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z929669

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Everything posted by z929669

  1. You don't want the LE guide. You want the 2.0.0 SE guide (pre AE SSE). Unless you DO want to run LE. In that case, you talking about lots of differences with everything, including DynDOLOD. I would use the 2.2.0 SE guide and simply reference the Extender mods from 2.0.0 + NGIO. There's only about 20-ish mods that need to be downgraded, I think. you can use this to assist.
  2. You may want to load up your wanted savegame and go to an interior cell and wait. See this procedure.
  3. Yeah. That's really confusing, and I recall scratching my head over it. @DoubleYou wrote it with high tek language maybe per meh321. See Step 2 of Grass Cache Fixes mod for simpler instructions. That mod is included in our LOD guide, so the instructions for GID are a bit indirect.
  4. The user was probably referring to ENBSeries.ini [EFFECT] CG setting and conflating that with DynDOLOD INIs. Regardless, the comment implied that the Step guide documentation was 'old' and therefore irrelevant in part, which is simply not the case unless this person was looking at a deprecated or not-applicable guide (or not really RTFM). Since this user is no longer a member here, we won't be hearing back one way or the other.
  5. As explained in the Grass LOD guide, you should rename your *.cgid to *.gid, and use Grass Cache Fixes (should be installed under AE already). If running Step, you can also package into BSA if you want the Step Patch - Conflict Resolution.bsa to load per the guide.
  6. MO shouldn't crash. DY means that the pregen operation often crashes and gracefully recovers, but if MO also crashes, then it's a wash. My guess is that your long generation times and pregen crash are related to graphics driver issues or related software on your system. It may be related to the post the other Linux user mentioned on the other topic where he/she used a utility to configure DLLs.
  7. You used a vanilla save game someone else made on Nexus? Well, that's the first problem. Just use MO to create a vanilla game and save yourself. Even if it's a vanilla game bug, it all comes down to meshes and doing the research like I said a couple of times. Totally resolveable, and you can't expect mods to fix everything, because so many variations exist.
  8. No links to support claims, no logs. I think you maybe just aren't reading carefully.
  9. Again, you need to check the mesh conflicts and ensure that those wanted are winning in all cases. Use MIC to determine what meshes are in play and the source. Installing mods to fix this may not be enough, and manual intervention may be required in terms of asset priority.
  10. It all depends on the mesh overrides, so check the meshes for the roads and your install priority. Also note that it is likely variable, depending on the mods you are using that modify these areas.
  11. Just disable in enbseries.ini [EFFECT] EnableDepthOfField=false
  12. Actually, writing it up on the wiki as a guide is most useful. Then linking from the forum topic OP is good for discussion about the guide content. See this topic OP as an example. If you don't know wiki markup, then no worries as we have a WYSIWYG editor on the wiki now.
  13. you don't need to regen LOD, since Blackreach really shouldn't have impact. Mesh changes to terrain, mountains and many objects can often require LOD regen.
  14. If you want to use a 1.5.97 game instance, any mods using runtime DLLs and SKSE will also need to be configured for that env. I have a separate Steam game directory for 1.5.97 mapped to its own MO instance . Also see Mousetick's notes. When I want to run it, I just change the directory name from "Skyrim Special Edition" to "Skyrim Special Edition - 1.6.xxx" and "Skyrim Special Edition - 1.5.97" to "Skyrim Special Edition" and change MO instances. The instances are identical in all respects but for NGIO and runtime mod versions. See our grass LOD guide for assistance.
  15. For one, it sounds like Elsyium Estate alters the landscape and using it would require rebuilding the grass cache under 1.5.97 with your mod list (presumably STEP with some changes). Also, it sounds like that mod or some other mod is adding it's own grass, which may or may not be limited to the Estate ... again, rebuilding grass cache may resolve. Disabling the Step INI prevents the Step grass cache from being used (but if you remade it with your changes, you would still use the INI).
  16. There's so much that you haven't told us. Why would you "delete logs"? That's info that could be helpful in resolving issues. This is likely not an MO problem but a "porting from LE to SE" problem by the sound of it. Disable the ported mod. Does the game launch without issue? If not, there's a gigantic number of potential issues and resolutions. Read our System Setup Guide to situate your modding environment to standards to avoid all the wild goose chasing required to troubleshoot your issue. Then consider following our SSE guide through 02-Extenders to establish a working build that you can then tailor to your needs.
  17. We don't support deviations, but we do provide some guidance for people to DIY.
  18. Don't comment anything. The notes are just for reference. If not using ENB, they can remain at defaults, but it doesn't matter. If using ENB, they should be 5 and 25, respectively
  19. We restrict edits to pages in the guide logic. This has been fixed to use a dynamic version string. Thanks
  20. Revisit DynDOLOD setup, and execute the following in order according to the numbers (ensuring that the Step Patches are all installed and enabled). Make sure your mesh rules match as shown here: Also be sure that changes are made to DynDOLOD_SSE.ini as indicated in the DynDOLOD instructions
  21. Carefully read the DynDOLOD FAQ under section "DynDOLOD/TexGen Questions", and modify DynDOLOD_SSE.ini settings accordingly. I suspect your issues are due to having so many mods installed. Some may also have non-optimized LOD (e.g., some tree mods have 'LOD' models with huge triangle counts).
  22. You aren't running the 2.2.0 Step mod list. We can't really support your mod list, so I'd recommend disabling all mods that are not in 2.2.0 and revisit the guide to align.
  23. This is how I set it up. I just use the folder structure expected by the script and run xEdit via MO. The output will be a meshes folder in the xEdit Output adjacent to DynDOLOD-Source. Right click the Tree node in xEdit for each relevant plugin, and the renamed tree NIF will all be generated. If your tree mod replaces vanilla trees and those trees don't have references in the mod plugin, you need to be certain full tree meshes from your mod exist under DynDOLOD-Source folder "as-is" but renamed like "TreeFile01_passthru_lod.nif" and you will need to also run this on the vanilla Tree nodes for each vanilla plugin (Skyrim, Hearthfires, Dawnguard, Dragonborn, TreeModPlugin ... all of them to be sure). When finished, all trees with LOD from your mod will have the CRC32 under the meshes output folder. These are the only ones that need to be made into hybrids, and the file names are accurate. Be certain all of the base models are 'final' before you do it or the CRC will be wrong later after edit of the base NIFs.
  24. I would post on sheson's alpha 3 topic for Qs relating to DynDOLOD in your env.
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