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Everything posted by z929669
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This topic has nothing to do with the Step guide process (which expects native Windows 10/11 env per system requirements), and the Step guides are not explicitly supported by DynDOLOD support. Using Linux/Wine requires special considerations for just about all modding tools, including MO that the Step guides do not support. We prefer to keep discussions about the Step guide out of this topic, as it's irrelevant.
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"mesh textures" was just bad wording. I copied it from my first use of it along with other text copied in my second use of it (because I avoid typing if I can re-use something already typed). What I was attempting to convey is that I've never noticed a difference with the TexGen_SSE.ini settings for UseMipMaps and TreeMSAlphaThreshold on anything but Billboard# "2D" 3D LOD trees in game. If these settings can also thin out (or 'blobbify') Ultra Level# LOD trees, I haven't noticed. If these two settings can impact the final result of Level# tree LOD, then they could potentially skew the results of the shape-name addition (UseMipMaps) and the NiAlphaProperty change, depending on a number of factors, I would guess. Regarding the shape names ... my bad. I haven't scanned the documentation (or at least that piece of it) since you added this info ... or I just totally forgot about it. Either one is very possible. Regardless, I won't forget going forward so thanks a ton for including it whenever it was added
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Just to be clear, you are talking about TexGen_SSE.ini settings for UseMipMaps and TreeMSAlphaThreshold, correct? If so, I'd like @sheson to confirm that these settings pertain to BOTH Level# and Billboard# DynDOLOD mesh textures. I had thought that these only pertained to Billboard# mesh textures. Perhaps this discussion is about using UseMipMaps in the string name of the crown BsTriShape of the LOD models? In that case, I want to confirm that the DynDOLOD treatment pertains to BOTH Level# and Billboard# DynDOLOD mesh textures, regardless. Going slightly off topic from this discussion but on-topic for DynDOLOD: It would be extremely helpful if there were a handy reference for all NIF strings keywords (e.g., ShereNormals, UseMipMaps, etc.) and exactly the NIF node types to which they pertain (and I assume only the LOD models are considered by DynDOLOD and the full model strings have no bearing on LOD treatment). I know there are more, but we lack a comprehensive listing in the documentation AFAIK.
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The max for PM conversations is 50, but they aren't auto-deleted. Not sure why you wouldn't have old ones.
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ACCEPTED Worldspace Transition Tweaks (by AndrealphusVIII)
z929669 replied to DoubleYou's topic in Skyrim SE Mods
Let's ask @sheson, but I know that we do not need to use the vanilla terrain plugins when using your mod.- 80 replies
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- SKYRIMSE
- 17-locations
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(and 2 more)
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Can you tell us about how you solved each issue?
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SkyrimSE v2.2.0 Guide - Updating to Anniversary Edition
z929669 replied to Montey30's topic in Step Skyrim SE Guide
Yes, you should clean the 40-ish vanilla plugins as LOOT will indicate as per instructions in the guide. -
SkyrimSE v2.2.0 Guide - Updating to Anniversary Edition
z929669 replied to Montey30's topic in Step Skyrim SE Guide
The AE upgrade doesn't impact the runtime version. You will still be running 1.6.xxx of the game just with about 80 new vanilla plugins. Technically, you couldn't have used Step SSE 2.2.0 without AE upgrade, so you must have done something custom. In short, there's really nothing to do if I'm understanding you correctly. Just use a different MO SSE instance as described in the 2.2.0 changelog if you are changing your build in any way. -
Crash logs should be in ..\Documents\My Games\Skyrim Special Edition\ Crash logs will be in the SKSE folder, but other logs may be in other folders too.
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I don't have any direct experience with any of those mods, but the most likely reason is one or more plugin conflicts. You would need to research each mod to understand what it changes and load any of these mods against the functional Step install. Then you would first note any warnings found by MO. Given there are none, you would need to sort with LOOT and load up xEdit to look at each of the conflicts to resolve them. Most likely, you would need to create a patch(es). Others around here likely have experience with one of these mods and how it might cause this problem with our build.
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Merged with existing topic. Please search for a mod before creating the mod topic. Also create the topic title and mod name string just as it appears on Nexus. Also, the title should be followed by the author(s) in parens like Title (by whomever).
