
rhodsey
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Everything posted by rhodsey
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Make sure you extracted the BSA for this one. I had the same thing with Extended UI and it turns out I'd missed that. I also cheated instead of remerging. When I extracted the BSA manually (find it in Archives and right click>extract) I chose the merge as the target which is all the merge plugins would have done anyway. Then you can delete the BSA for space (not that it's big). t that worked for extended UI but if you've got problems just redo the merge. Edit Actually probably the same for iHUD since that has an extract BSA tag. Also looked and both innkeepers and simple unequip have BSA extracted tags as well. I'd double check all of them if you extracted the BSA or not. You'll be able to tell if the BSA is still in the mod folder. The built in BSA extractor would have removed it if it was on.
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Sorry It took a bit of time to get back to you. I was just about to give some screens of the various setting sin Dyndolod and ask which specific log you needed but I think I've found my issue. I'd downloaded and thought I'd installed visual studio C++ runtime 2015 but, when I found the right logs, they all said it was saying the LZ4 assembly required it. I've checked and I've got every other version of visual studio imaginable EXCEPT 2015 for some unknown reason and when I run the installer it fails thinking it is already installed (must have been multitasking at the time and missed it). I'll try sort that out and figure out why it won't install and come back if I have further issues but I think that was it. Thanks for ocming back to me so quickly. Ok back again quickly. Just FYI Sheson I've just found the below. Basically it looks like the issue is that the 2017 version is just an update of the 2015 version and shares the same registry keys. So others might have a similar issue. Sharing just incase they come to you: The Visual C++ 2017 RC Redistributable is a binary-compatible in-place upgrade of the Visual C++ 2015 Redistributable and shares the same registry keys. An application installer that follows the guidance, from the link above, will skip installation of the 2015 redistributable without error. To get you unblocked (workaround the issue), I'd suggest the following: 1. Uninstall the Visual C++ 2017 RC Redistributable 2. Install your app 3. Re-install the Visual C++ 2017 RC Redistributable (Note: the latest update of this redistributable will be available here https://www.visualstudio.com/downloads/#microsoft-visual-c-redistributable-for-visual-studio-2017-rc) Regards, Daniel Griffing, Visual C++ Libraries And source: https://developercommunity.visualstudio.com/content/problem/14701/visual-c-redistributable-for-visual-studio-2015-ca.html I'm going to give that a go now. Assume it worked if I don't come back to say otherwise.
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Hello. sorry not 100% sure if the issue here is Dyndolod or xLODgen. I'm guessing the latter. I've followed Lexys LOTD SE guide through as is with no additions but for some reason my LOD terrain isn't generating correctly. we've been trying to troubleshoot it on their discord to no avail. Some screens to show the problem This first one was taken from Dragonborn gallery so looking off from Solitude the distant mountains look fantastic but the swamps etc don't seem to be generated properly: https://gyazo.com/c22b15cdc82c0b43841c25ff68567bcb And this is looking over the wall at whiterun. The ground is low resolution and you can see some of the buildings are actually buried inside it. https://gyazo.com/fef9fa8ea1d09cdc6eb05ef97e418d0f We've tried re-running dyndolod a few times (in the ini i've set TreeLOD=0 and TreeFullFallBack=1 as per her guide) to no avail and I just re-ran xLODGEN (generating terrain only) to no avail. Settings I used for Dyndolod: https://gyazo.com/6f15741c7e79ff45b774156714d13940 And settings I used for xLODgen can be found on the guides finishing line page Here I saw another post where you advised someone to check noise.dds. Originally it was being provided by A Quality world map as were some of the textuers in the textures\terrain\Tamriel but i've moved them back above SSELODGEN_Output so all textures are coming from that. I've also tried one of your noise.dds files on the original post to no avail. Any ideas? If there are logs or similar you want me to provide let me know and I can get them for you
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Hey Lexy/others. I'm finally coming towards the end of the guide (haven't killed myself just doing a few sections a night). Before I do all the merges etc I wanted to check Lexy if there are any major updates planned on the guide you are working on? i.e. anything that will interupt the merges or change gameplay? If so I'll hold fire a bit before doing the finishing off. Only mod I'm thinking of adding to the guide is opulent thieves guild (doing a sneaky playthrough althought o be honest whatever I initially intend I ALWAYS end up doing a sneaky archer playthrough :) ). anyone already added that and did you have to do any CR with it or was it pretty painless? I don't think anything in guide currently affects the flagon? Also interested. is JK's Skyrim not included just because of performance or does the likes of that still have issues with Immerive Citizens etc?
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I vaguely remember something about Helgen reborn causing that? I think the mod author used to recommend not activating his mod till after you had done the vanilla start. Been a while though he might have found a workaround. Edit: yeah found below on Helgens page. Basically leave the mod installed and the ESP in place but uncheck it then check it once you've made it out of the cave: If you are starting a new character it is imperative that you leave Helgen Reborn UNCHECKED until you exit the cave with Hadvar/Ralof. Make a NEW hard save right there and load my plugin. It's fine if it is installed, just uncheck it in your plugin list until you exit the cave. The reason for this is if you try to start a new game from the main menu with my mod loaded it will likely place you standing by the cart you're supposed to be in, or several other strange behaviors. This is caused by a bug whereby editing the navmesh in Helgen causes the cart ride to fail. Since I cannot have a new town without finalizing the namnesh to link the teleports for my new shops, this issue is unavoidable.
