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I will keep this post brief. Make use of the Help buttons and hover over settings. Do not hesitate to ask questions and provide feedback. This is an ALPHA version to test things and iron out bugs. Certain things may be incomplete, not work as expected or change considerably between versions. Read the documentation included in the Standalone archive. Changelog Downloads Installation Generation Updating Help Messages Mods FAQ In case of error messages prompts, read the entire message carefully and click the link Click on this link for additional explanations and help for this message if available to open the associated help/message page on https://dyndolod.info Always use the latest alpha version. Do not waste time using older versions or reporting problems with older versions. Use search to find similar questions and answers. Provide feedback, ask questions (also about 3rd party mods) and report any problems or issues in this thread only. Questions or problems can only be properly answered or addressed by the developers. If making posts or reporting errors, upload/paste these log files (if they exist) to a file or text sharing service: ..\DynDOLOD\bugreport.txt ..\DynDOLOD\Logs\[DynDOLOD|TexGen]_[TES5|ENDERAL|SSE|TES5VR|ENDERALSE]_log.txt (truncate large log files to the entire last meaningful generation beginning with the log message "... starting session ..." ) ..\DynDOLOD\Logs\[DynDOLOD|TexGen]_[TES5|ENDERAL|SSE|TES5VR|ENDERALSE]_Debug_log.txt (always upload entire debug log) If issue involves LODGen upload/paste ..\DynDOLOD\Logs\LODGen_[TES5|ENDERAL|SSE|TES5VR|ENDERALSE]_[Worldspace]_log.txt Consider zipping large and/or many files into a single archive. If the option "Copy this message to clipboard" is available, copy and paste the text instead posting a screenshot. Questions or help request can only be answered for the information provided. Provide concrete information, especially the debug log. If instructions or terms are unclear do not hesitate to ask for clarification. Try to ask specific questions. Requirements DynDOLOD Standalone 3.00 Alpha-120 (Nexus SE) (Nexus LE) (Mega) DynDOLOD Resources 3.00 Alpha-32 (Mega) for Skyrim/Enderal or DynDOLOD Resources SE 3.00 Alpha-32 (Mega) for Skyrim SE/Skyrim VR/Enderal SE Microsoft Visual C++ Redistributable for Visual Studio 2015, 2017 and 2019 For dynamic LOD: SKSE, SKSE64, SKSE64GOG, SKSEVR and PapyrusUtil, PapyrusUtil SE, PapyrusUtil VR or DynDOLOD DLL For grass LOD: A warm precache from No Grass In Objects. See next post for details. For Majestic Mountains: Majestic Mountains LOD Pack for DynDOLOD 3. Obviously do not install LOD meshes from older versions made for DynDOLOD 2.x. Installation Install the requirements as usual. Install the Core Files from either DynDOLOD Resources or DynDOLOD Resources SE depending on the used game version. Typically overwrite any files or refer to Load/Overwrite Orders. Install other options as desired. Unpack the DynDOLOD Standalone archive into a new empty 'DynDOLOD' directory that is outside of special OS folders like 'Programs Files' or 'Program Files (x86)', User, Documents, Desktop, Download and also not in SteamApps, game or any mod manager folders. If the tools are started without setting a Game Mode with a command line argument (-tes5 for Skyrim, -sse for Skyrim Special Edition etc.), a message window will prompt for the desired Game Mode. Since TexGen now generates billboards do not install any 3rd party billboards. LOD Generation Use TexGen to generate object LOD textures and tree/grass LOD billboards into a dedicated output folder and then install as a mod. Use DynDOLOD to generate object LOD (includes grass LOD if enabled), tree and optional dynamic LOD into a dedicated output folder and then install as a mod. Major Feature Changes Generate high quality tree/grass LOD billboards with TexGen. No need to install any billboards. Optional ultra tree LOD is now a checkbox - remember to update the tree mesh rule as desired. Optional billboard Grass LOD in object LOD Level 4. See next post for details. Generate some pre-rendered object LOD textures, including all cities. Optional generate an underside terrain mesh to block sun rays. Automatic texture replacements for stitched object LOD textures. Optional occlusion generation is now a checkbox and can generate Occlusion.esp in the same session, eliminating the step with xLODGen. Support for Seasons of Skyrim. Experimental large reference bugs workarounds that fix the typical visual issues in the game. Changelog
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Discussion topic: Skyland AIO by Skyking2000 Wiki Link I think its time to move on from Skyrim Realistic Overhaul or a upgraded all-in-one overhaul. Should be no major issues out the box with all options in FOMOD. However, there would be decisions on which textures/meshes conflicting from other mods win in the LO for consistency, etc.