- 32 replies
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- SKYRIMSE
- 02-extenders
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ACCEPTED Worldspace Transition Tweaks (by AndrealphusVIII)
z929669 replied to DoubleYou's topic in Skyrim SE Mods
This mod doesn't require DynDOLOD to yield the benefits it offers. DynDOLOD simply generates object LOD for the modded game, including WTT if present.- 80 replies
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- SKYRIMSE
- 17-locations
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(and 2 more)
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Your must-haves for Starfield
z929669 replied to rootsrat's topic in General Starfield Discussion & Support
Ditto! ... and same (besides SFSE). I'm not even running MO beta with SF support yet, but it's good to have reliable suggestions (hopefully updated and the mod-i-verse for SF evolves). PS: I've only played through the first encounter with the pirates on Kreet. Too busy with RL and SSE stuff to devote much time into SF at this point (oh, and I'm still finishing my first Elden Ring playthrough at 200+ hours now). -
I don't know the answer for certain, but I suspect it could be related to LOD, so I would always regen LOD after such a change. If not LOD, it could be something in the save ... Mouse me with more precise info as I was typing this. If it's persistent, then you should be able to go into an interior cell and do the whole wait/clean save routine. Or just test with a new game and deal with it, trusiting that it will resolve over time as you play (probably).
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Starfield Mod Installation
z929669 replied to TechAngel85's topic in General Starfield Discussion & Support
Hey Roots! Good to see you again Do you know for a fact that ..\meshes\ invokes the same behavior? What about other folders? If it's basically any duplication of top-level folders in BA2 archives of vanilla, then I think it's important we get it right at least as far as we know. I cannot confirm as testing this stuff is beyond my ability at this time. I defer to DY, who seems to be actively investigating this and related. -
TexGen is being terminated prematurely, suddenly closes
z929669 replied to 3fast5you's question in DynDOLOD & xLODGen Support
You need to provide the TexGen and DynDOLOD logs as indicated in the forum rules and the DynDOLOD OP. This would tell us why you have this problem. It's just as likely that the LODs you are using have issues as it is a TexGen/DynDOLOD issue. The logs reveal all, so that's why they are always required when posting. -
Step SkyrimSE Patches (by Step Modifications)
z929669 replied to TechAngel85's topic in Step Skyrim SE Guide
Thanks for looking into that and resolving!- 126 replies
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Starfield Mod Installation
z929669 replied to TechAngel85's topic in General Starfield Discussion & Support
Obviously, update that portion of the OP as you see fit when you are clear on how it should work based on MO development. -
I made a big mistake regarding BethINI
z929669 replied to Alejin94's topic in Step Fallout New Vegas Guide
This shouldn't matter. Just be sure your video drivers are updated. Test other games to be certain your GPU isnt borked with respect to 3D. Test using a brand new game. -
Starfield Mod Installation
z929669 replied to TechAngel85's topic in General Starfield Discussion & Support
OP updated -
Starfield Mod Installation
z929669 replied to TechAngel85's topic in General Starfield Discussion & Support
Thanks. Updating the OP now -
STARFIELD Starfield Default Values for All Known Valid INI Settings
z929669 replied to DoubleYou's topic in INI Tweaking
Yeah, you mentioned that you tested various settings, but I posted this thought anyway. Also keep in mind that the Starfield INIs don't work in an intuitive way or in the unintuitive ways of other Beth games ... it's a brand new unintuitive choreography of complexity seemingly done to frustrate people or as an afterthought to a poorly-conceived upstream design decision. In short, your methods of setting the INI values could be due to those values not being implemented as expected rather than due to those settings not having any impact. I guess we'll learn more hopefully soon-ish. I've yet to see this "modders paradise" -
STARFIELD Starfield Default Values for All Known Valid INI Settings
z929669 replied to DoubleYou's topic in INI Tweaking
I'd test the following (assuming meters here, but maybe its game units). Setting both to the same value should impact only NPCs at this exact distance. With the delays, point times and #actors values, this might effectively disable head tracking and provide some insight: fMaxPathLookAtPointDist=1.000 fMinPathLookAtPointDist=1.000 -
Starfield Mod Installation
z929669 replied to TechAngel85's topic in General Starfield Discussion & Support
This is Microsoft's mandated implementation, I assume. Thanks MS. Thanks. So put simply, forgetting the path variants "..\Documents\My Games" (bad) versus "..\Steam\steamapps\common\Starfield" (good), the subfolders trigger the conflicts between the two 'root' paths: ..\Textures\ ..\Meshes\ ..\Strings\ etc. If the bad location has one of these subfolders, the same subfolder in the good location is ignored (as are its contents), so each subfolder represents an independent conflict with respect to underlying loose assets, and both locations will override BA2 archived assets. Priority ..\Documents\My Games\Data\{folder}\* (bad, default) ..\Steam\steamapps\common\Starfield\Data\{folder}\* (good, alternate) ..\Steam\steamapps\common\Starfield\Data\*.ba2 (default fallback) Does this reflect what we know ATM? Side note: I just checked the BA2 archives, and divided the largest by 1024. This gives a decimal just shy of 4096, so I'm guessing max size of a BA2 archive is 4096 * 1024 = 4,194,304 Kb.

