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Everything posted by Thallassa
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Skyrim Revisited: Legendary Edition News
Thallassa replied to Neovalen's topic in Skyrim Revisited (retired)
btw Fences of Skyrim is just a straight up mesh replacer for vanilla fence, it has a parallax ("vivid landscapes patch" is just parallax version and will work with any parallax texture pack) and non-parallax version. Spice of Life changes the base of many placed fences for more variety, but it doesn't change all fences. The two mods are totally compatible. IMO if you prefer Fences of Skyrim mesh to the default vanilla mesh (which I do), you should use both. *scuttles away* -
Dynamic Distant Objects LOD - DynDOLOD 2.00 to 2.15
Thallassa replied to sheson's question in DynDOLOD & xLODGen Support
Ok thank you! I really hope I don't need that many rules :D I am having trouble with the LOD for Holds: https://i.imgur.com/skE57KV.png and you've said before you don't intend to support it until it's in a "more complete" state, so I figured I could put it as ignore for now. But I also want to delete every change EL makes to solitude for compatibility's sake, hence the question. I'll test and let you know. For now, the rules I've set up work when Holds is processed by Dyndolod (but then I get the ugly lods above). And I also seem to have a stack dump problem which is higher on my "figure out what's going on list"... I think I only get dumped stacks when FNIS is not run correctly, but if I'm that close to having issues I might have other problems too >_> -
Dynamic Distant Objects LOD - DynDOLOD 2.00 to 2.15
Thallassa replied to sheson's question in DynDOLOD & xLODGen Support
I'm messing around with the inis for the patching capability (the one that gets used for Enhanced Landscapes). I have two questions: 1. Is there any limit to the number of rules one can have? 2. Is there any issue with duplicate rules? (like, either I accidentally added a formid twice for the same id, or if two different esps have to rule to disable the same object). 5. If I add an esp to the ignore list (like Solitude Reborn), will dyndolod still process rules related to that esp? (like if I say "if solitude reborn is active, disable these objects in EL... but ignore solitude reborn!", does that work?) -
SKYRIMLE Real Shelter - Full Release (by Robinsage)
Thallassa replied to EssArrBee's topic in Skyrim LE Mods
Yeah confused me too, and I was in chat with Threeten when I read Grant's post. Was like "I didn't think he was that close!" then went looking for the update and no update :( It's definitely coming, but it's still Soontm, not complete. According to Chesko's post here, and his comments in that thread, I think he's really not looked at Real Shelter much yet and doesn't have big plans for it. He may not end up touching it at all. Threeten did indeed get a second wind here. Part of that was the SKSE plugin, which was made by meh321 (the same guy who did Crash Fixes). I understood the update as meaning "Real Shelter won't need patches", but I was talking to Plockton the other day and he said he was working with Threeten on making a patch for Skyrim Bridges, so it's probable that patches will still be needed for some mods. Not sure how that will end up working out. -
SKYRIMLE Thieves Guild Armor HD revival (by redtox)
Thallassa replied to Frushtek's topic in Skyrim LE Mods
According to my List, no. Skyrim HD does the shoes but they're hardly better than vanilla. -
SKYRIMLE Undies Underneath for Skyrim (by popcorn71)
Thallassa replied to grhuff's topic in Skyrim LE Mods
Necroing threads... and necophilia! are not against the guidelines. I checked! I tested it last night just a bit (and then stayed up way too late looking for nicer underwear replacers, shh....) As the author warns, debug mode is on by default, I didn't look into how to turn it off but it certainly did spam papyrus. Most of the errors seem harmless, I was getting worse/more errors from other mods (need to look into those...) Cleaned out a few camps of forsworn (I don't understand how this camp managed to spawn 100% female forsworn, it was like 10 females and two were pregnant o.O), and it worked pretty well. Note that the underwear did not show up under their armor - so if you did an upskirt (surprisingly easy with forsworn armor) they were nude, but once you removed the armor they had the underwear from this mod on. I didn't have issues with script latency or any behavior that seemed like a mod conflict, which I was a bit surprised by tbh. The underwear is lootable so if you're the kind of person who does "loot all" and throw away the trash later, this mod won't work for you at all. So... for my modlist, this would be a "yes". I generally use nevernude bodies anyways, but was looking into underwear mods both so I could use nude bodies, and because a few of my mods (bijin, males of skyrim) come with nude bodies and this seemed like an easier answer than trying to replace every body they come with with a nevernude variation :P (I mean, I don't INTEND for jenassa to lose her armor but when you're playing