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Gunkin

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About Gunkin

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    Citizen

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  • Location
    Cincinnati
  • Favorite Mod
    Enhanced Landscapes & ETaC
  1. I am getting a series of Errors from the STEP Extended Patch from (I'm assuming) something to do with Immersive Citizens and I have Immersive Citizens installed as-per the instructions. My Plugin Order My Modlist [01:04] Checking for Errors in [93] STEP Extended Patch.esp [01:04] NPCO_AIWhiterunNPCs "AI for Whiterun citizens" [QUST:3D20A698][01:04] QUST \ Aliases \ Alias \ Alias Package Data \ ALPC - Package -> [07A4C525] < Error: Could not be resolved >[01:04] QUST \ Aliases \ Alias \ Alias Package Data \ ALPC - Package -> [07A33030] < Error: Could not be resolved >[01:04] QUST \ Aliases \ Alias \ ECOR - Combat override package list -> [07A0571B] < Error: Could not be resolved >[01:04] QUST \ Aliases \ Alias \ Alias Package Data \ ALPC - Package -> [07A4C524] < Error: Could not be resolved >[01:04] QUST \ Aliases \ Alias \ Alias Package Data \ ALPC - Package -> [07A47423] < Error: Could not be resolved >[01:04] QUST \ Aliases \ Alias \ Alias Package Data \ ALPC - Package -> [07A47424] < Error: Could not be resolved >[01:04] QUST \ Aliases \ Alias \ Alias Package Data \ ALPC - Package -> [07A47425] < Error: Could not be resolved >[01:04] QUST \ Aliases \ Alias \ Alias Package Data \ ALPC - Package -> [07A42327] < Error: Could not be resolved >[01:04] QUST \ Aliases \ Alias \ Alias Package Data \ ALPC - Package -> [07A05716] < Error: Could not be resolved >[01:04] QUST \ Aliases \ Alias \ Alias Package Data \ ALPC - Package -> [07A05717] < Error: Could not be resolved >[01:04] QUST \ Aliases \ Alias \ Alias Package Data \ ALPC - Package -> [07A74D3C] < Error: Could not be resolved >[01:04] QUST \ Aliases \ Alias \ Alias Package Data \ ALPC - Package -> [07A74D3C] < Error: Could not be resolved >[01:04] QUST \ Aliases \ Alias \ Alias Package Data \ ALPC - Package -> [07A74D3C] < Error: Could not be resolved >[01:04] QUST \ Aliases \ Alias \ Alias Package Data \ ALPC - Package -> [07A74D3C] < Error: Could not be resolved >[01:04] QUST \ Aliases \ Alias \ Alias Package Data \ ALPC - Package -> [07A74D3C] < Error: Could not be resolved >[01:04] QUST \ Aliases \ Alias \ Alias Package Data \ ALPC - Package -> [07A74D3C] < Error: Could not be resolved >[01:04] QUST \ Aliases \ Alias \ Alias Package Data \ ALPC - Package -> [07A74D3C] < Error: Could not be resolved >[01:04] QUST \ Aliases \ Alias \ Alias Package Data \ ALPC - Package -> [07A74D3C] < Error: Could not be resolved >[01:04] QUST \ Aliases \ Alias \ Alias Package Data \ ALPC - Package -> [07A74D3C] < Error: Could not be resolved >[01:04] QUST \ Aliases \ Alias \ Alias Package Data \ ALPC - Package -> [07A74D3C] < Error: Could not be resolved >[01:04] QUST \ Aliases \ Alias \ Alias Package Data \ ALPC - Package -> [07A74D3C] < Error: Could not be resolved >[01:04] QUST \ Aliases \ Alias \ Alias Package Data \ ALPC - Package -> [07A74D3C] < Error: Could not be resolved >[01:04] QUST \ Aliases \ Alias \ Alias Package Data \ ALPC - Package -> [07A74D3C] < Error: Could not be resolved >[01:04] QUST \ Aliases \ Alias \ Alias Package Data \ ALPC - Package -> [07A74D3C] < Error: