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Everything posted by Thallassa
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I thought that one got fixed, but I guess it's persistent. >_ RE: Users being lazy and/or struggling to upload complete and correct analyses: I have a standing offer if anyone is struggling to analyze a mod (for example if it has a lot of patches and you can't get all those masters on your computer) to do it for them (I have so many masters installed right now...). In addition if you notice a mod that's been done incorrectly, please let me know or tag it as "incomplete analysis" and it'll get fixed.
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Something wrong with my trees
Thallassa replied to TheChemist's question in Guide Support & Bug Reports (retired)
mfg console doesn't show textures btw ;) It only shows the last mod to edit the tree in the esp which almost never has the texture listed. If you want to actually find the texture for a given object, I wrote a brief tutorial on that here. But yes, this is definitely an incompatibility between TreesHD and SFO tree meshes (just disabling SFO esp won't fix the issue). If you want to use both, I strongly recommend using the Upgrade and Fix for TreesHD by Pfuscher. It fixes this bug and looks better in general as well. -
Dynamic Distant Objects LOD - DynDOLOD 2.00 to 2.15
Thallassa replied to sheson's question in DynDOLOD & xLODGen Support
I'm not sure how this is possible as the lupins are grass and therefore randomly placed. Unless you wrote some magic to make it possible? Plus, I haven't seen it :( (I been looking!) But there is a purple billboard for lavender. Sheson I haven't had time to do any more troubleshooting on that issue we were PM'ing about. I'm pretty sure I'll get back to you by the end of the week. -
SparrowPrince, it looked like Better Dynamic Snow would be obsolete as well. As for the rest we'll see. Threeten is optimistic that it may have FO4's rain occlusion. That would mean significant changes to the weather system... enough to give Manga and Laast a headache as well. TechAngel, I'm worried about splitting the community between this new version and the original if that turns out to be the case. Sounds like not from the tweet Kesta linked. Maybe you're right and there will be enough mods to go around even if SSE is not backwards compatible, but I want all the mods!!! And the community splitting itself up over consoles is already happening. I am NOT going to the mod author forums on nexus anytime soon. :P
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I think if porting is necessary to make it work (and it will be for anything that has a SKSE dll/injector/etc., since people have convinced me that the .exe must have been recompiled and also that recompiling .exes changes the addresses...), then most mods will simply never get ported. Either preference of the creator or the creator simply doesn't care or isn't even there to make it happen. I'm especially curious to see how Boris reacts to this, since it's basically 100% going to be DX11, if he will finally be happy to be working on DX11 or if he will write it off as more "crapware" the way he did for FO4 initially... Probably also depends on how much of the graphical changes you can turn off in the ini... seriously that video was not impressive. But we need to wait and see just how sweeping the changes are. Anyways if there is porting necessary you simply won't have very many mods on SSE. And if there are not the mods you want, for SSE, then there's not very much incentive to develop new mods for SSE yourself. So then the question is "Is bethesda so out of touch as to not realize that that's a problem?" or "Is bethesda lazy and therefore SSE is as similar to Skyrim Legendary as possible and therefore everything will work fine?" :P If the definitions didn't change then xedit will need minor updates if anything (I mean seriously to make it support different games all you need to do is rename the exe). If they did change then literally everything on the planet will need to be updated and in that case it's a big "Not going to happen, stop trying to make it happen." If it's 64bit then Tannin will need to make MO2 work consistently for Skyrim (probably will be a lot easier than trying to make it work for 32bit skyrim). But generally I don't think it's gloom and doom wrt to "nothing will work!" I'm more worried about handling the massive influx of console users wrt community management and education. Already that seems to be going.... very poorly... on the FO4 side of things. The gloom and doom attitude of many PC players and mod authors isn't going to help either. Nor will the complete lack of management or troubleshooting tools on console. Perhaps the gloom and doom is slightly justified in that case :P
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Dynamic Distant Objects LOD - DynDOLOD 2.00 to 2.15
Thallassa replied to sheson's question in DynDOLOD & xLODGen Support
I am getting the same thing when I select all worlds. When I build only Tamriel it works. I left it for a good 2 hours and it still didn't finish (on 2.07 it completed all worlds in 22 minutes every time). As usual I kind of figured it was just something I had changed in my modlist... guessing that's not the case. Edit: Tabbed back to irc and saw someone else complaining too lol -
Maybe it's in the wrong folder (it must be in skyrim\data\skse). Maybe it's a .ini.txt file instead of a .ini file. Maybe you need to have -forcesteamloader in the arguments for SKSE.
