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  1. This is a beta of [FNV|FO3|FO4|FO4VR|TES5|SSE|TES5VR|ENDERAL|ENDERALSE]LODGen/Edit with terrain LOD meshes and textures generation. This is for experienced mod authors and users that know how to use xEdit, xLODGen or DynDOLOD already. Installation and Setup Download xLODGen beta 95 - based on 4.1.4b Unzip into a dedicated folder outside of any Steam, game or mod manager folders or special Windows folders like Program Files. Rename xLODGen.exe to [game mode]LODGen.exe (TES5LODGen.exe for example) or start with command line parameter -fnv, -fo3, -fo4, -fo4vr, -tes5, tes5vr, -sse, -enderal, -enderalse Use -o:"c:\OutputPath\" command line parameter to change where files are generated to, default is the game folder. Then install output as a mod. Do not generate into any game, any mod manager folders or special Windows folder like Program Files x86. Use command line arguments to set the paths to certain directories and files if required. For example: -m:"c:\Users\[USERNAME]\Documents\My Games\Skyrim Special Edition GOG\" -p:"c:\Users\[USERNAME]\AppData\Local\Skyrim Special Edition GOG\plugins.txt" -d:"c:\GOG Games\Skyrim Special Edition GOG\Data\" Requirements Microsoft Visual C++ Redistributable for Visual Studio 2015, 2017 and 2019 - Required by LODGen.exe/LODGenx64.exe and Texconv.exe/Texconvx64.exe. Get matching platform x86/x64 depending on which xLODGen.exe (x86) or xLODGenx64.exe (x64) is used. RTFM and Share Results See the included Skyrim-Occlusion-Readme.txt for a brief explanation of the Skyrim TVDT Occlusion data generation. Read the hints that are shown when the mouse pointer rests on a setting. Ask specific questions or give feedback in the dedicated Skyrim TVDT - Occlusion Data thread. See the included Terrain-LOD-Readme.txt for a brief explanation of the settings for terrain LOD generation. Read the hints that are shown when the mouse pointer rests on a setting. Ask specific questions about terrain LOD in this thread for a more in-depth explanation if required and share feedback (with screenshots) about results or problems. These tools generate LOD meshes and textures "exactly" like CK, but not like the meshes and textures which are shipping with the games (they are often manually edited). However, these tools provide more options and higher resolutions (use the x64 version if there are memory errors because you believe you require 4k or higher) and can be updated to add more useful features and options. I did some testing in the different games, but finding the best combinations of options and settings requires lots of testing and are a matter of personal opinion and which game is used, the load order, mods, even different worldspaces probably. That means, I am only able to give generic guidelines and hints to send you off to find and test for yourself and share your results. My main interested is that generations works correctly and without problems for now. Check out the thread xLODGen Terrain Settings Compare. Also refer to any modding guide which has a list of relevant mods close to your load order. The object and tree LOD generation is the same as the current versions of xEdit / xLODGen. Refer to their respective descriptions and explanations. Obviously, users of Skryim/Enderal/Skyrim SE/Skyrim VR/EnderalSE continue to use the easier and more comprehensive DynDOLOD for drastically improved object and tree LOD generation and only use xLODGen for terrain LOD (and maybe Occlusion) generation. First Time Here are suggestion to start without going crazy and that should be quick enough to generate: Set quality of meshes for LOD4 to 5 and then +5 for each next level. Or just set levels 8/16/32 to 10. Check protect cell borders (yes it fixes the ugly terrain drops at outer cell borders that still exist in Fallout 4). Use the max vertices setting only if you want to hard limit max file size. In Skyrim Special Edition