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- SKYRIMSE
- 04-foundation
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So I have kinda noticed this before, but did't pay too much attention to it until now. Sometimes, when I load up a saved game, the courier arrives with a letter of inheritance for an NPC, that I didn't kill nor would have any reason to be dead... Or, like today, I loaded my game in Windhelm while doing Blood on the Ice and Mrs. Shatter-Shield said "my husband died, things won't be the same without him". Later on, one of the Atheron family said the same about Aval Atheron. Again, I didn't kill them, nor should there be a reason why they are dead. Has anyone ever experienced something like this? Also, whenever I load a game, there is a... noise. Not sure how to describe it, but it sorta kinda sounds like some magical effect or occasionally like water splashing. No idea what causes that, but could that somehow be connected to the random killings? And what could be causing that? Any answers would be very much appreciated. EDIT: A bit more information. I just loaded up a save in Windhelm again, moved from Sadri's shop outside and heard someone yell in the distance "No more! I yield, I yield" as if they were being attacked. I ran over to where I thought the sound was coming from, but saw no-one dead or in "bleed-out" or any skuffle. The plot thickens.
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Hello, I need help identifying the culprit of my recent CTD's in the Rift. I have very little knowledge regarding crash logs and identifying bugs and other problems, but as far as I can tell, the crash log has something to do with dwefacadetower01 and other dwemer architecture/clutter. I know that because I have checked the form ID in SEEdit and that's what I found. The crash always happens near the Alchemist Shack. I removed all my mods and the crash persists. Since the crash log mentions dawnguard.esm, I really am a little confused. I can't just remove dawnguard from the game, can I? Unhandled exception "EXCEPTION_ACCESS_VIOLATION" at 0x7FF6ECDB5860 SkyrimSE.exe+0275860 mov eax, [rcx+0x10] Since I have no idea what to look for in the log, I'm here begging for help. Here is the whole crash log: https://pastebin.com/1DVRJyUk I'd be so thankful for any advice or hints on what I could do. I have fixed hundreds of mod-related crashes over the last 4-5 years, but never have I encountered a CTD this stubborn. Thanks for taking the time!
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Discussion topic: Oakwood by Arthmoor Wiki Link
- 25 replies
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- SKYRIMSE
- 17-locations
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Discussion topic: Icy Mesh Remaster by Bionic Wiki Link It looks like someone finally fixed these ugly meshes.
- 3 replies
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- SKYRIMSE
- 06-models and textures
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Discussion topic: SpiderWIP (Spiderweb) by T4GTR34UM3R Wiki Link A new project by T4GTR34UM3R to make spider webs etc. look much better. It is currently still in the WIP phase (hence the name I suspect), but from playing with it since it came out last month, the spiderwebs do look incredible. No more weird light effects. Since it is a WIP not all meshes/ textures are covered yet. I currently use it with WEBS SE, letting SpiderWIP overwrite it to get the changes. This mods is something to keep an eye on, imho.
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Discussion topic: Step SkyrimSE Guide Resources: Nexus Mods Please submit feedback or bug reports about the 2.2.0 guide to this topic.