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Generate DynDOLOD - hold down Shift when opening TES5EDIT
Thallassa replied to rootsrat's question in xEdit Support
It prevents TES5edit from building reference info. Reference information is the info that says when one form is referenced by a different form. If you launch tes5edit and allow it to build reference info, you can click on any record in a mod and then see all the other records that use that record. However, building reference info takes a lot of time. TES5edit doesn't build reference info for skyrim.esm at all (if you wish to see this info you need to right click > other > build reference info), and if you want to save time you can prevent it from building reference info for any mod. Since reference info isn't needed for dyndolod's function, it's much quicker to open TES5edit without it. If you're using the dyndolod beta this does not apply -
Firstly, 80 C isn't really an issue with modern hardware :P Secondly, sounds like an issue with the cooling setup of your computer, not an issue with the modlist. Mods certainly will increase the demand of Skyrim on your hardware, which will in turn increase their power consumption and therefore heat output, but your computer should be able to handle STEP with ease, so my guess is that the issue is not so much "too many mods" but more of "I've got too much dust blocking the air intakes on the case" or something like that ;)
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Oh you poor sweet summer child Skyrim doesn't have crash logs. What you enabled is a papyrus log, which is almost entirely ineffective at diagnosing a crash. (the papyrus log can be found in documents\my games\skyrim\logs\scripts, but seriously, it's not helpful unless you understand scripts pretty well). What might help you is figuring out which mods are editing that shield and/or erik's inventory, and troubleshooting down that road. I've got some guidelines for doing that here: https://www.reddit.com/r/skyrimmods/wiki/troubleshooting_guide which you may find helpful. Crash fixes is also remarkably helpful: https://www.nexusmods.com/skyrim/mods/72725/? for some crashes it tells you what the problem is when you crash, or prevents the crash altogether, which can be surprisingly useful. It may not be able to do anything in this case though.
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[WIP] Mod Picker
Thallassa replied to Terrorfox1234's question in Mator's Utilities Support (archived, read-only)
Mod Picker Progress Report #6 has been posted: https://www.reddit.com/r/skyrimmods/comments/4n28pc/skyrim_mod_picker_progress_report_6/ -
In case you didn't know there's a skyrimmodding irc on freenode #skyrimmods: https://kiwiirc.com/client/irc.freenode.net/SkyrimMods (loverslab and a much smaller group also have an irc channel on rizon). We won't be doing discord. There is also a fallout 4 discord channel.
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SKYRIMLE Skyrim CTD BEFORE Bethesda Logo with ENB
Thallassa replied to JarlBalgruuf's question in Post-Processing Support
Again, DoubleYou, that's not the number that enb is using. Please read STEP's own guide on the subject: https://wiki.step-project.com/Guide:ENBlocal_INI/Memory More info can be found on the enbdev forums (with good enough google-fu and translation from "boris" to "english"): https://enbseries.enbdev.com/forum/viewtopic.php?f=20&t=4404 Not able to find if boris has ever recommended settings for integrated graphics. Still, the vramtestsize tool doesn't lie, integrated or dedicated :P If it were a dual graphics setup he'd have the dedicated listed in skyrimprefs.ini :P -
Given what's going on in FO4 modding scene with bethesda.net and console modding right now, I'm just gonna quote Dante: "Gonna need more popcorn... ...and a bomb shelter." The word from reddit is more of: "If they do remaster Skyrim, I hope that mods do not need to be rewritten for it. If they do, no one on PC will move on to the remaster." The most cynical possibility I've heard is "It's just going to be mod support for xbox one and PS4, with the high res DLC also finally available for console." Although does that qualify as a remaster in Shinobi's eyes...?
