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Everything posted by twizz0r
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[WIP] Mator Smash
twizz0r replied to Mator's question in Mator's Utilities Support (archived, read-only)
MS has a smash setting for Scarcity. Use that rather than any bash tags or the Smash.all setting and you should be fine. -
[WIP] Mator Smash
twizz0r replied to Mator's question in Mator's Utilities Support (archived, read-only)
Hey Mator! FO4/MO2: Any advice on hunting down the source record of this error? ... Removing ITPO: DLC03_miscmod_mod_RadiumRifle_Mag_SmallQuick "Radium Rifle Standard Quick Eject Magazine" [MISC:030407E8] Removing ITPO: DLC03_miscmod_mod_RadiumRifle_Mag_LargeQuick "Radium Rifle Large Quick Eject Magazine" [MISC:030407E7] Exception removing ITPOs: Overflow while converting variant of type (LongWord) into type (Integer) i know the mod that's causing this (Frost). The smashed patch causes a CTD for FO4 before the menu. If i remove the smashed patch, FO4 runs fine. If i skip frost.esp and re-smash, it runs fine. Can u/l logs if you think it would help, but i don't see anything illustrative. Thanks! -
MO2 Unchecks all DLC masters when closing LOOT app after sorting
twizz0r replied to neonxeon's question in Mod Organizer Support
It will honor LOOT user meta data..load priority, load after, etc.. -
[WIP] Mator Smash
twizz0r replied to Mator's question in Mator's Utilities Support (archived, read-only)
I usually run plugins through the Generate Tags for Wrye Bash script in xEdit to get the delev/relev tags that MS can use for LL: https://www.afkmods.com/index.php?/topic/4475-xedit-script-generate-tags-for-wrye-bashmator-smash-updated/ -
[WIP] Mator Smash
twizz0r replied to Mator's question in Mator's Utilities Support (archived, read-only)
Small feature request or setting instructions: I have a few plugins that get marked as redundant after smashing. The problem lies in that these plugins are needed to load BSA's. Is there a setting i can use to smash them but set them to non-redundant? Thanks! -
Question about large load orders/MS workflow
twizz0r replied to twizz0r's question in Mator's Utilities Support (archived, read-only)
Appreciate the reply and the value of smashing plugins to be merged and then merging them along with that smashed patch is invaluable. Maybe I'm being dense, but when i smash my load order, MS makes many plugins redundant. These redundant plugins are conflict resolved, so isn't that smashed patch a superior merge patch as well? Or is it better to run MS, make note of the redundant plugins, smash them and then merge them with that (new) smashed patch? -
Sorry if i missed this in the documentation or in forum posts. Can MS be used to escape the 255 plugin limit when merged patches alone won't do. MS can make 30 esps redundant in one go AND does conflict resolution at the same time which is highly attractive when managing large load orders. If so, is this the correct work flow when approaching that limit multiple times? 1. plugin number is getting up there, so run MS, disable redundant plugins, check smashed patch1.esp in SSEEdit, makes changes to smashed patch1.esp as needed. 2. plugin number rising again, so run MS including smashed patch1.esp. check smashed patch1.esp and smashed patch2.esp in SSEEdit, makes changes to as needed. Will I actually need to created a new smashed patch2 or will MS patch smashed patch1.esp without the originally redundant plugins in the load order? I *think* i will need multiple smashed patches (which is fine), but I'm curious about how this works. Would a better strategy be to create different smashed patches for different types of plugins? Say, smashed patch - compatibility patches and smashed patch - normal mods? What about using Merge Plugins Standalone to try and merge compatibility patches on my load order and using MS as normal? This is problematic to some extent as for some mods (like RS Children) I won't have all the compatibility patches installed until very late in my build. Appreciate both MS and MPS tremendously. Thanks!
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"Choose Instance" pops up every time I start Mod Organizer 2
twizz0r replied to IWantMyMod's question in Mod Organizer Support
I have this same issue and I've installed MO2 outside of the UAC: It's a portable install but i have to choose either portable or instance every time i start it up. Once started, its fine. Mods installed, apps working, etc. The only odd part of my install is that its a new one after i nuked my previous install form orbit. -
[WIP] Mator Smash
twizz0r replied to Mator's question in Mator's Utilities Support (archived, read-only)
I've been playing around with my setup which means I've been running MS a lot. Might be coincidence, but I noticed this morning that if i delete my previous Smashed Patch altogether from MO2 and then run MS I get the fails above. However, if i run MS with the Smashed Patch still in my load order, toggle rebuild status and run MS with the same settings on the same load order, they go away. Curious. -
[WIP] Mator Smash
twizz0r replied to Mator's question in Mator's Utilities Support (archived, read-only)
Really nice work there. Thanks! -
[WIP] Mator Smash
twizz0r replied to Mator's question in Mator's Utilities Support (archived, read-only)
These errors went away...maybe it was sth in my load order. -
[WIP] Mator Smash
twizz0r replied to Mator's question in Mator's Utilities Support (archived, read-only)
Hey Mator, I'm getting fails: Exception copying record WeatherPineForest [REGN:0002A72D] : Assertion failure (E:\dev\git\smash\lib\xedit\wbImplementation.pas, line 4179) Exception copying record WeatherMountains [REGN:0004D7FD] : Assertion failure (E:\dev\git\smash\lib\xedit\wbImplementation.pas, line 4179) Exception copying record WeatherJaphetsFolly [REGN:00069E2B] : Assertion failure (E:\dev\git\smash\lib\xedit\wbImplementation.pas, line 4179) etc... pretty sure my load order is ok (MO2 and LOOT don't complain and i see noting out of whack). No issues with missing masters either. any ideas? Logs/fails/Jsons: https://www.dropbox.com/s/l4s7glr1f50bdck/smash.7z?dl=0 Thanks! -
