
LordOfLA
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Everything posted by LordOfLA
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Dynamic Distant Objects LOD - DynDOLOD for Skyrim and Enderal 2.98
LordOfLA replied to sheson's topic in DynDOLOD & xLODGen
Cool, i editied the 2.54's to not need admin access if you want me to pm them over to you? Save you recompiling, etc..- 470 replies
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- SKYRIMLE
- DynDOLOD 2
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Dynamic Distant Objects LOD - DynDOLOD for Skyrim and Enderal 2.98
LordOfLA replied to sheson's topic in DynDOLOD & xLODGen
Sheson, why do the 2.54 exe files have manifests requesting admin access? It isn't needed.- 470 replies
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- SKYRIMLE
- DynDOLOD 2
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(and 4 more)
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SRLE Extended: Legacy of The Dragonborn
LordOfLA replied to Darth_mathias's topic in Skyrim Revisited (retired)
If wanting to run borderless windowed mode that setting is irrelevant to both the onetweak and enb implementations. They both force borderless windowed mode on startup. Just pick onetweak or enb, not both. Onetweak is the superior option though. -
There are two free methods of providing SSL, lets encrypt and cloudflare. The latter is easier than the former. Not sure why foot dragging is occuring.
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SRLE Extended: Legacy of The Dragonborn
LordOfLA replied to Darth_mathias's topic in Skyrim Revisited (retired)
I've done my own research and worked in collaboration with others. My information is not false, yours however is. We can bounce around like this forever though, so I'll leave folks to read my posts and make up their own mind. -
SRLE Extended: Legacy of The Dragonborn
LordOfLA replied to Darth_mathias's topic in Skyrim Revisited (retired)
You might be able to get away with just not using the lanterns of skyrim patch for blowing in the wind. But I'd suggest just dropping blowing in the wind - too many meshes to fix. -
SRLE Extended: Legacy of The Dragonborn
LordOfLA replied to Darth_mathias's topic in Skyrim Revisited (retired)
You are correct in your understanding of "may". OSAllocators=1 might cause RAM fragmentation leading to "out of memory" errors when there are no free contiguous blocks of RAM to meet allocation requests. However the same is also true of the block allocator the Skyrim uses by default and the custom block allocator that meh implemented in CrashFixes to slow fragmentation rate. Crash Fixes has a fixed size block allocator that when full will fallback on standard malloc allocation. That argument is therefore irrelevant. Third party software is the cause of most problems. However most people when told to not run said applications will respond with "well I don't have any issues", so leave them to it. They can suffer in the slower, crashy world if they're not prepared to listen to well founded advice. SKSE block size should be 1024 and ExpandSystemMemoryx64 should be false for the most stable Skyrim session if you don't want to set osallocators=1 in Crashfixes. The SKSE values are irrelevant if using OSAllocators=1 and ExpandMemoryX64 should still be false. The only time ExpandSystemMemoryX64 should be true is if you're not using SKSE at all in which case you failed Skryim modding 101. If you trust neither the people here in the STEP forums or over on r/skyrimmods with their advice there's nothing more I can do for you. At this point I'm going to say LoS is probably fine and that Blowing in the Wind is the problem. I tust Zilav knows what he's doing and his tool only reports a limited subset of NIF errors that can make the game unstable/crash. I might test more myself but I'm not in a hurry to do so. -
SRLE Extended: Legacy of The Dragonborn
LordOfLA replied to Darth_mathias's topic in Skyrim Revisited (retired)
You can contradict me all you like, doesn't change the fact that beta 4/release has a ctd bug in the custom block allocator. It wasn't even me that found it, it was HiShutUp who mentioned it in his "pretty much vanilla skyrim" guide published in the step wiki. However, I'm not doubting that you are not encountering the conditions to trigger it might well be true though. -
SRLE Extended: Legacy of The Dragonborn
LordOfLA replied to Darth_mathias's topic in Skyrim Revisited (retired)
You're right. I redownloaded the files to double check. It would be the Blowing in the Wind meshes that get patched on to the LoS lamp posts. -
SRLE Extended: Legacy of The Dragonborn