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Discussion topic: Advanced Notification Log NG by MaskedRPGFan Wiki Link Keeps track of notification messages and displays, in an MCM, a log of all messages emitted during a session. So you can go and look at past notifications to see if you missed any. Latest version can also manually or automatically save to a file. Suggested notification mods to go with it: Configurable Notification Messages (by MaskedRPGFan) Diziet's Murder Notification (by diziet) Informed Mail Delivery (by Glanzer) Notification Filter - Remove unwanted notifications (by miere) Obituary - NPC Death Log and Notification (by asdasfa) I use all of the above
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Discussion topic: Step SkyrimSE Patches by Step Modifications Patch Reference Step CR Patch Step LW Patch Step PP Patch
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Hello all, Long story short, I began elaborating my load order on STEP basis 4 months ago with good results, but due to a lack of disk space, I had to reinstall all of my mods. And I'm raging right now at one CTD on the very last round of reinstallation and testing. It's been 30 hours I've been trying my best to identify what's causing my game to crash right at the beginning, in the Alternate Start dungeon (Race Menu doesn't even have the time to open). I hesitate between two alternatives : - 1) Crash log in .net framework seems to point toward a "skeleton" issue, as there are several mentions in "possible relevant objects" involving Enhanced lights and FX, R.A.S.S, and Hand placed Enemies : - 2) callstack is fuzzy to me, seems to be animation issues but I ultimately don't know. Here's the entirety of the crash log : https://pastebin.com/dFeM8r1p I have XPMSSE at the bottom of the left panel, so nothing overrides it. I tried disabling Hand placed enemies, R.A.S.S. or ELFX, but I still get that damn CTD. Will do more extensive testing tomorrow but I'm getting tired. Any help, insight or suggestion would be greatly appreciated.
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I've recently followed the STEP guide v2.2.0 with ENB (using the STEP Light settings). I've followed the mod settings as listed, leaving Cathedral Weathers at its defaults. Everything appears to be working fine, except the game is surprisingly dark. Just from what I've seen in Riverwood, I'm uncertain how I'd be able to meaningfully see at all to play in a dungeon. Here are a number of screenshots (which I've resized down to 1080p, but I can provide the original 1440p images if needed). The first screenshot in each pair is with ENB enabled, the second is with ENB disabled. The Riverwood Inn. Note how the door to actually get out of the room is basically invisble. It's still hard to see without the ENB, but not impossible. ENB No ENB Inside the Riverwood Trader. I can barely make out that there are shelves along the wall. ENB No ENB Outside on the road at night ENB No ENB Same spot but with a torch out. The torch seems to help a little, but not nearly as much as I was hoping when the ENB is enabled. ENB No ENB Does this match with expectations? I also tried altering the Cathedral Weathers settings to Brighter interiors and nights, but the difference seemed very small. As feedback for the guide, it might be helpful to provide reference images with some common expected settings (i.e., an No ENB install, ENB install at each tier) so it's easier to figure out if what I'm seeing matches expectations or if something went wrong in my installation. Otherwise, it's a fantastic guide and the instructions were easy to follow.
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Discussion topic: Detailmap Seamfix by zzjay Wiki Link This helps to hide neck seams on actors when the blankdetailmap texture isn't included by authors. Since Step currently uses some vanilla textures for beast races, it would be a good idea to test this for the Guide. Tech: I have done some very light testing by allowing this mod to overwrite Tempered Skins, since those mods include the blankdetailmap texture. Results were mostly worse seams than before; therefore, I would recommend the placement of this mod to be before the Tempered Skins mods; allowing them to overwrite this one.
- 4 replies
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- SKYRIMSE
- 08-character appearance
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Discussion topic: Cathedral - 3D Sword Ferns by Dr Jacopo Wiki Link Step v2.2 (vanilla) w/ENB > Cathedral 3D /ENB The last compare here is simply without ENB to show the color. The animation on the Cathedral ferns is more wavy vs vanilla's more rigid ones. It's not natural looking because the stem would be woody on this plant, meaning the the stems wouldn't "wave". That my (Tech's) only real complaint about these. They are a bit dark vs vanilla, however, vanilla is too shiny. As is the case with a lot of vanilla textures, it has too much specular for a plant...especially one that is brown and dying.
