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z929669

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Everything posted by z929669

  1. '15' is the value set by Cathedral Landscapes, so that kinda set the president, I think.
  2. Mod updated Special thanks to Mousetick for the investigative work and the updated plugins for the REALly Blended Roads and Grass Only options (and the ESPFE plugins for all). Without his insights and follow-up with validation of the new file, this update would not have been possible. Of course, thanks to the original creators of the CL content. We obviously still hold this mod in high regard around here, since it has been the basis of landscape in the Step guide since 2018 (thanks to TechAngel85's work on the guide back then).
  3. Follow status of the relevant mods and some workarounds from the Nexus - SKSE Mod Compatibility Lookup. One of your issues is probably SSE Engine Fixes. Edit the config file accordingly, and look at any other relevant workarounds for your setup. EDIT: Not sure where you've been looking, but your problem is pretty well known and easy to find via Google search: "skyrim plugins disabled"
  4. See the OP for the logs to include, depending on your situation. You need to "Click on this link" in the error message as explained in the OP to understand the issue and what logs to include.
  5. Linking to some findings related to ENB Light mesh conflicts. We may consider hiding some of the ENB Light meshes where they step on other mods like Leanwolf's BSW.
  6. Yeah, I know you don't run ENB ... just adding notes within the context of my erroneous assumptions of conflicts between DM and WACCF. Got a bit off topic though Better link from the other topic :
  7. I've confirmed (from a data perspective) the truth of it. Similarly, the LBSW orcish weapon meshes are overridden by WACCF and others are overridden by ENB Light, so installing the Update File is redundant , but it's still fine for those not using WACCF ... but the SkyrimSE guide requires WACCF. This all brings into question if the WACCF meshes are up to snuff with this mod (or the inverse ... same goes for ENB Light). We've already discussed the LBSW-WACCF conflicts, but did not consider Dragonbone Matery in that discussion, and I'm not sure why. I'm inclined to place all four mods into testing for the 2.3 update just until we get it all sorted. EDIT: Well, WACCF meshes don't conflict with this mod, so there's the reason why we didn't discuss it. It would make sense to place Leanwolf's at one lower priority than DM is currently. So the ENB Light meshes are what should probably be checked ... from a quick look, ENB Light includes the scabbard, while LBSW doesn't. EDIT2: Taking an even closer look, the LBSW dawnbreaker jewel shaders (first BSTriShape under the first NiNode) appear to be sourced from the exact same mesh (probably vanilla, but IDK), so ENB Light may be redundant for the effects piece. I'm not familiar enough with mesh requirements for ENB to say with any reliability though. The point is: scabbard or no scabbard? I also want to know what mesh is used while that sword is wielded ... loading game with MIC needed, so I'm not at a point where I can load the game in any serious way, due to the update(s).
  8. It's true, yes. The wiki adds a last-modified timestamp on all pages. Always see the release date at top of guides and changelog (and its timestamp) for the substantive changes.
  9. As Greg mentioned, we don't summarize information already included in the previous mod-specific instructions. That would be redundant and increase maintenance burden, leading to higher risk of things getting out of sync between guide instructions and mod-specific instructions. These are two distinct instruction sets or this reason. This was your comment I was responding to. It's just not true as it is written. The XP32 mod instructions state that the XPMSE.esp plugin can be hidden at user's discretion. We haven't tested if it has any impact or not. We don't really know what issues it is addressing if any. We're awaiting feedback from users, as testing it is not a priority at this time.
  10. You need to run Loot from within Vortex to easily understand what vanilla plugins need to be cleaned. Alternatively, you can run Loot standalone. Either way, you need to run xEditQuickAutoClean as well from within Vortex or standalone. We use MO around here and can't speak much to Vortex. Like MO, the vanilla plugins are not active in Vortex, because they are p[art of the base game and activated inherently by the game itself. That doesn't matter. I know launching Loot and xEdit (and xEditQuickAutoClean) can be done through Vortex (just as DynDOLOD should be launched through Vortex). I think it's set up under the Extensions pane. Try watching this vid, or google running Loot from Vortex. Otherwise, the links I provided teach you how to do this in MO. Vortex works similarly to MO, but this forum is for DynDOLOD Alpha information. Once you have learned how to clean the dirty plugins using Vortex or MO or xEdit itself, you can post back here if you still have problems with DynDOLOD Alpha.