with outfit management things happen, y'know?) There's an alternate mod I looked into on loverslab (not sure if ok to link here, it is NSFW), which I didn't test. I may do that later though. It needs a bit more setup - you have to add actual underwear from other underwear mods to your inventory, then fiddle with the MCM quite a bit, to get it to distribute the underwear, but the plus side is that it can randomize undies and not just have the same one on every single NPC. If your goal is to make sure there's no genitalia in your game, ever, you should just use the nevernude version of the body mod you like. Literally all of them have one, some like CBBE have multiple options. For STEP and the guides hosted here I think that would be the safest option, if a body replacer is ever wanted. If your goal is m'mersion, and to be able to have nudity in some scenarios but not others, then this mod may suit your purposes. I'm still curious if others have tested it more extensively. -
SKYRIMLE Undies Underneath for Skyrim (by popcorn71)
Thallassa replied to grhuff's topic in Skyrim LE Mods
Did anyone ever end up testing this mod? Curious what others think of its scripting, effectiveness, etc. *Thallassa necros hardcore*. -
Better! I added crash fixes to my load order a few weeks ago to test the strings fix and have been testing the new v9/10 with the memory allocation change for about a week. The preloading of the plugin is necessary for meh's memory allocation to supersede Skyrim's. I can confirm this memory allocation works very well. I have a very heavy, somewhat poorly optimized modlist at the moment (and I've only been in testing, not really playing the game). So my load screens are usually a few minutes long and they tend to stop responding halfway through (although they still complete). With the memory allocation they're under a minute and don't freeze. (although there's been a few times when they reverted back to the usual, that is, long and freezing, even with meh's patch active, not sure what that's about). I was staying under my current settings for skse memory patch (first block 768, I was hovering around 500), so it's not an issue of running out of memory, not exactly. I know some of the people talking on the crash fixes page were running out with first block 1024 (I really don't know how that's possible. What do they even have installed? :P ). I also observe less stutter on cell transitions when it's active. Still get some especially when moving at high speed, but much, much less. (Which is surprising as I thought this would be graphical memory related, but I haven't touched enb memory allocation at all). Overhaul skyrim uses more memory with it active (1.5-2GB). I haven't changed any of the settings in the ini but meh mentioned turning off a few settings could decrease memory useage. Not an issue really. It seems to me that most people don't even need sheson's memory patch. You know how many people fail to get that thing working properly and don't even know it? *headdesks*. And for most of the rest of modders the default block 1 size of 512 is enough and they don't have issues. For the people with very heavy modlists, like mine, I think they'll see the advantage of meh's approach over sheson's. My game doesn't really crash (it freezes, occasionally, with a meant time to happen of about six hours), so it's hard for me to say anything about the rest of crash fixes. My inclination is that some of it is like bandaids that are covering up underlying issues. I'm a firm believer that every crash has a solvable cause (I'm one of those people who didn't crash in all hundreds of hours of vanilla gameplay). So when the game crashes, that's my cue to go look for the underlying cause. On the other hand, some crashes are just... the engine farted... and there's no solution or any way to even repeat the crash so you can test fixes for it. That's the vast majority of what Crash Fixes solves and it could be beneficial. Also I've never seen one of these but I think, from the comments at least, crash fixes puts up a pop-up saying "I just prevented a crash and here's why!" so that would be enough for me to look for underlying issues if they exist. Oh, and the strings fix. If I can actually play and not fear my saves getting over 65,540 strings (or whatever the number is).... that's awesome. I mean, I never actually play the game, and right now when I just start the game my strings sit around 50k so I'm not too worried about the limit... but... if there's a fix that means I have headroom to add more mods! Slated for the next rewrite of /r/skyrimmods beginner's guide is to add crash fixes and mator smash in as basic things (this won't happen until crash fixes gets a few more months of testing and mator releases smash on a "full release" basis (i.e. he feels comfortable unleashing it to the world at large). I'm not totally sure I agree with this as those utilities aren't really needed for beginners.... on the other hand we now have some people who have been modding for two weeks and already have 500 mods installed, so maybe we should change the definition of what a beginner needs, again.