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SRLE: Legacy of The Dragonborn Reqtified
rhodsey replied to paul666root's topic in Skyrim Revisited (retired)
I play the game as I choose to. I had a level 34 character built the hard way on this guide but when I updated to the latest revision that character failed to load. I've mostly been playing legit but also using some TGM to get my character back to where he was as grinding all the way up there was just painful. I hadn't done too bad getting into the place (wasn't really any indication on the quest itself that it was so tough) and just ran into him. If it's perk based (I'm around 60 on Bow at the moment) then fair enough although wasn't sure exactly what. the issue with TK dodge and missing items still stand however. -
SRLE: Legacy of The Dragonborn Reqtified
rhodsey replied to paul666root's topic in Skyrim Revisited (retired)
I did. Twice. I've also noticed a few items listed ojn the LOTD page for armoury missing from menus (few specific types of sword for steel or iron for example) also weirdly while I know it was there before I now cannot see the travel lantern to make it. I might try running the reqtifier again maybe or do the whole finish line section once more. Also WTH is up with the dragonpriest from Kohariks accountrement? Can't remember his name but the forge master? I literally can't damage him. Even went into God mode and wailed on him for 5 minutes and no change in his bar even with several critical hit popups? -
SRLE: Legacy of The Dragonborn Reqtified
rhodsey replied to paul666root's topic in Skyrim Revisited (retired)
From the Evasion tree? Yeah I took that just incase but no difference. -
SRLE: Legacy of The Dragonborn Reqtified
rhodsey replied to paul666root's topic in Skyrim Revisited (retired)
Anyone? -
SRLE: Legacy of The Dragonborn Reqtified
rhodsey replied to paul666root's topic in Skyrim Revisited (retired)
Hello all Quick question. Been using the guide for a while now (just basic install as is no added mods) and its amazingly stable (think i've had maybe 3 CTDS if that). One thing though. For some reason TK Dodge doesn't seem to work? It's installed and i've used your replacer ESP and it's int he MCM but doesn't activate when I use the designated dodge key? I also changed the key, tried to set to to work with double tap to no avail. I checked hte mods page and followed their suggestions to turn off "can't dodge while encumbered" and also tried to stop/start the quest they suggest but, weirdly, it says it can't find the script so it's almost like it hasn't started running? Anyone else seen that? I'ved tried reinstalling the mod again to be sure to no avail -
SRLE: Legacy of The Dragonborn Reqtified
rhodsey replied to paul666root's topic in Skyrim Revisited (retired)
Ok thanks on 2. Yeah 1 not so big just seemed strange. -
SRLE: Legacy of The Dragonborn Reqtified
rhodsey replied to paul666root's topic in Skyrim Revisited (retired)
Hello all. I've played the guide in it's old "final" configuration from last year but saw it's been worked on again so reinstalled from scratch. Unfortunately it CTD's with my old save (expected as much) so I've started a new char. However so far I've noticed two weird things: 1. When picking plants for some reason several vanish but don't give me any drops or leaves etc? Not sure if this is by design or a quirk of having so many plant mods in? 2. Even more weird and annoying whenever I go into the drunken huntsman i get chased out as if i'm tresspassing? Anyone seen any of the above or know a console command I can use for the second? for the record my install is EXACTLY like the guide. I've not added or removed anything and all optionals are in apart from I didn't choose the paper map. -
wip-fallout-4-using-modorganizer-2
rhodsey replied to Gernash's topic in Unofficial Fallout 4 Guides
How much of this guide are you actually using? It sounds like you've cut most of it out :) -
wip-fallout-4-using-modorganizer-2
rhodsey replied to Gernash's topic in Unofficial Fallout 4 Guides
Anyone looked at this yet? It looks like the sort of mod you'd use as a bse for everything else! Seems to have several mods integrated into it as well. Including several already in the guide: https://www.nexusmods.com/fallout4/mods/21248/? -
wip-fallout-4-using-modorganizer-2
rhodsey replied to Gernash's topic in Unofficial Fallout 4 Guides
He says don't call me settler is technically compativle with Sims settlements but he won't support any problems with it installed because it can apaprently literally break save games. Wasn't there an alternative released recently? It was linked several pages back. -
wip-fallout-4-using-modorganizer-2
rhodsey replied to Gernash's topic in Unofficial Fallout 4 Guides
Full mods full worldspace. I've installed your guide as is so I can't blame my own tinkering so much and to make it easier for testing your guide/updates. I've used the worldspace ESP from the CORE patch and load order is as per your guide. -
wip-fallout-4-using-modorganizer-2
rhodsey replied to Gernash's topic in Unofficial Fallout 4 Guides
Spoke to soon. I'm now getting plenty of CTD's all around Conchord (going house to house looting) and nearby. -
wip-fallout-4-using-modorganizer-2
rhodsey replied to Gernash's topic in Unofficial Fallout 4 Guides
I'm at 177 ESP (I've just installed the guide as is to take full advantage of the patches plus sim settlements, a few add ons for it). And in about 17 hours gameplay so far I've have a grand total of two CTD's which is damn impressive for such a modded game. Let me know what changes you make if any but will it break my existing game if you remove SRR? -
wip-fallout-4-using-modorganizer-2
rhodsey replied to Gernash's topic in Unofficial Fallout 4 Guides
Tricky to suggest when not sure what you've added/removed?