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z929669

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Everything posted by z929669

  1. Also see this sticky post.
  2. What issued that error? If DynDOLOD issued that error, then your original problem wasn't related to the plugin. It was related to DynDOLOD not being able to find the game INI. When you ran the Steam launcher, that got fixed, and your CTD resulted from the plugin issue. So it sounds like two separate but concurrent issues, neither related to DynDOLOD.
  3. Try launching the game via Steam Launcher to establish the game INIs. Let it configure your video and quit the Launcher. Then try starting DynDOLOD again.
  4. Probably somebody on the internet. @S-Matrix Use BethINI to get your INIs cleaned up with relevant and tested values for everything. See these instructions on configuring. You can choose High or Ultra if you want to push your system.
  5. How many mods and which to include in a given game guide is TBD by the Curator of the guide (in this case, someone running FNV and maintaining a contemporary build that adheres to the Step Mandate). The Step build is agnostic with respect to the number of mods included or their status and accessibility. When the guide is constructed, all mods are relevant and can be accessed. If or when that changes for a given mod, the mod is dropped from the guide, and the guide version is updated to reflect a fundamental change. The Curator can and should decide what mods should be included with this in mind, because the Curator will need to increment versions when the mod constituents change (among other things). The ModGroup (section) "Character Appearance" pertains to any of our game guides and, like any ModGroup other than "Lighting & Weather" and "Post-Processing", it is not an optional group. If no mods are available/accessible for Character Appearance, then it's just an empty group in the guide. I'll wager that every single game we support has lots of Character Appearance mods that are practical and applicable. See the ModGroup Flowchart for reference.
  6. Regardless of current use of our FNV guide, some of the posts since @Majorman went on hiatus seem to indicate that the guide itself should be updated to reflect some changes or issues with specific mods that are patch masters and need to be removed/replaced. This requires a Step FNV Curator to install STEP FNV and 'tune' the build likewise. Otherwise, the guide itself is deprecated and no longer entirely relevant (i.e., 'broken' to some extent). I have no idea if this is true, because I do not play any FO games.
  7. If you are using AMD graphics, try running Taskmanager and killing anything beginning with 'AMD': Then repeat TexGen processing to see if long-running time is significantly reduced.
  8. What are your values for the following in SkyrimPrefs.ini? [TerrainManager] fBlockLevel0Distance=? fBlockLevel1Distance=? fBlockMaximumDistance=? fSplitDistanceMult=? fTreeLoadDistance=?
  9. I doubt this is LOD but use tll at the console to toggle LOD off to verify.
  10. No worries whatsoever. Posting in a game forum within the context of that game is exactly why we have the forums by game. We encourage support and feedback from community members. I personally have only ever played FO3 only a tiny bit many years ago, so your knowledge of FNV far exceeds my own, and any info you or anyone else posts here or on any other supported game is a good thing. That's why I made the suggestion. The most important aspect of maintaining these guides is that each needs a curator ... someone who is actively maintaining and playing the game. You've already pointed out some issues and remedies for the present FNV guide that I think are worthy of consideration by the sound of them, so these thoughts should be considered and potentially implemented. Since it sounds like you have the Step build with your own recommended changes to make it better from your perspective, it sounds like it might be time to update the guide so that it remains relevant and useful. Based on your contributions on this site to date for not just FNV, I think your technical skills are on par with what's necessary.
  11. Consider Mousetick's advice carefully and see if you want to strictly provide the requested detail verbatim. If not, I'd advise really considering following the Step SSE guide strictly through 02-Extenders. That includes setting up your modding environment and reinstalling all tools, including MO, using our recommendations. I pretty much guarantee your issues will resolve, and then you will have all of the tools and base runtime mods installed properly for building upon without the mysterious issues you are having. I think its your base configuration, and troubleshooting that can be a PITA if it's not 'standard'.
  12. Since you seem to be actively using this guide and know quite a bit about FNV, perhaps you might want to update some things? If so, we can set you up with permissions to do so and increment the guide version when done. You'd need to be willing to install it strictly according the the updated guide and update the patches. If you do, we'd credit you as the curator of the updated version. Let us know.
