Jump to content

z929669

Administrator
  • Posts

    13,028
  • Joined

  • Last visited

Everything posted by z929669

  1. The crash log shows in the header that the Skyrim version is 1.5.97, so seems unlikely that "_ ResourcePack.esl" and "_marketplace.bsa" exist. I don't retain obsolete game environments to support troubleshooting issues with them.
  2. Look under the Requirements spoiler of the Nexus mod description. In our lineup, Skyrim Character Sheet, and it's possible that other mods will use it in the future.
  3. I noticed that when I updated. Makes sense to me.
  4. We'll need to see what gets updated over the next few weeks. I'm in a holding pattern.
  5. We need to update ourgrass cache. The last generation turns out to have been an imperfect match to all current landscape, so it will be fixed when we update the guide with support for 1.6.1130, BethINI Pie, and other updates.
  6. I cannot enable the button. I think it's controlled by how you upload the file. You must have checked this box: You can also check this on your Nexus admin: I think this may be "f3.00" for DynDOLOD Resources ... yes it is a random thing to bring up after years. I've held my tongue all this time, since it's not critical, but I guess I'm finally sick of updating meta.ini myself for this one each time I update. It may as well be fixed, since it's simple. Your other files don't have this issue, IIRC, so you could compare these attributes with those to see what fields populate the metadata. In MO, this is what you get after updating ... every time you update: Fixing meta.ini resolves: In meta.ini, newestVersion is set by the Nexus global version ("Current version" field as in previous screen I think). Mouse is correct that MO also seems to scrape the version from info.xml, because I've often forgot to update this in my own mods and wind up re-uploading with corrected info.xml to resolve. Do as you wish, but I thought to finally point this stuff out, since you also use MO or at least advocate doing so for your users. Thanks for noticing this. I will omit the <version> tags and data from all of my FOMODs when I update them. No sense maintaining the same info in > 1 place. I split this from the Alpha topic, since it was all contiguous.
  7. This mod will cause CTD with game runtime 1.6.1130 until it gets updated, which is uncertain at this time according to the MA. Fudgy's version still has not been updated since before 1.6.640, so there's no viable alternative.
  8. Maybe this is what's been needed for us to host a usable guide?
  9. DynDOLOD Resources Alpha-47 on Nexus is missing "Download with Mod Manager" functionality. This makes it a bit more error prone for those that don't know how to properly install manually-downloaded mods. Also, the "newest version" metadata still is "3.00" rather than Alpha-47, so it must be manually maintained for mod manager update notices (at least in MO)
  10. xLODGen - Last updated Dec 10, 2023 Gildergreen Regrown - Last updated Dec 6, 2023 (currently the Nexus file is May 8, 2019) Arthmoor's mods have all been updated as well. The others are unchanged from OP
  11. That's fair and will be fixed once the guide is again relevant (it's broken now with the game update).
  12. I'll take a closer and more comprehensive look next week when I get a day off. I'm only vaguely familiar with the history of these files and the Cathedral politics among the MAs providing them, but I'm not surprised. My guess is that T4 wanted his mountains and roads partitioned from CL, but maybe I'll learn something more when I ping the MAs.
  13. If you removed the mod from the MO left pane, then the plugin is also removed. Just do that, then launch xEdit to verify it no longer sees the plugin. Then reinstall the mod to check that the plugin is there again. Alternatively, rename the edited plugin using MO Files or Explorer, reinstall under a different mod name, and compare your edited version to the original in xEdit.
  14. And now we have the new runtime and plugin-update paradigm, so I'm inclined to wait to see what the standard will be for updating plugins ... and time for me is very limited through the new year. If you have a package or want to construct one, it would be a boost.
  15. I do have access since I asked for it to upload the grass bounds fix moons ago. Because I was being respectful in only providing an update file for the bounds. It turns out that I should have provided two update files or one with a FOMOD for the two options. Providing a comprehensive package is possible, but I specifically didn't and won't do that without explicit "go ahead" to do so from T4 and DrJacopo, because it steps on the Blended Roads mod and changes the CL mod. It is Cathedral, but I don't like making changes to the Main File on mods that I don't originally publish without explicit buy-in from the original MAs. Trying to play nicely in another's sandbox, so to speak. What I can do is provide a complete package and ask those guys if they are okay with it before uploading.
  16. Not all runtime mods have been updated yet to the latest game runtime.
  17. I can change that, as I uploaded the 3.0.2 version. Do you recall why we aren't using the REALly Bleded Roads option? Based on the OP screens, I think we should be.
  18. Based upon the OP screens, I'm not sure why we're not using the REALly Blended option. I don't see specific mention of this in the topic, although it's alluded in Jakolanten's post.
  19. So you are playing/testing under the 1.5.97 version of the game? NGIO does not apply to later game versions, including the latest, which breaks a number of things, so just checking your situation. Assuming 1.5.97 is the testing environment for now, OnlyLoadFromCache and GrassControl.config.txt doesn't seem to have any bearing, since it sounds like your grass precache did not generate or save correctly. If you are using the latest version of MO, you should also be using the latest corrected version of GrassPrecacher.py from NGIO. If all with above mentions is kosher, see Mouse's previous post, and follow the guidance to disable mods and generate a cache for vanilla. Consider using a new, copied profile to do this (if you use MO or Vortex).
  20. Yeah, it's futile but interesting. It's simple enough information to share, given BSG want's to support the modding community, and the community itself has gleaned plenty on their own. Why they haven't surfaced certain relevant info related to modding recommendations all these years is perplexing to me. We can speculate that it was an oversight, but that seems unlikely to me. Ultimately, it doesn't matter though. The point is that converting relevant ESP into ESM seems like it should be a 'thing', but MAs probably just don't want to deal with the support headaches about why their mods "aren't working". It may be progressive to provide optional ESM variants to certain mods, stating the reasoning.
  21. I think ESP can be though of as "Elder Scrolls Plugin Persistent". I think the ESP was created for simplicity in testing specific things during development and, early on, exposed (or interpreted) as the simplest way to prevent failure from user (modder) error. Like dumbing things down a bit as an insurance policy of sorts. Why else would this game-file type have ever been exposed in the first place, given the seemingly plain & simple consequences (as you illustrated nicely in your examle)? For me, Starfield has underscored the relevance of this topic. Edit: ... OP notwithstanding.
  22. I use the default xLODGen output location: ..\xLODGen\xLODGen_Output Then I simply copy move the textures and meshes folders into a mod named "xLODGen Output" for my mod manager loaded at highest priority (except for TexGen and DynDOLOD outputs, which I treat in the same exact manner) ... no archive. It's easier and ensures that all assets override all other conflicting assets. If you want to package into a Bethesda archive, use BSArchPro, as it's simpler to use than Archive.exe. I don't use BAE, since I haven't had cause to do so. But I see no value at all in using BSA archives for Skyrim. I hear BA2 archives are better for performance in some of the Fallout games, but I don't think it has any bearing for Skyrim or other Bethesda games (but I don't know for certain, since I don't work with other Bethesda games these days).
  23. Ahhh yes ... I see now.
  24. This mod is spamming updates since the BGS update. Three updates in three days. I've extinguished all my patience around BGS runtime updates and the subsequent speculation and hysteria of MA's trying to maintain relevance and predict the immediate future. Time for a break
  25. It seems now that this MA is adopting the 'NG' philosophy finally.
×
×
  • Create New...

Important Information

By using this site, you agree to our Guidelines, Privacy Policy, and Terms of Use.