Aylis Posted May 19, 2021 Author Posted May 19, 2021 @Maligus 1. Big pics still belong in spoilers. 2. Make sure you have both patches (shadows and embers) installed. 3. There's an entry about this in the bugs section of that mod. 2
Tiemphyx Posted May 19, 2021 Posted May 19, 2021 9 hours ago, Maligus said: @Tempfiks Edit: had a seperate crash just happen and it generated a crashlog which was unrelated to the previous oneCrash_2021_5_18_22-40-13.txt Not all crashes show up in .net, you may want to look at SKSE logs, too -check the sticky for FEC on nexus about that. Run ReSaver and see where any hanging threads lead, but take care what you remove. re-Read Everything On The First Page of this guide. The crash you posted above says you were tangling w/ Yrsarald Thrice-Pierced up in Windhelm - careful db! You might go over your High Poly NPC Overhaul installation and make sure you have the right versions and patches and you may want to reinstall there. Make sure XP32skeleton and its fixed scripts are in the right place/ version and active. Then maybe run Bodyslide, Fnis, Nemesis again just to be safe. Hopefully, someone else here has better suggestions, good luck.
akadeadpool Posted May 19, 2021 Posted May 19, 2021 13 hours ago, wollboi said: (I wish FEC didn't cause my followers damage with the residual fire/electricity effects. Sofia didn't deserve to go out like that.) FEC MCM has options to turn off damage from Fire and Electrocute effect.
Mittelat Posted May 19, 2021 Posted May 19, 2021 @Aylis So i finally finished the setup and started the game. Good things first. It acutally runs. NO CTD yet and the ENB works - Great! But now comes the bad. Even though im happy that most mods seem to work flawlessly, i super bummed about the problems with the roads. I hoped to finally being able to play after spending over 20 hours on modding it. All of my roads look just look like crap. I guess something overwrites blended roads. I see no stone texture, just dirt. Also my map looks horrible. I've found a post from you on this topic and you somehow fixed it. - I just hope it is somewhat fixable. I can live with the map beeing as it is. But the roads completly ruin the immersion. Greatful for any tipps. Going to sleep now. Need some rest. Spoiler Spoiler The map just looks horrible. Absolute Doo-Doo Spoiler enb2021_5_19_21_47_38.bmp enb2021_5_19_21_47_38.bmp
Mittelat Posted May 19, 2021 Posted May 19, 2021 @Aylis So i finally finished the setup and started the game. Good things first. It acutally runs. NO CTD yet and the ENB works - Great! But now comes the bad. Even though im happy that most mods seem to work flawlessly, i super bummed about the problems with the roads. I hoped to finally being able to play after spending over 20 hours on modding it. All of my roads look just look like crap. I guess something overwrites blended roads. I see no stone texture, just dirt. Also my map looks horrible. I've found a post from you on this topic and you somehow fixed it. - I just hope it is somewhat fixable. I can live with the map beeing as it is. But the roads completly ruin the immersion. -->my current modlist https://modwat.ch/u/Mittelat Greatful for any tipps. Going to sleep now. Need some rest. Spoiler Spoiler The map just looks horrible. Absolute Doo-Doo Spoiler
wollboi Posted May 19, 2021 Posted May 19, 2021 @akadeadpool ... Damn it. Didn't see that. Sofia, I can only blame myself. (But she was kind of annoying and stood way too close to me anyway.) @Mittelat Turn off More Dirt on the Roads. I didn't like it either. I ended up only being able to tell if I was on a road if I saw a lamppost. No idea about the map though, it looks fine to me.
Tiemphyx Posted May 20, 2021 Posted May 20, 2021 Question: went to return Meridia's Beacon and get that pita quest out of the way. Beacon looks good, everything runs smooth, but Meridia is a floating wig in an otherwise entertaining circle of light. Anybody know what might be missing/happening? - call me lazy this time... BTW, dungeons and caves are totally rich in this build, lovin it.
Mittelat Posted May 20, 2021 Posted May 20, 2021 19 hours ago, wollboi said: @akadeadpool ... Damn it. Didn't see that. Sofia, I can only blame myself. (But she was kind of annoying and stood way too close to me anyway.) @Mittelat Turn off More Dirt on the Roads. I didn't like it either. I ended up only being able to tell if I was on a road if I saw a lamppost. No idea about the map though, it looks fine to me. Do i have to redo the bashed patch and DynDOLOD? Take a close look at my world map especially in the parts more south west. I looks like a mudhole. Not definition or trees at all. Found a screenshot of aylis map. Shouldn't it look like the picture below. Spoiler @Aylis I want to propose to add the dollowing mos to the list, if possible. In my opinion it adds a lot to immersion. https://www.nexusmods.com/skyrimspecialedition/mods/43494 Spoiler Here is a video showcase of the mod by brodual. Spoiler
ascendentkunglao Posted May 20, 2021 Posted May 20, 2021 Did anyone ever figure out getting KS hair physics? or any alternates that we can use?