  13. Thanks for the info. If this is the case, I think it's an obvious fix ... Replacer version it seems.
  14. Full understanding of how LOD works requires reading (and comprehending) the DynDOLOD documentation, where everything is explained very thoroughly. Many of the concepts require good understanding of how the game(s) itself works. Most of us that have been modding and writing about modding for over a decade don't fully understand a good proportion of how all LOD works in the games xLODGen/DynDOLOD support. I'll wager there's relatively few people in the world that understand it all completely. I guess I should speak for myself though ... I'm STILL learning (and forgetting at least half of what I learn). That said, this is one reason why you'll find many modding and modding tool guides of highly variable quality and accuracy. Most of them have varying degrees of misinformation or are outdated with obsolete or flat-out incorrect instructions/recommendations/explanations. A minority of them are reliable in all/most respects. The guides you will find on this site (in the top nav) are well maintained and relevant (but still NOT perfect at any given time). We maintain them specifically with the goal to teach people the basics in as simple a way as we can. This includes how to generate all terrain and object LOD for our mod lists (where possible). The guide you referenced seems to be trying to accomplish the same by also providing pregenerated LOD in a pre-defined Wabbajack method (also see Nexus Collections). I cannot speak to it's quality, but I can tell you for certain that if you are not using all of the mods it recommends, if any of those mods have recently been significantly updated/changed, or if you add other mods on top of it, you will almost certainly have some 'broken' LOD and likely other issues. As I tell most beginning modders, I recommend following one of our guides from start to finish carefully and completely. Then come back here and ask questions about how LOD works for specific issues you encounter. By then, you will have absorbed the basics and will likewise be better positioned to ask pointed questions and understand the answers. Otherwise, use a Wabbajack/Collection that is well curated/maintained and strictly adhere to its instructions if you don't want to fuss with details and the time commitment required for a guided, manual build (as your finding, even these all-in-one solutions most often require similar time commitment and troubleshooting). Beyond these basic points, I will yield to sheson with respect to your questions about how his LOD solutions work in Skyrim.
  15. You were or possibly are still using pregenerated LOD that most definitely doesn't correspond to your specific mod list. It would be hard to tell unless you test transitions from full to LOD all over the place. You should see objects popping into view out of nowhere and other objects popping out of LOD to nothing as an area loads. This is the hallmark problem of pregenerated LOD. If you have *.bto, *.btr, and/or *.btt files in your data (simple to find in MO data tab using the filter) and no enabled DynDOLOD or xLODGen output mods, then you have pregenerated LOD. MO will show which mods provide these in the Data tab. Uninstall those mods and reinstall them again without options to include pregenerated LOD. To really see the difference of proper LOD vs vanilla LOD, create a pure vanilla profile IN MO with vanilla INIs and load the game. Then run xLODGen then DynDOLOD on the vanilla game. There's a huge difference with no pop in/out.
  16. Mooit runs on Linux using a non-standard config for most tools, I think. So these use cases are atypical.
  17. Only install the mods you want to use. Also only install 'LOD' assets if they are specifically meshes for DynDOLOD (mostly tree mods, but also some rocks/mountains mods). Do not install "lod billboards" (textures). Regenerate terrain LOD from scratch using xLODGen Use the latest DynDOLOD 3 Alpha afterward for object LOD (with TexGen to create LOD textures and tree billboards).
  18. ESPFE I'm guessing. I have no idea if those are excluded from crash logs
  19. Looking at your LO, you have a lot of added stuff. Lots of JK and other stuff. 700+ plugins, so troubleshooting this is best done by reverting back to the Step build only and adding mods strategically after you verify things are working as expected.
  20. I'm seeing what looks mostly like OS-level issues maybe caused by third-party software and nothing that I've typically seen in a crash log. Are you running MO extensions of some kind? My advice is to disable anything and everything not recommended by our guide and ensure that the Step build is working properly before extending it.
  21. I added a bit of clarity to Step 5, so read it over again. DY may make more changes to this when he sees it, but the gist is correct and a bit less confusing, IMO.
  22. The Grass LOD Guide basically assumes you are running 1.5.97, so just follow all instructions and make the NGIO changes indicated in the guide. The Step 5 instructions are a bit confusing because of this.
  23. For all I know, it could have been ME long ago before I actually began really using GCF ... the same is true for any of our staff other than DoubleYou. Also, note that the Grass LOD Guide specifically instructs to install NGIO and GCF under 1.5.97, so there's that PS: Grass files are generated via SKSE routine, so your grass files should appear wherever your SKSE output would send them. It's overwrite for most people unless you send SKSE output to a specific mod via the MO EXE settings for SKSE64.
  24. Don't take advice from random people. Read the mod description or ask the MA (DoubleYou) instead. From GCF: I run GCF when generating my grass cache under 1.5.97, and I also run GCF under 1.6.xxx. This statement infers that you can run it under 1.5.97 as well, since youc annot create a grass cache under 1.6.xxx
  25. Also, this tiling appears to be exacerbated by parallax ... I'm guessing ENB?
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