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avrie05

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  1. Just following up, This issue has popped up in the steam forums. I'm currently verifying information with the user. Completely reproducible for him. My first recommendation was to completely uninstall all versions of LOOT, reinstall only the installer version, then uninstall it again. flush all the caches, and the appdata folders, then install the standalone version on his game drive (Non UAC) He was one of the people that had issues with the installer version when 10.0 was first released. My thinking is possible registry left overs from previous installed versions. I figure forcing a fresh installation is a prudent place to start before digging deeper. I'll keep you in the loop.
  2. Actually I'm of a different opinion. I think you need to focus on both ... The issues the current release version of MO has with the updated Wrye bash (307 official release is any day) is the same for both versions and drastically affects creating a valid bash patch. It also affects which patches can be merged. Any valid release of MO2 will absolutely need to clean up LOOT 10.2 and Wrye bash integration. If you fix it for 64 bit, you've already drastically improved 32 bit as well. Though 64bit IS more important moving forward. Might I recommend opening a dialog with the Wrye bash team at Wrye Bash - Thread #112 - Page 7 - Oblivion Mods - Bethesda Softworks Forums Wrinklyninja is already there along with Arthmoor. I'm just helping to test a little. BTW ... Thanks for picking this up. I've been using WB since the SSE release and I really do miss my virtual data folder :) It would be really cool if there was some way to merge in the advanced error checking/reporting functions of WB into the new MO-SE. and I'd love to see you add the capability of ENB handling (swapping presets just like profiles) it's just basic file keeping one stinking folder higher LOL. We've got a few people getting ready to beta for you over at my help thread on the SSE forums. Please drop by and say hello. We'll start gathering data for you. Ilja, CFS111, and I already have bug tracking EXP. https://steamcommunity.com/app/489830/discussions/0/154643795211522292/ Thanks again
  3. Thanks so much for the reply, I've been waiting for Se as well. I have a few project on hold waiting on the new creation kit. I'll dig deeper into which models / lods are involved. I might even try switching a test mountain to neverfade just to see if not loading the LOD fixes the problem. I'm not keen on adding the strain to a heavily modded game. But it would be worth the trouble if I can narrow this down. I'll touch base with ThreeTen and find out his feelings on this idea, Robinsage's scripts haven't been updated in over a year, and that was a simple patch. IMO it's almost as important to immersion as DynDOLOD. I don't want to see it slip into obscurity among all the hype moving to 64Bit SE. As I said, I'll take on the project, and do the grunt work, but I might need a little help with the Xedit side of it. Thanks again
  4. Hi Sheson, I just spent a day reading through a lot of your documentation ( Thanks for the headache ;-) There's two things I'm absolutely convinced of but not sure how to proceed. 1) I'm sure I can fix the terrible flickering on the mountain snow textures in the far distance with one or two well chosen mesh rules, and If I understood it a little better I would probably turn it into a guide for general use. The flickering seems to be yet another variation of static vs. Dynamic LOD "Zfighting" I'd love to get a handle on this for the community. It's the one real drawback to pushing the limits of DynDOLOD. The flicker ruins all the other gains it's so bad (depending on settings of course ... I'm currently running it on high, with near grids on 13 and far grids at default with 512 max tiles) 2) I am Absolutely convinced that it's time for you to Chesko, and ThreeTen to compare notes. The only solution moving forward with updating "Real shelter" IMAO is for you to work with them to include Robinsage's Xedit scripts as an optional function of DynDOLOD. So that the scripts can be tweaked to run on the much better dataset you create. I want to take your merged data and Generate a shadow map at noon for all worlds. Then run the Real shelter scripts on a filtered subset of that data. I don't have the skill to pull it off myself (working on it ;-) But as to this being the only reasonable course moving forward for that wonderful mod. I'm positive. I'd be very willing (even grateful) to do the majority of any "dumb grunt work" myself. I have yet to contact Chesko or ThreeTen myself. I would like to hear your opinion of the idea first. BTW ... It's almost the one year anniversary of sacrificing my first born LOL how the time flies. Thanks in advance for thinking about it. Look forward to reading your thoughts.
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