Help? Disappearing Whiterun Windmills
twizz0r replied to twizz0r's question in DynDOLOD & xLODGen Support
So that worked...thanks! If you want to tell me to RTFM on mods that overwrite large references, I can live with that :) -
Help? Disappearing Whiterun Windmills
twizz0r replied to twizz0r's question in DynDOLOD & xLODGen Support
Thanks Sheson. I'm having a hell of a time getting the large sails to work without SF+SM. I've followed the fix in this post: https://forum.step-project.com/topic/5011-dynamic-distant-objects-lod-pre-2xx/?p=131201 to no avail. I've adjusted trhe SF+SM NIFs with SSE NIF Optimizer and that didn't help. I'll swap SF+SM in and out as you suggest. PS: Should i do the same with iNeed - Extended.asp, RealisticWaterTwo.esp, and Prometheus_No_snow_Under_the_roof.esp (or diff issues with those)? -
The textures for the three Whiterun windmill buildings disappear on a LOD switch (i think). Normally I'd chalk this up to something I've done (and it well could be), but this effect goes away when i remove DynDOLOD from my load order. As you can see from the video, the sails remain. The walls of the buildings are still there, they are just transparent. Any ideas? Thanks! video: https://youtu.be/JbpbAdA4_lQ logs: https://www.dropbox.com/s/z0xo4liiz5tpplh/tw-dyndolod-logs-040217.7z?dl=0
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[WIP] Mator Smash
twizz0r replied to Mator's question in Mator's Utilities Support (archived, read-only)
Yep did the trick. Thanks for the quick response and let me know if you need anymore info from me! -
[WIP] Mator Smash
twizz0r replied to Mator's question in Mator's Utilities Support (archived, read-only)
Not sure if this is the right place: getting these from SSEEdit: [00:59] Background Loader: <Warning: File [4D] SmashedPatch.esp with Group GRUP Cell Children of WhiterunDrunkenHuntsman "The Drunken Huntsman" [CELL:000165B7] is missing an overriden record for WhiterunDrunkenHuntsman "The Drunken Huntsman" [CELL:000165B7] [00:59] Background Loader: <Warning: File [4D] SmashedPatch.esp with Group GRUP Cell Children of FalkreathDeadMansDrink "Dead Man's Drink" [CELL:0003A184] is missing an overriden record for FalkreathDeadMansDrink "Dead Man's Drink" [CELL:0003A184] Any ideas on whats happening and how to fix? Thanks! Logs: https://www.dropbox.com/s/2scqud9yh493kxy/033117-MS-Logs.7z?dl=0 -
DynDOLOD 2.24 SSE - Excpetion EAccessViolation
twizz0r replied to twizz0r's question in DynDOLOD & xLODGen Support
SF/SM seems to work well (I'm loading it above SMIM). I just can't quit it :) Since DynDOLOD is available for SSE, is it now redundant or do I need to wait for SKSE and Papyrus utlils? Thanks for the reply :) Re: UAC...I misspoke...i run the game and all my utilities (like DynDOLOD) outside of the Program Files directories. So I think agree with you about the memory violation. Probably a MO2 thing as the error, while consistent) does not interfere with DynDOLOD at all. I'm at a loss...i removed most of my load order, ran TEXGen and DynDOLOD with success (rinsed and repeated adding back more mods a few at a time) until i added SBT and the SBT-RAT billboards and the LODGenx64.exe instance issues showed back up. The Tamriel instance would run fine but then most of the other ones would do nothing and hang without error. Not knowing any better, I added it back with the older LODGen SBT-RAT BBs and success. Just to check, i re-ran TEXGen and DynDOLOD with the SBT's new billboards and success too. Make no sense unless re-adding SBT fixed something MO2 had corrupted. I really appreciate the procedures for running down CTD on entering the outside and running DynDOLOD outside of MO. Things look reliable atm. I'm going to continue loading mods back into my load order and will let you know if i run into any issues after I check things with your advice above. Thanks again! -
DynDOLOD 2.24 SSE - Excpetion EAccessViolation
twizz0r replied to twizz0r's question in DynDOLOD & xLODGen Support
I was having the same hanging instances of LODGenx64.exe as Shreddy777 (https://forum.step-project.com/topic/11997-dynamic-distant-objects-lod-dyndolod-224/page-2) but by removing mods from my load order I was able to narrow it down (hopefully) to SBT SSE. Once removed, DynDOLOD runs reliably and SSE runs fine. So questions: Does 2.24 contain the latest version of LODGenx64.exe? The one Sheson offered in the thread above is dated earlier than one in 2.24. Should i be using fadningsignals's SSE SBT+RAT billboards or the ones on the Nexus LODgen page? Does it matter? Thanks. -
DynDOLOD 2.24 SSE - Excpetion EAccessViolation
twizz0r posted a question in DynDOLOD & xLODGen Support
DynDOLOD works fine and completes, but when i am asked to save DynDOLOD.esp in MO2 i get the following windows error: Exception EAccessViolation in module DynDOLOD.exe at 000000000000E860 in module 'DynDOLODx64.exe'. Read of address FFFFFFFFFFFFFF40.Sometimes DynDOLOD.esp is written sometimes its not. The error is consistent tho. All logs state their processes completed successfully. I have run into an issue where LODGenx64.exe instances would do nothing and hang. Clearing the cache files corrected that, but SSE CTDs as soon as it tires to load an outside area. All of DynDOLOD's files and output directories are outside of the UAC and MO2. Also i do not get this error when running DynDOLOD with a limited load order and SSE runs fine. I suspect i may have two different issues here. Any ideas on how to track down any mesh issues that are creating the CTD other than going mod by mod lol? The memory error? Thanks :) tw-dyndolod-logs.7z