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Dynamic Distant Objects LOD - DynDOLOD 2.00 to 2.15
Thallassa replied to sheson's question in DynDOLOD & xLODGen Support
Wasn't so bad - about 45 fps in that shot (both before and after adding the SFO billboards). I was really surprised by it though :P If it gets to be a problem I know which files to hide to make it go away. And assuming I'm on the same page about "that other thing", my lips are sealed. -
Dynamic Distant Objects LOD - DynDOLOD 2.00 to 2.15
Thallassa replied to sheson's question in DynDOLOD & xLODGen Support
o.O that was fast. Looks good too: https://i.imgur.com/BP1ntU9.png ETA: Apparently the SFO billboards include billboards for lavender: https://i.imgur.com/WWfpOrq.png (and from a normal view distance: https://i.imgur.com/16qLS05.png I couldn't figure out what they were and thought they were missing textures, so I had to tfc to get close enough to see what it was meant to be a lod for. Purple!) -
Dynamic Distant Objects LOD - DynDOLOD 2.00 to 2.15
Thallassa replied to sheson's question in DynDOLOD & xLODGen Support
Internal ignore list would work fine for those mods, as you are correct about their development state. If anything changes and I'm still using them, I'll let you know. :P That explains why the view from Markarth is so bad. I guess the developers didn't think anyone would ever go up that high inside the city. You can't get up there without mods (or tcl) anyways. *sends more pie*. -
Dynamic Distant Objects LOD - DynDOLOD 2.00 to 2.15
Thallassa replied to sheson's question in DynDOLOD & xLODGen Support
Looked into what seemed like it was missing from markarth and solitude exteriors (looking from within city worldspace, outwards)... here is markarth from within: https://i.imgur.com/NVLn8QY.png and then from the same spot outside: https://i.imgur.com/BNEQx4E.png Some (a lot) of the stuff you can see is mod-added, so ignoring that... The big thing is the mountain in the distance, which is of course made up of a lot of different small rock meshes in a lot of blocks so I didn't get all the formids for it. The bridge, which is 88640 (I think), and the stables, which is formid 92c95, 92c96, 92c97. (The tower and trees are all mod added). You can also see skyhaven temple shrouded in mist O.o Solitude is better than I recall. There's this bug: https://i.imgur.com/M16CAsc.png, which for all I know would disappear if I ran it again, and the docks are only half there: https://i.imgur.com/M16CAsc.png (dock formids (in tamriel worldspace...): AE633, 92533, AE534, AE63C, AEDFC, B0110, B0111, B0113, B0119, B013E, B0140, )... the view from the bard's college https://i.imgur.com/HJb3COa.png looks fine. Here's what the docks look like when loaded: https://i.imgur.com/XrMCm2p.png I think when I was first testing the city mods and looking at the view, I hadn't run dyndolod yet so it looked worse than it was supposed to. Speaking of city mods and dyndolod, I noticed a few issues with the three big city expansion mods I'm running and dyndolod. These may want to be added to the list as "disable before running", or else given special rules somehow...? Solitude Reborn (Solitude Reborn.esp): https://i.imgur.com/o0gSpaQ.png Floating city. Woo.... Snow City - Windhelm Expansion (Snow City 7.esp): https://i.imgur.com/LLbeRVy.png Same sort of issue - the docks and everything show up fine, but the new wing of the city shows up as lods and never renders correctly. Ultimate Whiterun (WHITEX.esp): https://imgur.com/a/OYrym the place where it made the city bigger has the same issue, lods that never disappear to show the real walls. I ran dyndolod again with all three esps disabled and that turned out fine. You get vanilla lods for the city, which