Could not be resolved >[01:04] QUST \ Aliases \ Alias \ Alias Package Data \ ALPC - Package -> [07A74D3C] < Error: Could not be resolved >[01:04] QUST \ Aliases \ Alias \ Alias Package Data \ ALPC - Package -> [07A74D3C] < Error: Could not be resolved >[01:04] QUST \ Aliases \ Alias \ Alias Package Data \ ALPC - Package -> [07A74D3C] < Error: Could not be resolved >[01:04] QUST \ Aliases \ Alias \ Alias Package Data \ ALPC - Package -> [07A74D3C] < Error: Could not be resolved >[01:04] QUST \ Aliases \ Alias \ Alias Package Data \ ALPC - Package -> [07A74D3C] < Error: Could not be resolved >[01:04] QUST \ Aliases \ Alias \ Alias Package Data \ ALPC - Package -> [07A74D3C] < Error: Could not be resolved >[01:04] QUST \ Aliases \ Alias \ Alias Package Data \ ALPC - Package -> [07A74D3C] < Error: Could not be resolved >[01:04] QUST \ Aliases \ Alias \ Alias Package Data \ ALPC - Package -> [07A74D3C] < Error: Could not be resolved >[01:04] QUST \ Aliases \ Alias \ Alias Package Data \ ALPC - Package -> [07A74D3C] < Error: Could not be resolved >[01:04] QUST \ Aliases \ Alias \ Alias Package Data \ ALPC - Package -> [07A74D3C] < Error: Could not be resolved >[01:04] QUST \ Aliases \ Alias \ Alias Package Data \ ALPC - Package -> [07A74D3C] < Error: Could not be resolved >[01:04] QUST \ Aliases \ Alias \ Alias Package Data \ ALPC - Package -> [07A74D3C] < Error: Could not be resolved >[01:04] QUST \ Aliases \ Alias \ Alias Package Data \ ALPC - Package -> [07A74D3C] < Error: Could not be resolved >[01:04] QUST \ Aliases \ Alias \ Alias Package Data \ ALPC - Package -> [07A74D3C] < Error: Could not be resolved >[01:04] QUST \ Aliases \ Alias \ Alias Package Data \ ALPC - Package -> [07A74D3C] < Error: Could not be resolved >[01:04] QUST \ Aliases \ Alias \ Alias Package Data \ ALPC - Package -> [07A74D3C] < Error: Could not be resolved >[01:04] QUST \ Aliases \ Alias \ Alias Package Data \ ALPC - Package -> [07A74D3C] < Error: Could not be resolved >[01:04] QUST \ Aliases \ Alias \ Alias Package Data \ ALPC - Package -> [07A74D3C] < Error: Could not be resolved >[01:04] QUST \ Aliases \ Alias \ Alias Package Data \ ALPC - Package -> [07A74D3C] < Error: Could not be resolved >[01:04] QUST \ Aliases \ Alias \ Alias Package Data \ ALPC - Package -> [07A74D3C] < Error: Could not be resolved >[01:04] QUST \ Aliases \ Alias \ Alias Package Data \ ALPC - Package -> [07A74D3C] < Error: Could not be resolved >[01:04] QUST \ Aliases \ Alias \ Alias Package Data \ ALPC - Package -> [07A74D3C] < Error: Could not be resolved >[01:04] QUST \ Aliases \ Alias \ Alias Package Data \ ALPC - Package -> [07A74D3C] < Error: Could not be resolved >[01:04] QUST \ Aliases \ Alias \ Alias Package Data \ ALPC - Package -> [07A74D3C] < Error: Could not be resolved >[01:04] QUST \ Aliases \ Alias \ Alias Package Data \ ALPC - Package -> [07A74D3C] < Error: Could not be resolved >[01:04] QUST \ Aliases \ Alias \ Alias Package Data \ ALPC - Package -> [07A74D3C] < Error: Could not be resolved >[01:04] QUST \ Aliases \ Alias \ Alias Package Data \ ALPC - Package -> [07A74D3C] < Error: Could not be resolved >[01:04] QUST \ Aliases \ Alias \ Alias Package Data \ ALPC - Package -> [07A74D3C] < Error: Could not be resolved >[01:04] QUST \ Aliases \ Alias \ Alias Package Data \ ALPC - Package -> [07A74D3C] < Error: Could not be resolved >[01:04] QUST \ Aliases \ Alias \ Alias