or Skyrim VR, if you notice terrain briefly flickering when new areas are loading in, set [Display] bEnableLandFade=0 in Skyrim.INI Set Optimize Unseen to off for LOD4 for first generation. Start experimenting with a value of 550 with a quality setting of 10 or lower for LOD32 (used for map) and compare coastlines and file size to other settings. To quickly generate terrain LOD meshes just for the map, check only terrain LOD Meshes, check the Specific Chunk checkbox and set drop down to 32. Leave SW fields empty for complete map or set SW cell coordinates to same values as a *.btr filename to test a specific area with lots of water, river etc. Set texture sizes to 512 for a start. Larger sizes and large world spaces will take a considerable time (like 15 to 30 minutes or more easily). Each higher resolution means quadruple the work. Use DXT1 for diffuse and 565 (DXT1 if on Windows 7) for normal maps. If generating for Skyrim Special Edition and VRAM is not of concern use BC7. Uncheck mipmaps, raise steepness and Bake normal maps. For now, leave the Brightness, Contrast and Gamma at 0 and 1.0 respectively. It seems that only Skyrim CK and Skyrim SE CK are manipulating the intensity of the textures to adjust for the noise.dds and the god awful "improved" snow shader of Skyrim SE (just turn that thing off, really). If textures seem too dark in the game, brighten the noise.dds instead or vice versa. That way you can get perfectly matching LOD textures that look just like the textures in the loaded cells. For Skyrim a good average color of the noise texture seems to be around #C0. See below for a couple noise texture downloads. If you want to test larger texture sizes, use the chunk option to limit the number of textures that need to be generated. For example, check [x] Specific chunk, leave the drop down empty and set WS to the lower left cell coordinate of an 32x32 area, like 0, 0. It will then generate all textures up to 31,31. Not all worldspaces have their origin at 0,0 so you will have to check already generated meshes/texture filenames for their lower left coordinates. Questions and Feedback Obliviously anything related to terrain LOD should be posted in this thread. Posts related to Occlusion should be made here. Recommended Optionals TES5-Terrain-Tamriel.esm (Mega), SSE-Terrain-Tamriel.esm (Mega) TES5-Terrain-Tamriel-Extend.esm (Mega), SSE-Terrain-Tamriel-Extend.esm (Mega) - These extend the sea of ghost further to the north (see screenshots) SSE-Terrain-Tamriel-Full-Extend.esm (Mega) - Entire map from -96,-96 to 95,96 with northern ocean extension. Useful for mod authors. Put in game data folder obviously. Adds back terrain for Skyrim (Tamriel worldspace) at the outer edges so there is no missing terrain meshes/textures when generating terrain LOD for Skyrim. Load as early with lowest priority as possible, so that any other plugins overwriting or adding land records or cells with the same coordinates take precedence. Only required to be loaded when generating terrain LOD. No harm done when loaded in-game but typically the player can not get close to these areas. There are no effects outside the far away added cells. Noise Single color flat noise, Adjusted vanilla noise, HD Terrain Noise Texture SE Examples for Skyrim. Install to game folder like any other texture mod. The noise texture is applied in-game on top of terrain LOD textures, so no effect for LOD generation. Only the red channel is used in case the textures is not a grey channel format. MipMaps are ignored. The textures is tiled 3x3 per LOD quad, e.g. for LOD level 4, the noise texture is repeated 3 times to cover 4 cells, for LOD level 8, the noise texture is repeated 3 times to cover 8 cells and so on. Test-Terrain-Tamriel.7z For testing terrain LOD distances. Plain color terrain LOD textures for Tamriel with coordinates for every LOD quad. Green for LOD 4, yellow for LOD8, blue for LOD 16 and red for LOD 32.
