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z929669

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Everything posted by z929669

  1. It's been settled that the next release will focus primarily on the updated game and all related dependencies. Secondarily, we'll incorporate some new mods and replace some redundant mods where testing is simple and straight forward. It's been challenging to just handle the changes invoked by the BGS 2023 update, since that basically threw a wrench into many months of work prior to the update. I anticipate a July release for Step SkyrimSE:2.3. Then it will be much simpler to release 2.4 with many of the changes we had been eyeing for 2.3 last year.
  2. NGIO became available for 1.6.117 just recently, but we also have the grass cache as a download from the Nexus guide page under Misc Files. We're currently working on the 2.3 update in the meantime.
  3. We're working on it. There's a LOT to update, and we don't have an ETA at this time. I may just release an update to the existing guide under the latest game version as a first step. This will be faster, but still no ETA, since personal life is unpredictable
  4. My guess is that you are using a mod that rreplaces that wood and another mod that replaces the textures, and they are not compatible. If you are using MO, it's easy to track this down. Use MIC to get the NIF used in your screens. Search for the NIF in your MO Data tab filter. Open the NIF, and look at the parts that are transparent. Under the BSLightingShaderProperty, you can see the textures used. Search in MO Data tab filter for this texture, and MO will tell you what provides it.
  5. Are you running the current official version of SSE or have you downgraded? Are you running VR or GOG editions? If you have downgraded and you are not running v1.6.113 or later, you need Backported Extended ESL Support. The latest version of SSE is 1.6.117. Also, carefully read this and the sticky post here.
  6. The info is scattered. Some is on the USEP wiki, other stuff is on the Nexus wiki. Some stuff is on these forums ... and Google of course. You just need to search wherever you check using terms creatively. The xEdit Discord is a good resource, but Discord is terrible for documentation IMO.
  7. My only advice is to test with a new game rather than on an existing save to rule out any thing baked in the save. Then you can isolate the culprit reliably.
  8. Use MIC to see the model between the straight lines. I'll wager it's a mesh in the NIF that is not compatible with the blood decal implementation.
  9. I favor the USSEP positions in (most of) these cases. Then you can add SLaWF to a modgroup along with the UPs. I tend to group many files rather than just 1:1 as the method suggests. I also want to see the vanilla-vanilla and vanilla-UP conflicts, so I don't add them to modgroups. Grouping conflicting files like SLaWF-SmoothShores makes more sense. However, I've found it's best for me not to use modgroups, because this obfuscates many upstream conflicts besides Skyrim.esm, and it's a lot of work. It's instructive to follow the method once strictly and through completion though. You will begin to recognize patterns and eventually stop using the approach as a result.
  10. _ResourcePack.esl is a vanilla file that should be grouped with the CC content and ignored, I think. LOOT sorts it last in the vanilla files.
  11. Updated FOMOD instructions
  12. ERM replaces vanilla models and retains use of vanilla texture paths. It provides optional textures as separate files, but they're just vanilla replacers. The Vanaheimr vanilla (aka, ERM) texture replacer changes /landscape/mountains/mountainslab*.dds and /_byoh/clutter/resources/stonequery*.dds. Considering sheson's response, you don't need to regenerate terrain LOD (xLODGen), only object LOD (TexGen/DynDOLOD). Also, using the latest Step guide is recommended as linked at the top of all our outdated, unsupported guides.
  13. The 2.3. guide is still a WIP, but the BethINI Pie section is totally up to date.
  14. Moved to DynDOLOD Support. Sheson should be able to assist under Linux.
  15. Search the DynDOLOD Alpha support forum for this issue. Then post with your DynDOLOD logs if you don't find anything (but I'm sure the solution is in the DynDOLOD support or alpha forums). Read the OP and forum posting guidelines before posting.
  16. You need to revisit the SSG, specifically the piece about downloading the CC content. Do not launch the game from MO when doing this. If all else fails, revert to vanilla as described in the next section of the SSG. THis is all done outside of MO. Once you have all of the vanilla game files in the Data directory, then you can use MO. I recommend disabling all mods in MO besides Cleaned Vanilla Masters mod and verifying you have the correct Cleaned Vanilla Masters by running LOOT and looking for warnings. Then enable Extenders and run the smoke test again. Then enable all the other mods.