Package Data \ ALPC - Package -> [07A74D3C] < Error: Could not be resolved >[01:04] QUST \ Aliases \ Alias \ Alias Package Data \ ALPC - Package -> [07A74D3C] < Error: Could not be resolved >[01:04] QUST \ Aliases \ Alias \ Alias Package Data \ ALPC - Package -> [07A74D3C] < Error: Could not be resolved >[01:04] QUST \ Aliases \ Alias \ Alias Package Data \ ALPC - Package -> [07A74D3C] < Error: Could not be resolved >[01:04] QUST \ Aliases \ Alias \ Alias Package Data \ ALPC - Package -> [07A74D3C] < Error: Could not be resolved >[01:04] QUST \ Aliases \ Alias \ Alias Package Data \ ALPC - Package -> [07A74D3C] < Error: Could not be resolved >[01:04] QUST \ Aliases \ Alias \ Alias Package Data \ ALPC - Package -> [07A74D3C] < Error: Could not be resolved >[01:05] NPCOWhiterunNazeemTravelToMarketNoHorse6x6 [PACK:93089338][01:05] PACK \ Conditions \ Condition \ CTDA - \ Parameter #1 -> [079E7104] < Error: Could not be resolved >[01:05] NPCOWhiterunNazeemRelaxManorNoHorse18x4 [PACK:93089339][01:05] PACK \ Conditions \ Condition \ CTDA - \ Parameter #1 -> [079E7104] < Error: Could not be resolved > What's wrong here, and what should I do? Are they safe to just delete? Thanks
  2. I'd like to know as well. I'm hoping someone has managed to work something out, and doesn't mind sharing :)
  3. Just want to say that I have had this problem too 100%. There has been several times when I have done a re-install of a mod in MO, and it did not install correctly after. When it would happen I would remove it again, and re-download & replace the mod, although I'm pretty sure it happens when doing the context menu "re-install" from MO, and not while removing something completely first and then re-installing.
  4. Have you tried doing it through your Graphics Control Panel? It would be Nvidia Control Panel for Nvidia, not sure what it would be called for ATI. There are several places for potential AA settings, but I would start there
  5. Hi, I have noticed that I get a bad folder with the STEP Patch. My STEP Compilation Mod's folders shows as Interface landscape meshes Readme sound textures But the landscape folder should not be there by all means, I believe it should be inside of the textures folder although I think it's already in there as well. I have checked each MO Installation I have, a Step Extended I did a month ago, one that I just did, and one that's a backup/base of a STEP Extended install using every instruction of the 2.2.9.2 guide down to the letter. All of these have the extra "landscape" folder. Just wanted to report this.
  6. Just my opinion here, but I would love to see Frostfall dropped by default, I think for most of us who still play Skyrim at this point, we are beyond wanting to constantly stop and warm up and just want to play. I also think it might be good to drop BFT and instead use the lighter and script-free Complete Fast Travel Overhaul Also I noticed that there are many areas in the Content section at the top that get Linked to incorrectly, I'm sure you're probably aware of that however
  7. Thanks a ton! That's really helpful :) I just checked, and should I be looking for a REALLY Red background? Because I have a light Red/Pink on some, but none are actually Red
  8. My Current Modlist.txt Should I be moving additional Mods below the DSR, FNIS & Bashed Patches? Sorry if this is a dumb question, I'm just trying to learn more here.