  2. Mod Source: BethINI by DoubleYou Wiki Link BethINI STEP Wiki Link BethINI (pronounced "Bethany") is an attempt to restore decency to the INI configuration files for games created by Bethesda. It currently supports Oblivion, Skyrim, Skyrim Special Edition, Fallout 3, Fallout New Vegas, and Fallout 4. It arose out of my research into the Skyrim INI files over on STEP. Why You Need This There are many advantages to using BethINI: 1. It automatically reorders your INI files into a sensible order, making them much easier to navigate for manual tweaking. 2. It automatically fixes common errors, including some that can cause CTDs. 3. It automatically detects mods you have installed and makes changes recommended by the mod authors where deemed appropriate. If your mod or a mod you know of requires such support, please contact me, as this is the easiest thing in the world to implement. 4. It's presets are superior in graphical fidelity and performance (95% of the time) to the official presets one can create via the game launcher. 5. It allows for the modification of more settings than is accessible via native game settings, and provides explanation for each setting and what it does. 6. It automatically backs up your INI files. 7. For Skyrim, it automatically configures the Creation Kit to support multiple masters and any installed DLC, if enabled. TL;DR BethINI fixes your INI files and lets you tweak your INI files to improve performance and quality. Installation: BethINI is a portable application. You can run it anywhere. Simply extract and run. Do NOT run through Mod Organizer! Recommended usage: 1. Please do not delete your INI files prior to running this! 2. Run BethINI 3. Mod Organizer users should go to the Setup tab and select the profile they wish to use via the ''INI Path'' setting. Your profiles should be autodetected. It is highly recommended to close Mod Organizer if open. 4. Click Default. This will refresh your INI files to the default state. 5. Original Skyrim ENB users should tick the ''ENB Mode'' checkbox. This does not apply to users who ONLY use the ENBoost portion of ENB. This should be autodetected, so if you are unsure, leave this alone! 6. Click your desired preset. 7. Tick the ''Recommended Tweaks'' checkbox to apply tweaks recommended for all users. 8. Click the Save and Exit button. Testimonials FAQ Q: The program will not load. The cursor spins, but the program does not load and the process is not created. A: Add BethINI.exe to your antivirus exclusion list. Q: Virus! A: False positive. See the VirusTotal report. Q: Should I delete my INI files before running this? A: No! Indeed, it is likely the game launcher shall kill your INI files if you do this! Q: Why is my savegame crashing? A: Not all INI settings can be changed mid-game (e.g., uGridsToLoad). If you used some bad INI tweaks (e.g., Ewi's INIs) on a save, they can cause your save not to work with good INIs. Either copy some of the problematic lines back into your INI, stick the old INIs back, or start a new game. Q: Does it work with ENB? A: Yes! Skyrim users can simply tick the ENB Mode checkbox (should be autodetected) to ensure that all necessary tweaks are applied. ENB users of other games may need to check to make sure that they haven't accidentally disabled any necessary settings (as I currently don't know what settings are necessary for the other games, as I haven't used them. Sorry.) Q: If I use ONLY the ENBoost part of ENB, do I need to tick the ENB Mode checkbox? A: No. Again, this should be autodetected. Q: I get an error when I start the game that says, "failed to initialize renderer." A: Your screen resolution is incorrect. Please change your resolution to one that your monitor supports. Custom resolutions can be manually typed into the Resolution box. Q: I want to go back to the way my INIs were before I used BethINI. Is that possible? A: Simply go to the setup tab and select "Before BethINI" in the "Restore Backup" dropdown.
  3. DynDOLOD DLL for Skyrim, Skyrim Special Edition, Skyrim Anniversary Edition and Skyrim VR So far all versions of DynDOLOD use the SKSE plugin PapyrusUtil for the optional dynamic LOD in the game. Starting with version 2.45 there is now the alternative DynDOLOD DLL available. The current DLL version is 2.45. It works with dynamic LOD generated by DynDOLOD Standalone 2.45 and newer. Read the ..DynDOLOD\Docs\DynDOLOD_DLL.html included in DynDOLOD Standalone for an explanation about DynDOLOD DLL, installation instructions (overwrite papyrus scripts of DynDOLOD Resources) and how it works. If there are problems with it, check DynDOLOD_DLL.html and the DynDOLOD FAQ first before posting. If a DynDOLOD.DLL version is required for a game version that is not listed below, request it in this thread. First, search this thread if it has been requested