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SKYRIMLE Skyrim CTD BEFORE Bethesda Logo with ENB
Thallassa replied to JarlBalgruuf's question in Post-Processing Support
DoubleYou, the value is TOTAL VIDEO MEMORY, not VRAM. Run the tool for yourself and see: https://enbdev.com/download_vramsizetest.htm If anything he's got it set too low. Although in this case who knows? All of his video memory is RAM lol Anyways his enblocal.ini settings look fine, they're set as per the STEP guide. Although I'll agree with the "need a proper graphics card to run enb". If he doesn't even have a laptop GPU, his computer is not good enough... Rule of thumb - enb drops fps by a minimum of 20-30, so if you aren't getting at least 60 fps on ultra without enb, you won't even be getting 30 fps with it. Like all rules of thumb it varies widely by exact preset, screen resolution, and other mods, but I've heard reports that even with all graphical features turned off there is still an fps drop just for running it as long as usepatchspeedhackwithoutgraphics=false. Also seriously click on my link in my first comment you guys, literally everything you suggested is listed... and one thing I left out: Did you actually put your enb preset files in the skyrim folder correctly? Moot point at this point because you shouldn't be installing a preset, you should be turning usepatchspeedhackwithoutgraphics=true :-/ -
Archives are more idiot proof. You don't need to manage install order with archives because the archives will just load in the same order as your plugins regardless of what order you install the mods in or have them listed in MO. That's the only advantage to them in all of my testing. I unpack everything now by default. I didn't see a change in load times (on load screens or cell load) (according to the people who actually understand the code involved, the change in load time would be on the ms level anyways, well below my personal limit of detection). The MO feature where you can see conflicts between files in BSA hasn't ever worked for me, so I turned off MO archive management and simply unpacked. MO has an option to unpack BSAs on install which can be enabled in the plugins section of the settings panel. Chesko reported issues with users failing to uninstall old loose files before installing the new files. For that reason he doesn't like people to unpack his mods. Again, user error but user error that is avoided by BSAs. There is one more case where they are idiot proof, but this is more "mod author was an idiot" than "user is an idiot"... some mod authors include incorrect or incomplete skse.ini or game ini files in their archives; SKSE can't load files in archives so as long as the mod is packed, it is safe, but the second you unpack it (with MO archive management or manually), you're in trouble. I think I've also seen mod authors put dlls in archives by mistake which obviously means the mod just doesn't work. I think it's the same deal with dangerous ini tweaks hidden in the archive... you're not affected as long as the archive is packed... but I'm not sure and I haven't bothered to test. The other pro-archive comments I've read are more of "some people have opinions." and "I expect to support mods that have been installed with the methods I recommend, if you use methods I am not familiar with, I won't be able to help you." Because MO, by default, treats all archives as loose files, I've started recommending a rule of thumb "sort install order the same way as plugin order".... basically treating the MO install folders like BSAs... that aren't BSAs! This prevents issues with: esp expecting mesh/texture, to be one way, but it's a different way (ran into this with dyndolod billboards), scripts, conflicting facegen data, and a few other things. It's obviously not desired in all cases (mod author install/load order instructions should always overrule), and doesn't replace a solid understanding of what the mods do and how they interact with each other, but since most people don't have that understanding and frequently don't want to understand, it's safer than just having things installed willy-nilly. You can find more discussion of this including the comments by Arthmoor, Chesko, and others, here: https://www.reddit.com/r/skyrimmods/comments/4ds06c/is_it_okay_to_extract_the_bsas_of_every_mod/ https://www.reddit.com/r/skyrimmods/comments/3hsjpc/bsas_conflicts_and_mod_organizer/ https://www.reddit.com/r/skyrimmods/comments/43fumt/mod_organizer_to_lose_bsa_management/ ... This topic comes up a lot.