akadeadpool Posted May 20, 2021 Posted May 20, 2021 10 hours ago, Tempfiks said: Question: went to return Meridia's Beacon and get that pita quest out of the way. Beacon looks good, everything runs smooth, but Meridia is a floating wig in an otherwise entertaining circle of light. Anybody know what might be missing/happening? - call me lazy this time... use this patch for High Poly NPCs @ascendentkunglao KS hair physics patch works for most NPCs, some npcs get glitch which stretch hair but you can use xEdit to revert their hair to use non physic wig. So far there's only Ysoldas' wig is problematic.
maltodaxtrin Posted May 20, 2021 Posted May 20, 2021 Question, why is this 2 different mods ? (Optional) DAR - Diverse Equipment Normal Attack DAR - Diverse Random Normal Attacks I looked at them and they look pretty similar, if not exactly the same in some instances. They were made by the same person. Won't some of them overlap/get overwritten?
ascendentkunglao Posted May 20, 2021 Posted May 20, 2021 5 hours ago, akadeadpool said: use this patch for High Poly NPCs @ascendentkunglao KS hair physics patch works for most NPCs, some npcs get glitch which stretch hair but you can use xEdit to revert their hair to use non physic wig. So far there's only Ysoldas' wig is problematic. Thanks deadpool when you say the KS Hair physics patch what mod are you referencing?
Insertthyname Posted May 20, 2021 Posted May 20, 2021 How do I find the mods affecting a specific cell with SSEEdit (or something like SSEEdit)? I looked it up, and it said to use Ctrl + Shift + F and enter the cell, but after I do that, nothing happens.
Aylis Posted May 20, 2021 Author Posted May 20, 2021 (edited) Previous Update Updating status to '3.1.9'. Yes, the modlist on page #1 has also been updated. Miniupdate before i loose track of the mods. RERUN for an update: FNIS Nemesis Wrye Bash Added mods SKSE Skyrim Priority SE Physics and Animation Immersive Interactions Override Resistances Rescaled Patches High Poly NPC Overhaul - Faction armor patch ?This patch is for HPNPC Overhaul 2.0 only. High Poly NPC Overhaul - Guard Armor Replacer Patch ?This patch is for HPNPC Overhaul 2.0 only. High Poly NPC Overhaul - MLU Patch ?This patch is for HPNPC Overhaul 2.0 only. Edited June 11, 2021 by Aylis 3
Tiemphyx Posted May 20, 2021 Posted May 20, 2021 1 hour ago, Insertthyname said: How do I find the mods affecting a specific cell with SSEEdit Not sure I'm much help on this, just shooting in the dark, but if you know you have a valid ID (ie. you can coc to the ID in-game), first try it in the Form ID field ( make sure you have the right first two numbers if it's not vanilla) and see if it pops up. It sounds like you want to filter for conflicts once you have a valid ID, and then track it down from a mod you know it's in. If none of this helps, my apologies, maybe someone else can jump in on it. @akadeadpool Thanks! @Aylis !! Always two steps ahead, thanks for the update.
nuri49711 Posted May 21, 2021 Posted May 21, 2021 On 5/19/2021 at 2:53 PM, Mittelat said: @Aylis So i finally finished the setup and started the game. Good things first. It acutally runs. NO CTD yet and the ENB works - Great! But now comes the bad. Even though im happy that most mods seem to work flawlessly, i super bummed about the problems with the roads. I hoped to finally being able to play after spending over 20 hours on modding it. All of my roads look just look like crap. I guess something overwrites blended roads. I see no stone texture, just dirt. Also my map looks horrible. I've found a post from you on this topic and you somehow fixed it. - I just hope it is somewhat fixable. I can live with the map beeing as it is. But the roads completly ruin the immersion. -->my current modlist https://modwat.ch/u/Mittelat Greatful for any tipps. Going to sleep now. Need some rest. Reveal hidden contents Reveal hidden contents The map just looks horrible. Absolute Doo-Doo Reveal hidden contents I use a quality world map and get broken, blocky roads with LOD generations. I have to place my map esp below my LODgen output to fix it. i don't know if LODgen has this feature but in dyndolod, unticking map LOD generation might provide a fix. you'd have to re-run all your LOD tools, though, I think in order to do that. As for your roads, are you using the regular Blended roads or Really blended roads? and is it possible you have landscape/area textures that include roads installed beneath BR? Looking at More Dirt-Snow-Ash on nexus... it kind of looks like this mod is the culprit tbh.