already, though. The future will tell how long it takes to release updates. Typically a new DynDOLOD.DLL is required for each new game version, but not each new SKSE version. For example a DynDOLOD.DLL compiled with SKSE64 2.0.9 also works with SKSE64 2.0.10 for the same game version. Nexus Downloads for DynDOLOD 2.45 and higher DynDOLOD DLL for Skyrim DynDOLOD DLL SE for Skyrim Special Edition DynDOLOD DLL VR for Skyrim VR Mega Mirrors: DynDOLOD.DLL + Scripts for Skyrim 1.9.32 (overwrite the papyrus scripts included in DynDOLOD Resources) DynDOLOD Scripts for Skyrim Special Edition and Skyrim VR (overwrite the papyrus scripts included in DynDOLOD Resources SE) DynDOLOD.DLL for Skyrim Special Edition 1.5.39 DynDOLOD.DLL for Skyrim Special Edition 1.5.50 DynDOLOD.DLL for Skyrim Special Edition 1.5.53 DynDOLOD.DLL for Skyrim Special Edition 1.5.62 DynDOLOD.DLL for Skyrim Special Edition 1.5.73 DynDOLOD.DLL for Skyrim Special Edition 1.5.80 DynDOLOD.DLL for Skyrim Special Edition 1.5.97 DynDOLOD.DLL for Skyrim Special Edition 1.6.318 DynDOLOD.DLL for Skyrim Special Edition 1.6.323 DynDOLOD.DLL for Skyrim Special Edition 1.6.342 DynDOLOD.DLL for Skyrim Special Edition 1.6.353 DynDOLOD.DLL for Skyrim Special Edition 1.6.629 DynDOLOD.DLL for Skyrim Special Edition 1.6.640 DynDOLOD.DLL for Skyrim Special Edition GOG 1.6.659 (untested) DynDOLOD.DLL for Skyrim VR 1.4.15
  4. Discussion topic: Run Sprint and Jump by Bergzore Wiki Link
  5. Hello, I need some help with an issue in my game. The game kept crashing whenever I entered High Hrothgar. This is from the crash log: It mentions ENB there so I tried changing ENB to no avail. Google search also doesn't really get me anywhere since the people that got this issue had offending mods that I don't have. I use VERVE ENB with the recommended enbhost (v292), following this guide https://www.sinitargaming.com/skyrim_graphics.html#google_vignette. Everything was fine with a few occasional CTD but nothing too concerning. Only now I got a constant CTD. If anybody knows how to read crash logs, please help me. If I need to post my load order too, do tell. I don't have time to post it now but will do if requested later.
  6. In the main YouTube tutorial I think it was said to redo the entire install if your load order changed, but is that just for graphical mods that might affect LOD? I tend to find new outfits or jewelry I want to install mid playthrough and I was wondering if I can just install those without redoing TexGen and DynDOLOD. From what I can see, the load order for my graphics mods do not change as far as dependency when I run LOOT after installing a non graphical mod, but I wanted to check before I tried anything. Also, can a Bashed Patch be rebuilt without having to regenerate LOD?
  7. Anyone have thoughts/comments on their experience running Realistic AI Detection in STEP LE? I see that it's part of the loadout for STEP SE and wondered if there were some specific conflict or other reason it wasn't included in the LE guide?
  8. Discussion topic: Step SkyrimLE Guide Resources: Nexus Mods Please submit feedback about the 3.0.0 guide to this topic.
  9. hello i'm in the last leg of installing the LE guide, and LOOT places the lanterns of skyrim esm after hearthfires esm and before dragonborn esm and the unofficial skyrim legendary edition patch. that doesn't seem to be right at all? LOOT also suggests a third party dawnguard patch. any suggestions? should i create a LOOT rule for the placement of lanterns esm? thanks in advance ...
  10. I am reinstalling STEP for Skyrim: LE. It's been a few years since I've done this, but have managed to creek it out in the past. When I get to the step of tool setup, everything seems to have immediately fallen apart. "Some tools will have been auto-detected and added" They are not. None of them are. I've combed backwards to find out where I made a horrendous misstep. The only thing that I can think of is that it somehow has something to do with the fact that my "Modding" folder is not nested under a "Games" folder against the suggested file structure. The reason for this is that when I got this new PC I had already installed Steam in it's own folder to avoid any UAC weirdness when modding any game at all. Maybe it doesn't mean anything and I can safely just add them manually and if that's the case, fine. However, I want to be sure before I dig myself too deep. However, the real difficulty is when I proceed to step 6. "6. Tick the Create files in mod instead of overwrite box. Select the xEdit Output mod from the drop-down." I do not have the xEdit Output mod in the drop-down. Nothing's in the drop-down. I've combed back over the instructions for SkyrimLE and the System Setup Guide to try and figure out what I missed, and I can't find it. What in God's name am I doing wrong?