  17. You should post it here for context with the topic you posted.
  18. This is the non-technical way to successfully resolve your issue. It requires a bit more work, but it's instructive, IMO. A faster way to identify the problem is from the crash log generated by Crash Logger. See the mod's Description for details. I'm not too savvy with crash log interpretation, but others are. The log will possibly identify a mesh or exception that could point to a specific mod or type of mod or narrow it down anyway.
  19. I would focus on those mods with DLLs installed after Extenders. In fact, the further down the mod list, the more focus they should get. Particularly in Interface and Fixes.
  20. It's the kind of thing that I would ignore.
  21. It looks like you either have a plugin active that should be disabled (optional ESPs) or you have the wrong meshes installed. Use MIC to determine the mesh and relevant plugin, and revisit the installation of mods related to that.
  22. Did the smoke test pass after Extenders? What about Performance Tuning runs? It's most likely a DLL from a mod that wasn't installed correctly. Disable DynDOLOD output and test by disabling mods contributing a DLL until the game starts, then reinstall the mod causing the issue:
  23. After a bit more investigation, I've determined the following for the use case example shown in the image (previous post corrected to reflect): Both Synthesis and WB correctly merge the LLs with respect to AMB iron gauntlets. The Step patch directly adds the AMB engraved iron gauntlets (#1 above; ArmorIronGauntletsEngraved_AMB "Iron Gauntlets" [ARMO:2D06F984]), but it's probably best to utilize the sublist (#2 above; LItemArmorGauntletsIronEngravedVariants_AMB [LVLI:2D370C67]), which also includes the AMB engraved iron gauntlets in the intended ratio set by AMB Content Addon: Additionally, WB (along with CC FearsomeFists) forwards the two vanilla LLs, but AMB does not intend this ... so I think Synthesis handles this in a way that preserves the intent. Therefore, I will be modifying the Step patch LL to reflect the Synthesis result in this case (and I'll be examining all LLs similarly using both WB and Synthesis treatments as examples). My conclusion is that these automated-patchers provide a good basis for patching LLs (and probably many other record types), because they are comprehensively and consistently applying their respective algorithms, which I can't say is true when it's done manually. Manually sorting through all of the changes made by the automation (let's think of them as 'proposed' changes) allows fine tuning and corrections without missing anything ... speaking for myself, anyway. EDIT: Just for kicks, the following is the Synthesis(leveledlistresolver) output for the record in question: LItemArmorGauntletsHeavySpecial [1031C6:Skyrim.esm] Skyrim.esm -> aMidianBorn_ContentAddon.esp Skyrim.esm -> CC-FearsomeFists_CCOR_Patch.esp
  24. I did an experiment to test some of my own LL patching against that of Synthesis (leveledlistresolver) and WB (bashed patch, only selected LL). They perform similarly but not exactly the same. What I did was disable all of the Step patches (WIP dev versions for 2.2.0 build under the latest game runtime), sorted with LOOT, and ran each patcher independent of the other against the identical LO (minus the WIP Step patches). Then I loaded it all in xEdit with the Step patches active to spot check. Here's some examples for different types of loot: I haven't dug much into the results yet, but here's some of my initial take-aways: Synthesis only seems to touch weapons, armor, and clothing-related (and restoration-related) LLs (like gems), while WB considers 30-50% more LLs. I presume this to be due to it's use of bash tags (and all relevant mods have bashed tags ... see below). Synthesis doesn't use them and may instead use a narrower scope. Neither WB or Synthesis picked up on the AMB gauntlets, presumably, because they are not included in the conflicting LLs. Same goes for the CACO ingredients related to health/magica. That's a false statement and a reflection of my not having examined the output closely enough. Both automated methods consider the AMB LL and propose sensible treatments. Synthesis seems to exclude vanilla master LL entries, while WB tends to include them. Both patcher serve as a good basis for reference to ensure all/most relevant LLs are addressed, but the algorithms seem very basic for both automated patchers (i.e., each really seems to consider conflicting LLs rather than what's available in other mods). Relevant mods are WACCP, AMB Content Addon, CCOR, CACO, USSEP, and CC content (for the most part anyway).
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