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Everything posted by Gunkin
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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
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pack A Real Explorer's Guide to Skyrim
Gunkin replied to CJ2311's topic in Step Skyrim LE Packs (retired)
I'd like to know as well. I'm hoping someone has managed to work something out, and doesn't mind sharing :) -
I Cant reinstall a mod correctly
Gunkin replied to Olegloriousone's question in Mod Organizer Support
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. -
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
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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.
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Skyrim Revisited Pre-Release Feedback
Gunkin replied to Neovalen's topic in Skyrim Revisited (retired)
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 -
STEP extended, when to install Falskaar and Wyrmstooth?
Gunkin replied to DapperDan's question in General Skyrim LE Support
Thank you so much for asking this lol, I had been dying to know -
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!
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Dynamic Distant Objects LOD - pre 2.xx
Gunkin replied to sheson's question in DynDOLOD & xLODGen Support
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. -
Dynamic Distant Objects LOD - pre 2.xx
Gunkin replied to sheson's question in DynDOLOD & xLODGen Support
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? -
Dynamic Distant Objects LOD - pre 2.xx
Gunkin replied to sheson's question in DynDOLOD & xLODGen Support
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 -
Dynamic Distant Objects LOD - pre 2.xx
Gunkin replied to sheson's question in DynDOLOD & xLODGen Support
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) -
Dynamic Distant Objects LOD - pre 2.xx
Gunkin replied to sheson's question in DynDOLOD & xLODGen Support
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"? -
Dynamic Distant Objects LOD - pre 2.xx
Gunkin replied to sheson's question in DynDOLOD & xLODGen Support
So I've been messing with DynDOLOD nonstop for almost 2 weeks now. I think I got most of it figured out, just having an issue with getting the Tree settings correct. What I'm trying to do is something close to the Ultra Tree's with Dyn, but instead of having them Static always, I want them to be full models, but in a Bigger area around me. For Example, if I'm standing at the Whiterun Bridge (after coc Whiterun), I am trying to get the Tree's within Eyesight so they are Full Models. To get a bigger radius of Tree's I have tried the following: -Setting up Tree drawing from 75,000 to 150,000 -Changing Dyn's Grids to be bigger/further out (have tried changing from 11/21 to 15/25) -Changing custom Mesh Rules for Tree's to be FULL in Near, 4, and 8 with VWD & NearLOD -Same thing as above but with various different changes to the Near/Far LOD & such. I just don't know what I'm doing wrong, I have been here with all the Docs open for days.. I just wan't to see full detail Tree's in a much wider radius around me, without all the Tree's being static. What am I missing? -
Dynamic Distant Objects LOD - pre 2.xx
Gunkin replied to sheson's question in DynDOLOD & xLODGen Support
I was still getting Tree files after I had added the named copies to the various folders in that specific output directory. The ambiguity is that a lot of people have a Pseudo-Mod setup in MO called "Output" as well for DynDOLOD (or something similar) and ultimately the LOD generated would be transferred to that folder. It wasn't just me who was confused, I have been reading extensively, and if there were no ambiguity to it then so many people wouldnt have problems with it, and be as intimidated by the Tool as they are, I believe. -
Dynamic Distant Objects LOD - pre 2.xx
Gunkin replied to sheson's question in DynDOLOD & xLODGen Support
I followed the steps for copying the notrees.lst file into the proper folder structure for each world with tree's, also renaming them properly, and the guide says I should get no BTT files - but I still get them regardless. I have ran DynDOLOD for at least 36 hours straight within the past 48 hours, just trying to generate and regenerate LOD to have it all work. I'm trying to use this with Enhanced landscapes on top of STEP Extended, and when I actually DO get it all working, it suddenly won't work with Skyrim Unbound, everytime. "As instructed in the manual, nolodtreees.lst needs to copied to the correct locations before generating LOD with DynDOLOD Worlds.pas" I think this is a big point of miscommunication for a LOT of people, especially over on Nexus. This would have many people believe that they should be copied to TES5EDIT's Output folder, it might save some confusion to specify which Output folder :) In this case, it should be the folder that is currently installed, and not the folder which TES5EDIT copies it's finished LOD to, correct? -
Dynamic Distant Objects LOD - pre 2.xx
Gunkin replied to sheson's question in DynDOLOD & xLODGen Support
Hi, first post here. So I desperately need help.. I have been reading and re-reading the manuals for DynDOLOD over and over, and I have most of it down, there's just a problem I'm having with Tree's... Basically I'm looking to do this: I'm trying to have my Tree's draw full detail further out, like perhaps setting the Tree LOD levels to 4,4,8 .. or to be Full Detail until they are a good distance away from me in general (they pop-in to full models fairly close and very noticeably) I also have read about the Static models, as well at adding the Optional Trees.Ultra - nolodtrees.lst option but I am just getting overwhelmingly confused (I have a severe case of ADHD so It's tough trying to keep all of the steps in mind) And I don't know how I would go about incorporating them into the further distance properly... Can someone please just give me steps to follow, it would mean the world to me... -I just have STEP Extended, and DynDOLOD + Enhanced Landscapes active -I seem to be able to generate the Land LOD fine (for now) So How do I go about fixing the Trees only, to basically just be at full detail further out than they are now, and once they DO go into LOD detail, how do I make THAT detail become better, like the Hybrid Tree's(?), or to never use LOD level 16 detail, but max at 8? After reinstalling DynDOLOD do I run TexGen first? If I have the billboards already included in my mods and they are current and proper, do I need to do any splitting (to make these hybrid Tree's?) Or do I just run the WorldGen.pas and then add the "nolodtreees.lst" option to the output folder once it's done? I would just love some steps, instead of being linked to the default manuals. I have used the search feature here and on google to extensively read post after post, as well as the manuals, but it's just causing my head to spin. Any help would mean SO much to me, Thanks :)