LordOfLA replied to Darth_mathias's topic in Skyrim Revisited (retired)
There's a bug in beta4/release ver of crash fies with the custom block allocator that will ctd the game. If you want to use the custom block allocator use beta3, otherwise disable it. It isn't really needed for SRLE/Extended LotD. -
SRLE Extended: Legacy of The Dragonborn
LordOfLA replied to Darth_mathias's topic in Skyrim Revisited (retired)
I know what the custom allocator is for in crash fixes. I suggested the idea to meh and helped him test it. I just never seem to be around when he is to alert him to the CTD introduced in the most recent release of crash fixes. I do not make claims as I have for fits and giggles, but you do you. -
SRLE Extended: Legacy of The Dragonborn
LordOfLA replied to Darth_mathias's topic in Skyrim Revisited (retired)
I don't frequent the STEP forums very much so the number of people I would trust implicity is quite small. Should I increase my participation I would hope that would grow. But yes issues will be identified and addressed, that is what I was trying to do when mentioning LoS being a source of CTD's. On the re-producability I know of atleast 3 other people from the r/skyrimmods community that have had CTD issues with LoS that have gone away when it was the only mod removed. You might want to setup a test profile in MO and see if your stability increases without LoS. -
TES: Skyrim Windows 10 4GB VRAM
LordOfLA replied to Chillaxulating's question in General Skyrim SE Support
Yeah Microsoft wasn't thinking straight when calling it the "Fall Creators Update". Roll out started on 17th October. You're safe to upgrade manually with the media creation tool from Microsoft. You could be waiting 18+ months for an automatic roll out due to the way Microsoft staggers the roll out via windows update. -
SRLE Extended: Legacy of The Dragonborn
LordOfLA replied to Darth_mathias's topic in Skyrim Revisited (retired)
IMO large player communities mean little for projects such as this guide as the vast majority of them will attribute CTD's to either Skyrim being crash prone or having done something wrong. The number of users sufficiently competent at skyrim modding to figure out otherwise is small. This said I wouldn't expect guide curators to inspect a project as large as LotD for mesh/navmesh/ai package issues, that I'd leave up to the creators of such a large project. I was looking to provide specifics but the surviving log of nifscan output I have seems to be post-los-removal from my setup. It is fairly easy to point nifscan at the LoS meshes and generate the info you need however. There is a comment on the posts tab by user Beezle on how to strip the output of issues you need not care about. Lastly part of your avoidance of LoS related CTD's could be down to how you play and Skyrims own random tolerance/intollerance of broken meshes. I suspect if you fast travel all over the place instead running everywhere as I do you will encounter few to no broken LoS meshes to cause Skyrim to CTD. In my case running down a road past more than a few LoS meshes would drop me to the desktop. Changing nothing beyond removing LoS and rerunning DynDOLOD resolved that CTD restoring my ability to play most of the day without crashing. -
TES: Skyrim Windows 10 4GB VRAM
LordOfLA replied to Chillaxulating's question in General Skyrim SE Support
You need the Fall Creators update aka build 1709 - go grab the media creation tool and upgrade manually :) -
SRLE Extended: Legacy of The Dragonborn
LordOfLA replied to Darth_mathias's topic in Skyrim Revisited (retired)
Nothing springs to mind for keeping performance as high as possible and time between CTD's as low as possible. Edit: One thing to keep in mind with guides like SRLE, Extended, Extended LotD, Reqtified, YASHed up, is that because people *expect* skyrim to CTD frequently, mods aren't necessarily vetted to ensure they don't *increase* the CTD rate before being added to the guides. Another factor to keep in mind is that to *maintain* guides as large as this, little time is available to play something other than TES5Edit for long enough to discover CTD inducing mods. I spent a *lot* of time over the last 18 months vetting my load order for CTD increasing mods and finding ways to boost performance and minimising stutter. I came up with a guide (here) for the latter and am slowly working on finding and removing CTD inducing mods from the parts of Extended LotD that I used. I skipped LotD and its plugin mods entirely because I don't trust that it, or its plugin mods are stable and well built. -
SRLE Extended: Legacy of The Dragonborn
LordOfLA replied to Darth_mathias's topic in Skyrim Revisited (retired)
