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Rebel47

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Everything posted by Rebel47

  1. I installed DynDOLOD for the 2nd time this week, with NMM and I'm using Windows 10, Antivirus for me is CIS (Comodo Internet Security) and I never have a single problem, by any chance are you using multiple folders mode on NMM, I believe that can muck up sometimes when installing mods, not sure as I never personally use it.
  2. That's why I am cautious and haven't deleted anything unless specified to do so by mod author or LOOT. I will however contact the authors of said mods and confirm whether the errors I've found are safe to leave in or not, Thanks for the help Zilav
  3. That bridge you mentioned, I believe it to be the exact location that I mentioned in the previous post, I can't recall the exact issue and problem but it was something to do with 2 meshes meeting at or close to that point and spining around on or close to that bridge would cause a CTD However I cannot locate that post now, it was in a pre 2.xx version of DynDOLOD so it's probably been fixed by now. Changing from RW2 to W.A.T.E.R should not cause any iissues since they both are mostly compatible anyway and Sparrowprince even mentions they can be used together (not sure now since Water has been updated) RW2 did have some world edits in for the waterfalls but if you used the most up to date version of W.A.T.E.R then I believe it too has those edits or similar ones at least, so that should not cause you issues, Disabling DynDOLOD just requires you to go inside and it will auto turn off (stated in the GamerPoets Video found ) and then it's just a case of uninstalling it and all billboards for any mods you use and then reinstalling it as per the installation instructions, if you still suffer issues with this it might be more pertinent for you to post your troubles in the actual DynDOLOD thread where it will get a much speedier response from Sheson.
  4. Do you have a lot of mods that alter the Whiterun area, it almost seems to me like your running out of VRam, I know I've seen countless reports of people having issues with Crash Fixes installed, I haven't tried it yet so I cannot say whether this is a cause or not. I do however remember a while back someone mentioned that near Whiterun there is a spot where 2 world meshes meet (I haven't got the description of that right though, I'll have to dig around for that post for reference) but that was near to the bridge at the bottom of the waterfall from Riverwood path. If Whiterun pushes your memory to it's limit that could be the cause, but if you could travel to Solitude Docks with DynDOLOD.esp on and it doesn't crash when travelling around there or spawning in guards then I would say it's not specifically a memory problem, give that a try and see what happens, other than that I cannot think of anything else to suggest right now.
  5. It seems that very little LOOT records have been submitted for Fallout 4 as yet, but most of these errors I found were initially found in Skyrim Plugins, the Navmesh warning was from Legacy Of The Dragonborn, but I've not seen any mention of it or problems associated with it on the mod's page, As for mods with the Quest Alias errors, they are Wet & Cold, aMidianborn Content Addon and Helgen Reborn, now I'm fairly certain that aMidianborn Content addon does not add quests, so that could be an erroneous entry ?, as for the other 2 I'm not sure on if Wet & Cold adss quests or not, Helgen does though and I don't know if it's fixable by me, or should be reported to the author, assuming they're still active. The mods with "Error: Could not be resolved" are listed in bullet point, checked with the FO4 version of XEdit, will be checking again with the SSE version to see if there are any changes. Eternal Darkness Redone (JBMod - ELFX3 Patch/esp)Morskom Estate (Morskom.esp)Hunting In Skyrim (Hunting in Skyrim.esp)Skyrim.Wayshrines.Immersive.Fast.Travel (WayshrinesFT.esp)Leaf Rest (LeafRest OnePiece.esp)Dwemertech - Magic of the dwarves (Dwemertech - Magic of the Dwarves.esp)Legacy of the Dragonborn - Patch Central patcher (BM_CACO_Patch.esp)Summerset Isles (summersetisles.esp) Unknown errors were a concern for me as it's something I've not come across before, but glad to know they can be ignored, the "Null reference but expected a different value" was Dwemertech. Watching videos from Matortheeternal and a host of other people's tutorials on YT about XEdit, the suggestions they have are that "Marked as deleted but contains; Base (UDR), and the mods with the "Error: Could not be resolved" should be deleted, I'm cautious in removing them just in case it breaks the plugin although I do keep backups of everything I change. Thanks for the help thus far, hopefully I can learn more and eventually come to know how to deal with this stuff myself.