  11. The 'Mods' forum is specifically for 'Mod' topics. Please review forum guidelines before posting. Topic moved.
  12. Your issue seems to be that you did not clean your vanilla plugins of identical to master (ITM) records and undelete and disable references (UDRs) that were improperly 'deleted'. Use LOOT to sort your plugins, and note the yellow warning labels and messages on plugins that are 'dirty'. These must all be cleaned with xEditQuickAutoClean. See our instructions: Set up xEditQuickAutoClean Use xEditQuickAutoClean See DynDOLOD DLL NG - Large Reference Bugs Workarounds
  13. I doubt it's anything to do with hardware. There's a config issue somewhere. I would post with DynDOLOD logs on that forum to troubleshoot. Even if it's not LOD, sheson may know something related to this issue. Other than that, did you regen your grass cache using the same setup you are running now?
  14. Ahh, yes I see. I'll replace 'which' with WACCF. Actually, that^ would still be unclear. I think the change resolves the ambiguity:
  15. The documentation explains all this.
  16. It says lots, IMO: Hide or don't hide. Post on the forums with any info on the difference. So, what's your point? We're not updating the guide for the play-by-play of BGS and related mod updates. Many mods are likely holding off for the traditional post-release hotfix. Things need time to settle and stabilize. Not using WACCF or any other component of required patches is not supported.
  17. Read through the DynDOLOD grass documentation, especially the last two sections. Also increase iMaxGrassTypesPerTexure to a value of at least seven (for CL, we recommend 15). You have redundant settings in Skyrim.ini, so I recommend that you delete Skyrim.ini, SkyrimPrefs.ini and SkyrimCustom.ini, relaunch the game via Steam launcher, quit the launcher without starting the game, and rerun BethINI according to our instructions. Make certain that your INI paths are set correctly and that no mods are providing conflicting INI settings. If you use MO, it's pretty easy:
  18. I would wait for the supposed next Bethesda hotfix update.
  19. What values do you have for these (copied from my own, under 1.6.x)? SkyrimPrefs.ini [Grass] fGrassMaxStartFadeDistance=7000.0000 fGrassMinStartFadeDistance=0.0000 fGrassStartFadeDistance=6144.0000 Skyrim.ini [Grass] bAllowCreateGrass=1 bAllowLoadGrass=0 bDrawShaderGrass=1 bEnableGrassFade=0 fGrassFadeRange=14128 You may need to regen grass LOD, but I can only imagine the problem you describe without screens or video.
  20. This is good. I noticed that crash reports were not being made since the update.
  21. Reference the grass LOD guide for relevant INI settings for grass and generating grass LOD for relatively seamless transitions, proper LOD distances, and no gaps. I suggest to use BethINI to ensure your config settings are correct. It sounds like you may be using DynDOLOD grass mode 2 or LOD distance settings are off. Also use the latest DynDOLOD alpha, as some bug with LOD4 affected Alpha 161
  22. We need a place to discuss mod updates relating to the guide when BGS updates the game. The update from 1.6.640 to 1.6.1130 on 12/05/2023 is the current conundrum. Nexus - SKSE Mod Compatibility Lookup
  23. Yes, Skyland is functionally compatible as far as assets go, but it does include some plugins for some of the features it adds. These and the assets may not be game-breaking incompatible, but they will be end-result-uncertain incompatible. Have you installed the Step build with the Step 'Heavy' ENB? This does look better than not using the ENB. If you want more vibrant colors, the simplest way to get there is to simply use an ENB that aims to make colors more vibrant (or edit the Step ENB likewise). I think JK's is 'noble' Skyrim, but I don't know for sure. We don't use those 'mods' (they are pre-built "mod compilations", which is another reason we don't use them), because they presumably make changes that are not vanilla friendly and break the Step Mandate. I'm sure someone around here will give you some additional ideas about those mods and Step. You can also go the the Skyland AIO mod topic, where there's at least two users advocating that we include it (and my explanation as to why we won't in the foreseeable future).
  24. So to be clear, you are using our guides to learn how to do things but not actually installing Step, correct? Because Skyland won't work with the Step build, due to asset and maybe some plugin conflicts. It's a visual overhaul in and of itself that probably shouldn't be mixed with models and textures from other builds (regardless of what the Nexus Description says). You would simply install Skyland and add in extenders, fixes, gameplay, and maybe interface mods. Since it doesn't include any lighting and weather, I'm not sure what works well with it. I can't say I can't really help with that 'mod', since I don't use it. It seems essentially analogous to installing Step's Foundation and Models & Textures ModGroups. If you were following the Step guide and using that build in pure form, you could simply change the weather mod and/or ENB to get more vibrant colors everywhere. The Step weather and lighting are vanilla-friendly, so it has some improved colors, but it's not fanciful. Changing the weather and lighting are pretty advanced endeavors, since they impact a lot and are impacted by a lot, including ENB choice (which must be compatible with the weather/lighting solution). Your best bet is to ask people who use Skyland. There's a few people around here that do. Added 'Skyland' to the topic title to make the context more obvious.
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