If using crashfixes 12 beta 4 onwards you should not use the custom memory block allocator - it will ctd. You can use it on older builds though. The only values to be changed in the ini otherwise are osallocators to 1 and alignheapallocate once you're read and understood the warning associated with that option. Edit: while i'm at it and helping people avoid unnecessary CTD's the guide should drop Lanterns of Skyrim. That *will* cause skyrim to CTD. It's meshes are FUBAR according to Zilav's nifscan. -
SRLE Extended: Legacy of The Dragonborn
LordOfLA replied to Darth_mathias's topic in Skyrim Revisited (retired)
I either run nifskope via MO as with loot, or I add specific mod paths under options > settings > resources. You might need to do that and hit "auto detect game paths" anyway though. I curently have https://i.imgur.com/UBsdyUJ.png under the archives tab and https://i.imgur.com/eTjvypa.png for paths for instance. So I can either run via MO or standalone and just point it at the relevant mod(s) to see textures. Edit: also make sure you're on the latest release https://github.com/niftools/nifskope/releases -
SRLE Extended: Legacy of The Dragonborn
LordOfLA replied to Darth_mathias's topic in Skyrim Revisited (retired)
Not sure on what needs hiding where for the guide. I'm using SRO 1.6 with the PPR thats compatible with it instead of noble and I quite like SRO's textures for most of the things RCI retextures. Here's a screengrab from my BleakENB/Relighting Skyrim MO instance showing my current ordering: https://i.imgur.com/3Hhl2Vt.png I've yet to get in-game and test with what's what, now that I've editied leanwolfs mesh to use the rustic textures under a different filename. I'm going to have to shuffle things around in my Vividian/ELFX/Vivid Weathers profile now too. I was only using RCI originally myself to replace the ruins table from noble skyrim. The soft dependancy on RCI's candles from SMIM is a pain in the butt IMO. I've also been using Lazyskeevers mods Gecko's Nordic Ruins Textures (https://www.nexusmods.com/skyrim/mods/85382/?) and Gecko's Dwarven Ruins Textures (https://www.nexusmods.com/skyrim/mods/85066/?) to replace some of the vivid landscapes stuff. The Nordic ruins retexture has much less coarse normal maps and looks quite a bit better imo. -
SRLE Extended: Legacy of The Dragonborn
LordOfLA replied to Darth_mathias's topic in Skyrim Revisited (retired)
I was just going to edit my previous post but here are the non-conflicted SMIM meshes using the RCI mesh/texture: https://i.imgur.com/o0LCyr2.png Going by that I'm fairly confident it'll be evident in imperial forts at least. -
SRLE Extended: Legacy of The Dragonborn
LordOfLA replied to Darth_mathias's topic in Skyrim Revisited (retired)
Can't edit previous post: Just poking around some more in nifskope - try looking around in the fort at helgen - start with the room you go to if choosing to side with imperials in vanilla start. I'm still using the RLS instance but checking ELFX meshes folder i'm not seeing it replace the imperial meshes that smim uses the RCI texture/mesh on. Edit: Here is a SMIM candle mesh with the rustic texture: https://i.imgur.com/Yqk4h8x.png and here it is with the RCI texture that comes with SMIM: https://i.imgur.com/TWaueNh.png -
SRLE Extended: Legacy of The Dragonborn
LordOfLA replied to Darth_mathias's topic in Skyrim Revisited (retired)
Well I just had to step away from the PC for a while and realised I should probably explain how I got here in the first place. Two weeks ago I decide to resume playing skyrim for a while after a break with other games. Decide to just zap my existing setup based on SRLE and go with SRLE Extended LotD - I'd just skip legacy and its optionals. At this point I notice the soft dependancy on RCI's candles from SMIM 2.06 onwards. The guide doesn't include RCI yet so I install it prior to SMIM with the candles. At this poing I'm still building the Vividian/ELFX/Vivid Weather instance and start testing to see if there's anything I want to tweak or change. I notice the candles in dragons reach having black squares. I figure ok, just hide the rustic candle texture. I'm still not "playing" yet so don't notice the enchanter table problem. Fast forward two weeks, I'm now happy with my Vividian/ELFX/Vivid Weather instance of MO *and* my BleakENB/RLS/Vanilla weather instance. I start playing with the bleak enb instance. I check the guide and notice the addition of RCI, but it doesn't match Brumbeks instructions. "Huh, maybe I missed somthing" I think, "the folks maintining the guide probably know something I don't lets go and test!" Before exiting the game I notice the enchanter table being broken. I start posting on the thread and digging further into what is going on - planning on posting updates as I go. I get some patronising replies but keep digging. I disable RCI, unhide the Rustic candle texture and go looking at non-conflicted SMIM meshes in nifskope, primarily focused on meshes that suggest they have a candle in them. I find the same issue I had earlier. Candles with black squares because the mesh isn't the vanilla candle mesh and the texture does't match. This is where I am now. I can't give you exact locations, but I can tell you that candles will be a problem. Edit: uh actually I have have the time line of when I started posting wrong but should get the situation across I think. -