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Discussion topic: Rally's Torchbugs by Rallyeator Wiki Link Looks like a good mesh and texture replacer with ENBSeries Complex Particle Lights compatibility. Covers both torchbugs and bliss bugs, including their jars. These are currently vanilla textures in Step. Acceptance of this would allow dropping:
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Discussion topic: Shadow Boost by doodlez Wiki Link If this works anything like the equivalent in Fallout 4, this should improve performance and visuals immensely dependent upon your framerate. I would suggest setting low value to something like 3000 and high value to around 10240.
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- SKYRIMSE
- 02-extenders
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Discussion topic: Icons For Skyrim Character Sheet by mlthelama Wiki Link This is icons for the guide mod Skyrim Character Sheet. Before > After
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- SKYRIMSE
- 16-interface
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Discussion topic: Navigator - Navmesh Fixes by tarlazo Wiki Link Fixes and improves vanilla navmeshes. Skyrim has notoriously bad navmeshes in some places. USSEP fixes a few of those. This mod covers more of them. Only interior cells are covered, mostly dungeons, to avoid conflicts with other mods. This not only helps the movement of followers/summons, but all NPCs: neutral, allies, and more importantly enemies. Have you ever felt disappointed because the boss was stuck in a doorway or behind a pillar during the entire battle? This mod is intended to alleviate this issue. Notes: As recommended on the mod page, choose the All-In-One ESL option, and sort it high in load order if LOOT doesn't it do for you. Don't clean with xEdit. ITMs are intentional and may break the mod if removed.
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Discussion topic: Dynamic Collision Adjustment by Ershin Wiki Link This is used by many mod guides out there and I feel it fits into the mandate. I did not know collisions prior to were static as mentioned on the mods main page. This mod as minor at it seems to be viable. Now we can sneak under objects better than before, etc.
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Discussion topic: Scrambled Bugs by KernalsEgg Wiki Link For testing, set Bug Fixes SSE mod BugFixesSSE.config.txt: FixAbilityConditionBug.Enabled = False This mod introduces engine bug fixes. Some are integrated in the current SE guide, but some aren't too. What I'm more interested at, is the 2nd enchantment effect bug fix. Also, the perk entry point bug where if you 2 apply-on-hit effects only 1 will work, this fixes it. It's against the guidelines to repeat the mod description, but please take a look at the mod page and check out the things it fixes.
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I really don't feel like re-running texgen / dyndolod so I've been on the hunt for parallax textures that can safely overwrite a full STEP guide setup. I found Cathedral Landscapes - Complex Parallax Addon which you can safely just plunk down at the bottom of a STEP list, since it just adds parallax to the existing Cathedral Textures. Anyone know similar parallax versions of stuff already in the STEP guide worth using?
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Discussion topic: Bug Fixes SSE by meh321 Wiki Link
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I suspect this has been discussed, so apologies if I'm just searching in the wrong places. I'm wondering why the SKSE64 "helper" mod is being loaded 6th on the list of Section 02 - Extenders. Most notably, it is being loaded after several SKSE extension mods. Shouldn't this be the very first on the list? I realize this may be a more theoretical question. If none of it's files are being overwritten, then presumably it doesn't make a difference. Right above this section it says clearly to be sure to install and load in the order presented because there is probably a reason. I'm wondering what the reason is in this case.
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incorporated No Spinning Death Animation (by dDefinder)
TechAngel85 posted a topic in Skyrim SE Mods
Discussion topic: No Spinning Death Animation by dDefinder Wiki Link- 5 replies
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- SKYRIMSE
- 05-animation and physics
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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 98 - based on 4.1.4c. See the xEdit Discord #xlodgen-builds channel for changelog. Unzip into a dedicated folder outside of any Steam, game or mod manager folders or special Windows folders like Program Files, Users, Desktop, Documents, Downloads etc. 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, Users, Desktop, Documents, Downloads etc. 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. This beta is about testing and reporting problems. 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. See https://dyndolod.info/Help/xLODGen for terrain LOD generation instructions. 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.