Leonidous Posted March 9, 2018 Share Posted March 9, 2018 (edited) I was able to craft and enter various buildings and walk to Whiterun without any crashes with all the mods enabled, I will test further in a bit. But, I have another question now. This one's about DynDOLOD. This is what my DynDOLOD window looks like. I was able to generate the LODS fine and use them before with these settings, but a lot of the options that the guide says to check off are greyed out and I can't use them. Could this be because I set up Dyndolod wrong? What could be the problem? Edited March 9, 2018 by Leonidous Link to comment
Tzefira Posted March 9, 2018 Share Posted March 9, 2018 I was able to craft and enter various buildings and walk to Whiterun without any crashes with all the mods enabled, I will test further in a bit. But, I have another question now. This one's about DynDOLOD. This is what my DynDOLOD window looks like. I was able to generate the LODS fine and use them before with these settings, but a lot of the options that the guide says to check off are greyed out and I can't use them. Could this be because I set up Dyndolod wrong? What could be the problem?Did you make the Ultra Trees changes in DynDolod_SSE.ini? Link to comment
sm0kem Posted March 9, 2018 Share Posted March 9, 2018 Forget about dyndolod until very end, when you have all your mods installed, conflicts resolved, etc, etc Link to comment
Leonidous Posted March 9, 2018 Share Posted March 9, 2018 I did make the Ultra Trees changes in DynDolod_SSE.ini Link to comment
sm0kem Posted March 9, 2018 Share Posted March 9, 2018 Did you select any preset (i.e. Medium)? Link to comment
Leonidous Posted March 9, 2018 Share Posted March 9, 2018 Nevermind, I've figured out the problem. I was using the 2.35 version of dyndolod. I've installed the 2.36 version and now have all the options I need. Thanks for your help anyways, guys. Link to comment
Decopauge123 Posted March 9, 2018 Share Posted March 9, 2018 Nevermind, I've figured out the problem. I was using the 2.35 version of dyndolod. I've installed the 2.36 version and now have all the options I need. Thanks for your help anyways, guys. Link to comment
Natstar Posted March 10, 2018 Share Posted March 10, 2018 yes i know i can use the conversion steps but that also goes along the line of bad SSE ports. Well yes I know Frostfall was ported before SKSE64 was out blah blah blah but it the same. That's a typo it should be SSEedit (well xedit really). Yes SSEEdit and TES5Edit are actually the sameOMG thank you for the clarification - I have been re-reading the whole guide (both pre-req and mod) to interpret that peice of info - with the MO2 setup. Saved me asking (still feel the noob) But enjoying the learning curb. Link to comment
Leonidous Posted March 10, 2018 Share Posted March 10, 2018 It seems to be way too bright in Riften. 5:50 am and the sun is like beaming down on the city it seems. Anyone else feel this way? I'm mostly looking for a way to fix this, I haven't messed around with enb settings much before. Link to comment
Tzefira Posted March 10, 2018 Share Posted March 10, 2018 It seems to be way too bright in Riften. 5:50 am and the sun is like beaming down on the city it seems. Anyone else feel this way? I'm mostly looking for a way to fix this, I haven't messed around with enb settings much before.Hit ~ to bring up console (for pausing), then your ENB's GUI -- usually shift + enter but check your ENB page if that's not it. In the right hand column there should be 'Shader parameters'. Click ENBEFFECT.FX and it should drop down options for messing with brightness and other qualities of the various times of day. If you mouse over one of the values you should see - + and a dot; the dot is a slider wheel. Might take a little messing around to find settings you like. Have a look around the other settings as well (Lightsprite and Environment [in the left pane] are others you might want to dither with). Just note the value you started at so you can reset easily and go ham, you'll quickly see how values affect the world. When you find something you like, click the 'save configuration' in top left (and 'apply' if need be). This video shows how messing about with Rudy ENB's values change the look. Won't be exactly like yours of course but it's a good little insight into what different values do. Link to comment
Lordx1 Posted March 10, 2018 Share Posted March 10, 2018 Someone has benchmark with full guide? Like video playing some part of the game! I would to like to see performance compared with oldrim that I have installed in my computer!! Link to comment
CBForever Posted March 10, 2018 Share Posted March 10, 2018 Hey there. This is a wonderful guide, and even though it is aimed at experienced modders, it is very clear and even someone like me without very much modding experience can follow most of it. That said, I have a question, and I hope you won't laugh too much at my inexperience. For some of the mods, like Ask Innkeepers to Show Room and Simple Auto Unequip, you say no not install a certain BSA, and then you also say to extract the BSA using BAE after installing the mod. In my case when installing the mod, I install the mod manually through NMM and simply uncheck each of those BSAs--then, there is nothing to extract with BAE since the BSAs at issue were never installed in the first place. Am I missing something, or not understanding the directions? The part that is tripping me up is the instruction to not install a certain file and the same instruction to then extract that same file after installing the mod. Thanks! Link to comment
Tzefira Posted March 10, 2018 Share Posted March 10, 2018 (edited) Hey there. This is a wonderful guide, and even though it is aimed at experienced modders, it is very clear and even someone like me without very much modding experience can follow most of it. That said, I have a question, and I hope you won't laugh too much at my inexperience. For some of the mods, like Ask Innkeepers to Show Room and Simple Auto Unequip, you say no not install a certain BSA, and then you also say to extract the BSA using BAE after installing the mod. In my case when installing the mod, I install the mod manually through NMM and simply uncheck each of those BSAs--then, there is nothing to extract with BAE since the BSAs at issue were never installed in the first place. Am I missing something, or not understanding the directions? The part that is tripping me up is the instruction to not install a certain file and the same instruction to then extract that same file after installing the mod. Thanks!Install the mod normally (With BSA). Then unpack it with BAE into the mod folder, then delete the BSA. Edited March 10, 2018 by Tzefira Link to comment
Tzefira Posted March 10, 2018 Share Posted March 10, 2018 Finally got the time to run around a bit more in-game. Couple relatively minor things I jotted down: Some wonky flickering textures on the pillars in front of Frostmere Crypt (only flickers when camera is moving). Flickering lights while moving through White River Watch right before reaching the wolf cage. Flickering floor under the chest in Inigo's cell. Flickering ground at training ground right east of Mistveil Keep at night. Flickering ground just outside Bee and Barb (at the door facing the market) at night. I crash in the LOTD safehouse if I use EFF command 'relax' (via dialogue) on Toccata. Command works fine anywhere else. One bizarre incident where when I walked into Riften for the first time, Flamia Curion from Ravensgate went aggro out of nowhere and killed me. Took a couple reloads and a fast travel away and back before I could enter the city without triggering her. Now she seems to be behaving normally. Google didn't bring up many reports of this happening that I could find, so I'm going to assume it was just Skyrim being Skyrim and hope it doesn't happen again. Link to comment
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