as well as the engine developer. My animation has no movement! One of the mods does not have motion data. That is not a Pandora issue, it is a mod issue. It says 0 animations added or fails to output files! Run the engine as administrator or move the engine install out of a protected location.
  22. Sorry to jump in, but why not provide the required logs? This will fast-track resolution any issue you are having. So much less work for you. Many DynDOLOD logs reuse the same file for each new session/generation of LOD. Only the last one is usually of interest, because it's assumed that this contains evidence of the problem being discussed. Truncate large log files to the entire meaningful session of the last/bottom part of the log file beginning with the log message "... starting session ..." Find the following three logs in your DynDOLOD installation: ..\DynDOLOD\bugreport.txt (this one may not exist) ..\DynDOLOD\Logs\[DynDOLOD|TexGen]_[TES5|ENDERAL|SSE|TES5VR|ENDERALSE]_log.txt (TRUNCATE) ..\DynDOLOD\Logs\[DynDOLOD|TexGen]_[TES5|ENDERAL|SSE|TES5VR|ENDERALSE]_Debug_log.txt (DO NOT truncate; contains only the last session) Compress these into a zip or 7z file. Share it using whatever file-service you use.
  23. I'm using this assemblage in my dev instance. Cheat Engine (for AddItemMenu) and ClickLight (for MIC) basically. The others support these. Very handy. This renders QUI totally obsolete.
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