  11. ( Apologies in advance if this is maybe the wrong place to post, if so please point me towards the correct place. But since the issue is with the 3.0.0 STEP of LE, I though this could be correct ) After a couple of years of absence I have started to fiddle around with Skyrim (still with LE) again. I've followed the 3.0.0 STEP Guide and with only minor hiccups arrived at a nicely looking result which seems to work like a charm, kudos and thanks to all on whose shoulders I am standing now . However, there is one issue now - I would like to add a couple of other mods "on top" now and one of them refuses to work when "Non-essential Children" (called NEC from now on) is installed. Now, my heart is not set on NEC, I would happily remove it from the load order, but the problem is that it is a "red" mod, that the Step CR patch depends upon :-/ I've searched on the Forum and there was some talk about a year ago about removing NEC from the STEP 3.0.0 guide for LE, but it seems that hasn't happened yet, not sure if that is still on the table. I've found a similar issue in a STEP SE Thread, where someone asked about removing "Live another live" and according to an answer from someone there it would be possible to remove the CR patch dependency on LAL by using XEdit on the CR patch. Now I have a little modding experience, but I know next to nothing about XEdit, though I would be willing to dig into that topic and learn it and try to modify the CR patch on my own to try to remove the dependency to NEC. Before I start with that however I would kindly ask if someone more knowledgeable than me could give me a quick estimate about the feasibility of this, whether it a) should be trivial to do and/or should not have any side effects or b) is somewhat tricky and/or might cause problems in the long run or c) is extremely complex to implement or even not possible at all because the CR patch is "too tightly coupled" with NEC Any feedback would be greatly appreciated. Thanks.
  12. Hi, I've a simple question. I've been using Skyrim LE and ENB version 472, as ENBoost. Previously was using a GTX 1070 ti, and always the red text message showed up on game start, telling me that no graphics modification was possible - but then I was only using it for extra memory. Now I've upgraded to an RTX 3080 12gb, and it's a fresh install of Skyrim. The red text no longer appears. The white text with ENB version etc does, as before. Does this mean that ENBoost is not working as intended? EDIT: Sorry, this question shouldn't be here. Silly me, forgot that there's an option I didn't change in enblocal.ini.
  13. When installing the Enhanced Vanilla Trees mod through the fomod, it turned out according to the manual that there is no such option. I didn't check the box. Now the question is-will there be any errors later when generating my LOD? I know you don't support this guide anymore, but what should I do now?
  14. [2022-04-02 20:44:52.481 W] The C:/Users/USERNAME/AppData/Local/Temp//fomod/info.xml in this file is incorrectly encoded (Requires the opening tag. in line 1). Applying heuristics... What kind of horror is this? Help!
  15. Papyrus reports a script bind Error of NA_BleedPerk which I guess is causing the crash, but I don't know the mod related to it...