  6. I ran my DynDOLOD on 0.63.8 and it worked fine, if your not getting the Window popping up asking you to choose options when installing the resource file then the file is not installing properly in NMM, I don't know what to say as I followed GP's video and it worked perfectly for me, perhaps there's an underlying problem mwith your NMM app, who knows, but if you got it sorted one way or another that's all good.
  7. I'm currently going through my whole Skyrim mod list in TES5Edit checking every mod that loads after USLEEP for errors. What I would like to know is, what errors should I be looking out for and what the best course of action would be to deal with them if any action should be taken, for example if LOOT doesn't list a plugin as dirty but it has UDR's is it wise to remove them The one's I'm curious about are UDR that LOOT hasn't detected (and doesn't tell you not to clean it) exampleRecord marked as deleted but contains: BaseITM that hasn't been detected by LOOTError: Could not be resolved errorsFound a Null reference but expected a different valueNavmesh warnings such asWarning Navmesh Triangle not found in....Quest alias errors such asWarning: Quest Alias not found in...<Unknown 11> (NAVM record) Any advice would be greatly appreciated, while there is a lot of information out there regarding this kind of stuff, there doesn't seem to be too much in the way of information regarding what values are safe to clean and what should be left alone.
  8. I never noticed this issue but then I only put NVHBAO+ on while in the confines of Diamond City and while I like the darkening effects it just didn't suit the performance as much as I'd like it too. I now use Tetrachromatic ENB (By Slothability) and SSAO in game with TAA and it looks almost as deep in the shadows as it did with HBAO on, with better performance. This is just my personal findings anyway, but since I use AMD ymmv on this.
  9. Klapp, you have to install the resource file in NMM the same way you would with any other mod, either drag and drop it in to your NMM mods folder or click the plus and add it in, then activate it
  10. Much appreciated, I was following an "old" video of Gamerpoets on DynDOLOD and it didn't mention summerset and it seems I had a silly moment where I forget to check the written instructions, thank you nonetheless
  11. I did a search through this topic for anything pertaining to Summerset isle and couldn't find it so I'll ask here, I'm using it in my load order will I need the tree lod from TES5LODGEN mod page or is that now covered in DynDOLOD ? I would love to know before i proceed further with my DynDOLOD installation.
  12. So I've tested bSaveGameOnQuitToMainMenu=0 with the latest version (steam version 1.8.7.0) and it still works as intended @Neb: I've already run Bethini through my Skyrim Special Edition ini files and that line is nowhere to be found in either one of them now, not sure if it was removed purposefully or not, just thought I'd mention that.
  13. Since the quit to main menu ini edit works so well are we going to be promoting that for future use, I doubt it will make it into Bethini but it could be useful to note it's function and that it works although I haven't tried it with the new patch that dropped, I will try and update if the function still achieves the same result with the new patch. I'll also when I have time, play with some other ini settings, I doubt I'll be able to do too many at a time though given that my workload has picked up quite a bit recently.
  14. Rebel47

    Trump

    I do not have any enthusiasm for politics in general but I also respect others rights to speak freely. Ironically though the word trump in british slang is very infrequently used now but it shall ever remain at least in my part of the country anyway, I can't speak for the whole country though.
  15. Just an addendum to my above post, I was incorrect in my reply, there is in fact an ini setting to disable the exit save, thanks to DoubleYou and others for finding and listing it in this thread Under [General] in fallout4.ini the setting bSaveGameOnQuitToMainMenu=0 should be placed, this will disable the exit save when exiting to main menu only and one can then exit to desktop from there without ever having an exit save produced (during my testing the exit to main menu was very fast) For the sake of science I tried bSaveGameOnQuitToDesktop=0 but this did not work and the exit save was produced. So it would seem the only setting working for this now is bSaveGameOnQuitToMainMenu=0.