means the exterior changes (like those to windhelm docks or solitude gatehouse area) don't show up from a distance, but that's minor compared to the flying lods issue with them enabled ;) Also dyndolod did stop responding when I ran it this time. 13% CPU useage (on my 4790k) and less than 1 GB RAM, but it just stopped responding and then eventually finished and started responding again when it was done. (I think. I kind of walked away and ignored it when it froze). So my advice to anyone experiencing this issue: Be patient! It's still much faster than the tes5edit script :) Finally... is it dindoolod the way gamerpoet pronounces it, or "dyne-do-lod" (like dinosaur, but dindo?) -
Dynamic Distant Objects LOD - DynDOLOD 2.00 to 2.15
Thallassa replied to sheson's question in DynDOLOD & xLODGen Support
I think my dyndolod run might have frozen too TechAngel. I'm not sure. I just let 'er rip and ignored it, and eventually it all worked out. (The same thing happens on my skyrim load screens so I'm used to it). Sheson, I'll look into those formids and get back to you in a few days to a week. (It's going to be a long week at my work again t.t) -
Dynamic Distant Objects LOD - DynDOLOD 2.00 to 2.15
Thallassa replied to sheson's question in DynDOLOD & xLODGen Support
Can confirm Neovalen's claim: it's definitely Oputput as the default file path for output. I haven't tweaked anything yet. Using 7zip to extract o.O As of 2.03, ran fine for me and almost all the issues I wanted to tackle are magically solved (skyrim bridges, waterfall animations, etc. etc. etc.). Figured that would be the case >_ Now I'm wanting to invent new things too. TRHD support for its rock texturesets (no idea what would go into that at all), a similar esp to the one you made for Whiterun, for Solitude and Markarth (since I have mods that let me get to the top of those cities and look out a long ways from within them)... Nah, I'm never going to get to play Skyrim, just "mod skyrim". My game looks awful purty when I launch it for testing, though. -
Dynamic Distant Objects LOD - DynDOLOD 2.00 to 2.15
Thallassa replied to sheson's question in DynDOLOD & xLODGen Support
Woohoo! I was just getting ready to run dyndolod again. (After several months of off and on crafting a load order of doom). Some people might have this issue: You launch it, and MO stops responding, or nothing happens, or something like that. If you open task manager you'll see texgen is running, but you can't end task and nothing ever happens. It's an issue with antivirus, particularly with mine (avast) and mator's standalone framework. If you disable antivirus it runs fine. We weren't ever able to figure out why (mator also uses avast and this obviously doesn't happen on his system), but I've had to add mator smash.exe to my exclusions to get it to run, and texgen now too (haven't run dyndolod.exe yet but I fear it might be the same). Merge doesn't seem to suffer from this. (nope, checked and it's in my exclusions too). Took me a minute to remember that was why it didn't seem to run... and as far as I know no one else has ever reported this issue... but maybe this comment helps someone. I'm sure I'll have more questions/comments once I actually finish running the thing. There's been a few questions I've been saving up as time goes on with the hope that if dyndolod gets faster, I'd be able to troubleshoot them myself (i.e. I really don't think you want to have a look at my load order to see if you can help me, I've lost track of how many LOD-altering mods I have). For example, Skyrim Bridges never did manage to get LOD in my game no matter how many times I reran dyndolod. :( Oh and I hear you're getting bored of firstborns, so have some (virtual, sorry) pie.