  16. Discussion topic: AI Overhaul by SpiderAkiraC Wiki Link
  17. So... I'm working on a new LE build (please don't ask why I'm not running SSE), and I got to the point where I could go ahead and run DynDoLOD. Just using Skyrim's Ultra graphics setting, and DynDoLod's high setting for Tamriel, I was blown away by just how many trees and how far out they were drawn with The Great Forest of Whiterun Hold. While walking down the path from the Ritual Stone towards the city, I could see trees out to the edge of the mountains. And here's the best part: NO STUTTERING! So, a few days later, I decide I want to use Vert's snow pine models. So I get the billboards for those setup and run DynDoLOD, same Skyrimprefs.ini settings as before, same DynDoLOD settings... and now... walking down the same path... the trees aren't even drawn past Whiterun I double check everything and run DynDoLOD again... same results... very poor tree LOD distance. I go and check my Skyrimprefs.ini... ftreeloaddistance is still set to 75000 as it was the first time I ran DynDoLOD. So I push that value up to 100000... tree LODs still aren't drawn out as far as they were the first time... and now it's stuttering. In order to get the trees drawn out as far as the first time I ran DynDoLOD, I had to set ftreeloaddistance to 250000!! And the game was unplayable. :\ Darnit, what gives?! Is it DynDoLOD or the game? The only thing, and I mean the ONLY thing that I changed was adding Vurt's snow pine trees, and their associated billboards. I didn't change any INI settings, or DynDoLOD setting in between LOD generation... This is how it looked, and performed astonishingly well with no stuttering, using Beth's vanilla Ultra graphics settings and DynDoLOD's high mesh rules. [TerrainManager] fTreeLoadDistance=75000 fBlockMaximumDistance=250000 fBlockLevel1Distance=70000 fBlockLevel0Distance=35000 fSplitDistanceMult=1.5 And now after adding Vurt's snow pines and the associated billboards... Rhe mountain isn't missing in this pic, it's just covered by fog. Use the roof of Joorvaskr for refence to tree draw distance. [TerrainManager] fTreeLoadDistance=75000 fBlockMaximumDistance=250000 fBlockLevel1Distance=70000 fBlockLevel0Distance=35000 fSplitDistanceMult=1.5 Some machine specs, if it helps... Win10 Home 64 bit, AMD Ryzen 5 3600, nVidia RTX 2060 Super 8GB, 16GB RAM, Skyrim intalled on Samsung 1TB SSD 1500MB/s read
  18. I'm using MO2 for Skyrim LE. When i first installed MO2 i selected "Create a portable instance" when i was prompted, so i don't have a global instance, i'm not sure if that's ok? I used Vortex before this and had no issues with FNIS so i do know how to use it. At this point i've watched multiple MO setup and installation guides and read a bunch of forum posts but i can't get GenerateFNISforUsers.exe to work when it's run through MO Executables. When i run it, it says: Generator: C:\Games\MO2\mods\2 FNIS Behavior 7_6\tools\GenerateFNIS_for_Users\GenerateFNISforUsers.exe ">>Warning: Bad installation. Generator not run from <Skyrim_Data>\Tools\GenerateFNIS_for_Users. If you use a mod manager, run FNIS from its list of supported tools.<< Skyrim 32bit: ??.??.?? - C:\Games\Steam\steamapps\common\Skyrim\ (Steam) >>Warning: Expected generator path: C:\Games\Steam\steamapps\common\Skyrim\data\tools\GenerateFNIS_for_Users not found<<" But when i run "Explore Virtual Folder" and open GenerateFNISforUsers.exe there it loads all my mods fine. I could just activate it this way or go to the data tab in the right MO pane and right-click GenerateFNISforUsers.exe and select "Execute with VFS" each time but i'm concerned something won't work if im doing it this way, and it's less convenient to activate it like this every time. I did what this guide said: https://youtu.be/53472H4lAuA?t=597(timestamped) but this didn't work for me either. For him when he runs the GenerateFNISforUsers.exe through MO tools it says "MO is locked while the executionable is running", for me i get this message: and FNIS doesn't show on my screen so i can't see if it's loading my mods correctly or anything. If i click "Unlock" it says: and i think crashes FNIS. If i don't press unlock and just wait a few seconds the message will go away and my overwrite folder will have contents. After all of that if i set the Executables to the same directory i used for this process it still just gives me the same 2 warnings like i said at the start of the post. So what am i doing wrong here? What should i do?
  19. So I was doing a STEP installation when I noticed that this mod which is required for the CR patch is actually hidden now, so how am I supposed to go about the installation, is there someway I can remove the dependency?