  16. From what I have seen of the ini codes so far no there isn't, but since this was placed into the exe code by Bethesda I'm reckoning that somehow someone could reverse engineer it to find out what the variables are and make an option to disable it When you load the exit save back up it deletes itself, but if like me it annoys you to no end you could always resort to using qqq in the console to quit without that stupid exit save taking effect.
  17. Boris has released ENBoost for FO4 ENBSeries but it is at the moment still in it's infancy, it appears FO4 coding is much more complicated for Boris to work out now, slowly but surely progress is being made. I believe I introduced myself a long time ago now lol but hello to all the new members joining up
  18. I decided to set bPrecipitationOcclusion=0 to see if it had any affect for me, before I continue here's a little info, last night I was playing the game with this setting to 1 and staying dry under roofs, turned it off and changed nothing, got up today changed just that one setting and added one mod, fired up the game tried to load a save and a recurring CTD every time, this happens if I load a save or make a new game but no settings have been changed to my knowledge, on a side note while I'm here is it safe to use Bilago's Config tool alongside Bethini, also is it better to set your ini's to read only or leave them as not read only ? Edit: I spent a little time in Goodneighbour testing out the bPrecipitationOcclusion= setting and during testing I think I may have stumbled upon something that may or may not already be known amongst those in this community My findings are bPrecipitationOcclusion=1Under shelter no rain seemed to clip through and my character has no wet shaders appliedbPrecipitationOcclusion=0Under shaleter a few raindrops seemed to clip through but not the full amount that was pouring down outside and my body has wet shaders applied to it. Based on this I'm wondering if the bPrecipitationOcclusion is not for stopping rain coming through roofs and ceilings as much as it is to not show wet shaders on the body in places that it wouldn't make sense. perhaps others could test this and see if we all come to the same conclusion, for my test I did spawn vanilla rain through the true storms config menu.
  19. Yes, what that link tells you is that the server for downloading and checking mods with NMM/MO is disabled to keep the site functioning during the high activity period, this is to be expected.
  20. I know that from earlier on today the nexus had to shut down it's Download with manager option to compensate for the increased traffic due to the release of SSE so that might have something to do with it, check it out here and see if that information helps you any.
  21. Nexus has seen an increase in traffic due to SSE and have posted information about that here which states that they might have to turn off NMM/MO downloading to enable the site itself to run at a bearable speed, which looks like it's what they have done, so bear with them and just download manually for now, it's all we can do :)
  22. The reason the servers aren't working for downloading mods through MO or NMM is due tot he massive hit in traffic with SSE mods, the information can be found here but this problem has only arisen today, I can not account for the lack of logins back to the 13th October.
  23. I do recall seeing somewhere that even with the setting enabled that if your fps was 40 (or was it 30) or below then the rain occlusion would disable itself to allow for smoother gameplay, this requires more testing to prove or disprove this theory. I'll have a poke around with it tomorrow when I have a spare few minutes.
  24. This is my understand of the setting bPrecipitationOcclusion=0 - Disables rain occlusion allowing rain to pass through buildings and ceilings bPrecipitationOcclusion=1 - Enables rain occlusion stopping rain from passing through buildings and ceilings I haven't fully tested this myself yet because I'm still sifting through mods to find the perfect setup. I do recall though that being under certain roofs, like the tin shelters in goodneighbour actually stops the rain from coming through when this is set to 1, in my very short trial of this setting.
  25. In comparison to the base vanilla Skyrim it does look so much better and for a baseline it's a good starting point, but I wasn't quite as blown away as he suggested I should be, for a remastered version the roads look horribly blocky to me, and those plants oh my god they're so 2D it's hurting my eyes, but the Ivy and snow both look good to me even in that video. I mean don't get me wrong it's an improvement but only in certain areas or lighting scenes, I will reserve heavy judgement until I actually play it on pc with Maximum settings just to compare, since I have Skyrim legendary edition in Vanilla to I could compare the 2 for posterity. Anyway thanks for the laughs, the guy in the video almost sounds like he's on rails with his commentary.
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