  9. Thank you so much for asking this lol, I had been dying to know
  10. To start off, Here's My Load Order & My Plugin Order . I'm using Mod Organizer, and my Specs are in my Signature =D As you can gather from the title, I am getting completely Perma-Staggered anytime I am affected by harmful magic. Example: A Necromancer casts Flames at me. Each time I take damage there will be a "Clanking" sound, akin to the sound of Metal or a Ward Spell, and I will become unable to move. It becomes an ongoing cycle, even with Projectile Magic, as the Stagger keeps me in place, unable to block or dodge the next Projectile, and so on.. effectively Stun-Locking me. I first noticed this while doing LOD testing before I officially started my playthrough, when I got attacked by a Mage in the wilderness, but I guess I dismissed it. However now, Combat is essentially un-playable, and I would REALLY appreciate some help. I have been doing a lot of reading, searching, and troubleshooting and I have found that it seems​ to be something happening with the Scripts in my Save. Things I have tried: the short version Disabled groups of Mods at a time, to rule out any that would be Problematic Once I could not find any solution doing that I re-enabled everything, cut-pasted all Saves into a new Backup Folder, restarted PC (because why not) and then Started a New Game. Player.Advskill leveled my skills until I had a new character that was the same Level, in the same type of Armor, and had the same Skill-Progression. Then I spawned a Necromancer, allowed him to let-loose on me, and I did not stagger once. This made it clear that it was an issue with my specific SaveGame somehow. I got SGSC (SaveGameScriptCleaner), and went to work trying to clean various things. Each time I used a copy of the Original Save, and I started with just cleaning Orphan Scripts. Didn't Work. Each time, using a fresh copy, I tried to then clean Orphans + Other, Orphans + Other + Broken Actives, So on & so forth. After each new copy was cleaned, I would try it out, and nothing Fixed the issue. Eventually I had tried every cleaning option, including using them all at once. Still didn't work. I desperately want to save this SaveGame and not have to trash it, is there anything I'm missing, or any suggestions? I'm no Modding Guru or anything, but I understand enough (at least I think) So if I have to do anything unconvential, or complicated I'm willing to do so, I just have no idea what to do next, of if this is even Fixable. I'm not sure what other info I should provide aside from this, but if anything is needed let me know! I greatly appreciate ANY help that anyone can give, Thanks!
  11. Without doing the Trees.Ultra option for not drawing any Tree LOD, is there anything comparable I can do, such as changing my Rules for "tree" in the advanced options to be something like LOD4- Full Model, LOD8- Full Model, LOD16- LOD 8 Model -- Near Full -- Unchanged? Basically trying to get the Full Model to appear pretty much completely in Dyn's NearGrid area, and beyond that to draw LOD, once it's far enough away to really ever notice a Model change. That's what I've been trying to do, but I think I'm never able to get the custom Rule setup correctly.
  12. I keep hearing about being able to change options in the MCM, but all I have ever gotten as far as options has been for windows. I'm on week 4 of just trying to get my Tree's correct and at this point I have started from scratch with Dyn hundreds of times. Should there be tree settings in the MCM?
  13. So I loaded up the Mod's main esp, it loaded was not dependent on any DLC, just Skyrim and Update. I followed the splitting procedure on Enhanced Landscapes, and I got the same results as before https://puu.sh/mTBWV/98c7644950.jpg This is how they turned out, what's wrong here? edit: ok i guess they were already split, now to try and make hybrids
  14. Hmm then instead I will try going about trying to split Enhanced Landscapes once again, to make Hybrid's from it. It add's additional Tree's (like Oak's and Marsh Pines) with additional .esp's, I will re-watch the video again beforehand, but I should be loading the 3 or 4 esp's from the Mod that handle Tree's 1 by 1 correct? I also downloaded the empty LOD file from the earlier post, should I try the method using that + nifscope instead, if this fails (like if splitting the Tree's doesn't work correctly like before) or has that method been improved/changed since the December post? (I'm sorry, I'm a fairly intelligent College Grad but nothing has made me feel as incompetent as DynDOLOD has, in a long time)
  15. Yeah I have mainly one mod that takes care of the Tree's, Skyrim Enhanced Landscapes and it's Dependant on DynDOLOD and uses it's own mix of SFO Tree's and has Billboards. So I tried splitting them and it seemed that they either were split already or something was interfering with it because the split images were of various random parts of Tree's and sometimes pieces of 2 Tree's in one image. Then I just figured I would go for the option of having all of my Tree's around me visible, and only degrade in texture when I'm well far enough away from the change to notice. I have made sure I saved a lot of resource allocation just so I can go big with Tree's, they matter a lot to me. I will try the Mesh rule you suggested now, but just so I'm perfectly clear, those settings only matter when the DynDOLOD box is checked, and have nothing to do with the box for "Generate Tree's"?
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