  20. Title pretty much explains it, i've followed STEP as well as i could while installing my mods, its the first time i try it to play Oldrim, but i have years worth of experience modding New Vegas, i've tried most of the solutions i've found online, to no avail, so i come to you guys, help me Modwan-Kenobis, you're my only hope. Problem: CTD when trying to load the game, played it without an issue for about 4-6(?) Hours, even managed to make a good part of Rigmor's quest. Once i got to Whiterun, spoke to the Jarl, bla bla bla, left the castle to fight the Dragon, then bam, CTD. Tried starting the game again and loading the save, CTD while loading. Tried starting new saves, CTDs too. I've read carefully this post, trying to identify my problem, but unfortunally none of the options seem to fit the witchcraft going on in my logs, i did however, tried the usual solutions: - Checking if my video (NVidia GeForce 940) card and audio (Realtek) drivers needed to but updated. - Uninstalling mods that could be causing the CTD. - Getting a bunch of plugins from nexus. Basically every plugin i've seen you guys recommend. - Having my game and MO outside the x86 folder AND give it admin access. After more time searching for WTF is wrong with my game than actually playing it, my only possible ideas are that i may have somehow installed FNIS in a really wrong way, multiple times. Or that there's something wrong with my game's permissions. The Author of Crash Log was kind enough to have a look at my log and said that he thinks it has something to do with an line called "atBehaviorPerchAttack@@@@". I now provide to you helpful people an offering of my logs, both from MO2's and Crash Log's expecting that if you choose to help my poor sleep deprived soul, you can somehow read this mess better than i can: usvfs-2021-07-04_23-50-52.log crash_2021_07_05_05_19_2.log
  21. Hello Mates! I just would like you to know that we have an open public server for applicants, and we are still taking new devs for our crew. We started on the nexus and are open minded and respectful and enjoy what we do. You are very welcome to check us out! public discord: https://discord.gg/sNTcRuZ Thanks for reading and have fun! Hannes
  22. Hello! When generating LOD using DynDOLOD, it fails after a while and spits out an error at the bottom of the log. The error reads as follows: Wrong position after reading known block 1 of 22 = 730 = NiTriShape 100 = 733 in meshes\dyndolod\lod\trees\j\3am_deadscotchpine1_0124d0b2passthru_lod.nif Error accessing T:\Steam\steamapps\common\Skyrim\Data\meshes\dyndolod\lod\trees\j\3am_deadscotchpine1_0124d0b2passthru_lod.nif Unable to read beyond the end of the stream. Log ended at 1:42:38 (0:10) Code: 603 There is some background, though. I've started receiving these errors when I generated LODs using custom made 3d trees for a tree mod which did not have them yet. As you can see, the log directly references the 3d hybrid tree meshes. I've made said meshes following the tutorial as included in the dyndolod install, and during the creation of said meshes by using treeLOD.exe I did not receive any errors or warnings in the log files. I'm running dynDOLOD through mod organizer 2 using the vfs structure by using the dropdown menu to select the executable. Does anyone know what could be the root of this issue, and how to remedy it?
  23. @Darklocq Let's move the discussion here. I actually think that it would be more efficient to bring you in as a wiki editor so that you can 'patch' the issues you find in the guide, particularly if you are a technical writer. If @TechAngel85 agrees. Are you comfortable around wiki markup? I do not mess with Skyrim LE any longer, nor do I plan to. Tech put together the latest LE guide about 6 months ago and mentioned that he wouldn't be maintaining it, I think. Since you seem to be "all in" for finding the issues, it would save you a lot of time if you just made the corrections yourself. We can obviously credit you as a content contributor and possibly even increment the version as a result. Anyway, please use this thread to continue the discussion.
  24. Discussion topic: Fire Halo Remover by khazhak Wiki Link
  25. So I've noticed that rain drops appear black when falling over certain terrain backgrounds. From my own research, I can see that this is somewhat common, and people have said to install weather mods to fix this. The only thing is that I am using Snapdragon ENB, and the author says its incompatible with other weather mods. Is there a way to prevent the rain from looking black without installing other weather mods? I love this ENB, so I am hoping I wont have to find another one. I also don't want to just entirely disable rain in ENB.
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