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SKYRIMLE Skyrim CTD BEFORE Bethesda Logo with ENB
Thallassa replied to JarlBalgruuf's question in Post-Processing Support
https://www.reddit.com/r/skyrimmods/wiki/troubleshooting_guide#wiki_skyrim_won.27t_start.2Fstarts_windowed I know not having the enb changes in skyrim/skyrimprefs.ini settings won't cause that crash, because I use inis without those all the time by mistake. But bad enblocal.ini and enbseries.ini settings definitely will. -
Dynamic Distant Objects LOD - DynDOLOD 2.00 to 2.15
Thallassa replied to sheson's question in DynDOLOD & xLODGen Support
Billboards seem to me like one of those things that should be installed in the same order relative to each other, as the order of the corresponding plugins and mods. But maybe that's just me. I like that rule of thumb :P (Exception being, as per AceeQ and now your advice, dyndolod resources above billboards and dyndolod.esp at the bottom of load order. But that still makes sense because dyndolod output should be at bottom of install order). Sheson, I wanted to ask... you spend more time than anyone looking at LODs, do you have any advice for ini tweaks to make, (looking particularly at the [LOD] Section, but also grass and tree render distance), to further improve the view? Having searched the thread, it seems you recommend more-or-less default settings and don't spend time tweaking them, so I don't expect to get an answer, but I figured it doesn't hurt to ask :3 -
Armor warmth-ratings
Thallassa replied to TadhgEomonn's question in Guide Support & Bug Reports (retired)
It's a limitation in the current version of Frostfall. The new version 3.1 will fix this, and will be available soontm. -
Rock textures morphing
Thallassa replied to NordPride_WorldWide's question in Guide Support & Bug Reports (retired)
This issue is very simple... it occurs when you have a parallax texture, but not a parallax enabled mesh. A similar, but different, issue occurs when you have a parallax mesh, but not a parallax texture :P Make sure there is nothing overwriting vivid landscape's meshes, or if there is, that it is also parallax enabled. Most mesh mods have a "vivid landscapes patch" which is just a parallax-enabled copy of the meshes. This is very easy to check in MO. Go to the conflicts tab of vivid landscapes, and look at the bottom panel where it shows what's overwriting it. The only things that should be are things like the SMIM and ELFX patches, the parallax enabled version of moss rocks, that sort of thing. It's important to know what order your mods are installing in and whether they have conflicts. Just because you can change it at a moment's notice in MO doesn't mean you should ignore it :P -
Weapons and armour fixes - USLEEP - obsolete??
Thallassa replied to richardo11's question in General Skyrim LE Support
All of the things in Weapons and Armor Fixes: https://www.nexusmods.com/skyrim/mods/4719/? have been included in USLEEP, it is not needed anymore. However, Weapons and Armor Fixes Remade: https://www.nexusmods.com/skyrim/mods/34093/? is a totally different mod. It has a lot of stylistic changes that aren't in USLEEP as well as general balance fixes and a SPIKE-like keyword system that's used by other mods. For this reason if you like Kryptopyr's approach, you should use WAFR; it's not essential the way USLEEP is, but I do recommend it as I think most of the changes benefit a modded game. -
That was stable ugrids to load, safety load is fine, but unnecessary 99% of the time (most people who still use it either have it for placebo, or because they didn't set up skse memory patch correctly).
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Dynamic Distant Objects LOD - DynDOLOD 2.00 to 2.15
Thallassa replied to sheson's question in DynDOLOD & xLODGen Support
Didn't seem to work. I added HoldsCity to the ignore list in the ini and no lod was generated for it, but the objects I asked it to delete for HoldsCitySolitudeesp weren't deleted either. -
Dynamic Distant Objects LOD - DynDOLOD 2.00 to 2.15
Thallassa replied to sheson's question in DynDOLOD & xLODGen Support
Yes modular version - only Riften and Solitude. It was updated in late April but version did not change. I missed the update myself and I was watching for it - I didn't figure it out until asking on the mod page last week where the update was :P Much less buggy now - there are still errors after "check for errors" in xEdit - mostly package references not being persistent. But the loading doors in Solitude have been fixed! Hrm and dyndolod is on 2.07 now and I think I haven't updated that either (am on 2.05) Do the updates never end? XD -
Skyrim Reloaded - SKGE I understand that a lot of people have been waiting a long time for this. It appears to be doing the magic through an SKSE dll and a number of shaders. Configurable via ini. ESP and scripts enable a hotkey for screenshots that automatically don't contain the UI. Possibly something else. Full manual is in the download which I haven't read yet :)