SRLE Extended: Legacy of The Dragonborn
LordOfLA replied to Darth_mathias's topic in Skyrim Revisited (retired)
I've been fixing my game as I go. Due to all the starting new game I've been doing while tweaking my setup I've only been noticing issues in dragonsreach. when I started seeing *more* issues I went ahead and started checking out nifs in nikskope through MO. I'm doing all this on my relighting skyrim variant not my elfx variant so I'm probably seeing more issues than most users will see, but *all* will see issues. Yes, I do appreciate you have things other than this guide to do, thats why I posted alerting of the issue with candles. I really didn't appreciate being told I'm using the wrong texture, or to not load the esp in a mod that doesn't have an esp, or "we're glad you fixed your enchanting table, our guide doesn't have texture problems with candles". I really don't go around wasting peoples time for fits and giggles - this is taking up my time too, I really wish Brumbek had paid more attention before importing the RCI meshes to some of his. -
SRLE Extended: Legacy of The Dragonborn
LordOfLA replied to Darth_mathias's topic in Skyrim Revisited (retired)
I've been doing further testing. With the guide as-is you will see the issue with anywhere that uses imperial candles with smim alone. If you use the full RCI suite some shuffling around will be needed. Either way you're going to have texture issues with candles. It's not that hard to fire up nifskope through MO, find some smim meshes related to candles that are not overridden by other mods (as far as I can tell ELFX doesn't touch any, mindflux meshes don't either - but do override the full rci suite, however vivid landscapes touches a bunch) and view them to see what I'm talking about. I anticipated that I might run into issues as soon as I saw the changelog entry for SMIM 2.06. You guys are providing a curated guide that people are trusting for either their entire setup or part of it. You should be paying attention to changelogs and checking for mesh/texture conflicts when adding, removing or updating mods. Few users are willing to take the time to learn to find and fix conflicts with Tes5Edit (many believing its merged patch is a 1-click fix), many fail to understand the reasoning behind a bashed patch. Do you really think people are going to think they need to check for mesh/texture conflicts given the fact that this guide has copied over the instructions from Neovalen and Paul666root for textures/meshes to delete/not install? They're not, they're going to think you did that already and found no problems. Then when they *do* encounter issues they'll either be worried they did something wrong themselves or be met with the response I have. I'm trying to help people avoid the former here, I didn't expect the latter. Second edit: The reason I've not brought this up before now is that I only decided to rebuild my load order 2 weeks ago after an extended break from Skyrim. I'm still tweaking and testing things. I'd have run in to the candle issue whether I used any of the SRLE based guides due to the SMIM change. -
SRLE Extended: Legacy of The Dragonborn
LordOfLA replied to Darth_mathias's topic in Skyrim Revisited (retired)
Yes thats all well and good but you *will* have texture issues with candles with the guide as-is. That nifskope shot was using a smim lantern mesh with the rustic texture resource loaded. What you all seem to be missing is that SMIM 2.07 is now using the ruins clutter improved candle meshes and textures. Your not using the candles option in the RCI fomod is irrelevant as a result. My current advice is to either drop leanwolfs enchanter meshes, hide the rustic candle texture and install the full RCI candles suite *or* install the full RCI candle suite, provide a "fixed" leanwolf mesh pointing at renamed rustic candle textures and hide the default rustic candle texture. If Brumbek decides to revert the swap in SMIM the above will not be necessary however.