Aylis Posted May 21, 2021 Author Posted May 21, 2021 Added an additional information to 'More Dirt-Snow-Ash'. Hopefully the best choice is now more obvious... ________________________________________________ Is it just me or is the site wonky again? I run into timeouts with every post i make.
akadeadpool Posted May 21, 2021 Posted May 21, 2021 17 hours ago, ascendentkunglao said: Thanks deadpool when you say the KS Hair physics patch what mod are you referencing? From this High Poly NPC Overhaul - Resources, For using xEdit to match patch, there's ton of youtube videos for that. In my opinion, it's not too hard to make one for KS Hair patch. The hard part is to find out what record to edit. 1
Insertthyname Posted May 21, 2021 Posted May 21, 2021 18 hours ago, Tempfiks said: Not sure I'm much help on this, just shooting in the dark, but if you know you have a valid ID (ie. you can coc to the ID in-game), first try it in the Form ID field ( make sure you have the right first two numbers if it's not vanilla) and see if it pops up. It sounds like you want to filter for conflicts once you have a valid ID, and then track it down from a mod you know it's in. If none of this helps, my apologies, maybe someone else can jump in on it. @akadeadpool Thanks! @Aylis !! Always two steps ahead, thanks for the update. Thanks!
Mittelat Posted May 21, 2021 Posted May 21, 2021 8 hours ago, Aylis said: Added an additional information to 'More Dirt-Snow-Ash'. Hopefully the best choice is now more obvious... ________________________________________________ Is it just me or is the site wonky again? I run into timeouts with every post i make. Currently rerunning DYDOLOD, while looking at the progress something cought my eye. Is it normal that Dyndo cannot find the map and replaces it with a flat one. Could that be the reason why my map looks all botched? Spoiler
Just Don't Posted May 21, 2021 Posted May 21, 2021 11 hours ago, Aylis said: Is it just me or is the site wonky again? I run into timeouts with every post i make. It's been like that for a couple of days now (there are some posts about it in Community>General/Announcements). What I do is post/edit a reply, wait a couple of seconds and hit F5, that shows my message without errors or waiting too much. Now, these mods already are in the front page, but I'll mention them either way. Skyrim Priority SE. It may be placebo effect, but since using it I've been with stable 60 FPS in places where I usually had ~50. Also its code is very simple and I don't see any drawbacks, so I'll keep it for more testing. Simple Dual Sheath. I was using Ecotone's DSR, but this is pure skse plugin magic with no patches, additional meshes or even MCM. I've been using it for quick tests and it seem to do very well. 5
maltodaxtrin Posted May 21, 2021 Posted May 21, 2021 57 minutes ago, Just Don't said: It's been like that for a couple of days now (there are some posts about it in Community>General/Announcements). What I do is post/edit a reply, wait a couple of seconds and hit F5, that shows my message without errors or waiting too much. Now, these mods already are in the front page, but I'll mention them either way. Skyrim Priority SE. It may be placebo effect, but since using it I've been with stable 60 FPS in places where I usually had ~50. Also it's very simple and don't see drawbacks, so I'll keep it for more testing. Simple Dual Sheath. I was using Ecotone's DSR, but this is pure skse plugin magic with no patches, additional meshes or even MCM. I've been using it for quick tests and it seem to do very well. I volunteer as tribute to test both mods! Installing now. Anyone knows of a mod that makes it so when you "sheath" the Bound Weapons, a different animation plays? Because in vanilla and this modlist, the PC attempts to "sheath" the weapons and after, well, they disappear. It's a bit awkward and not very immersive. Would be a lot better if the character just performed a special (un)casting animation of sort and poof, the bound weapons would vanish as a result of this.
Tiemphyx Posted May 21, 2021 Posted May 21, 2021 5 hours ago, Mittelat said: Could that be the reason why my map looks all botched? No, definitely not. Many/most meshes have normal maps among their textures. The one you underlined helps the Blue Mountain Flower look the way it does. Not clear about the map issue you're seeing. Is it the cloud cover or something else? @Aylis Re wonky: yes, a bit. I count to three and hit refresh to avoid the timeout scr's. 1
Jessica_Degurechaff Posted May 21, 2021 Posted May 21, 2021 6 hours ago, Mittelat said: Currently rerunning DYDOLOD, while looking at the progress something cought my eye. Is it normal that Dyndo cannot find the map and replaces it with a flat one. Could that be the reason why my map looks all botched? Reveal hidden contents Dont take what im saying as the ultimate truth, since i dont know that much about LODS, but for what i understand the map haves nothing to do with that, and even then the message you catched its for flower mountains and other stuff that are *on* the terrain rather than being the terrain it self: A pickaxe its on the terrain but its not part of the terrain, it can have a lod but its irrelevant and a waste. Same goes for most minuscule stuff like flowers, thats why it uses a flat replacement, theres not a LOD for it to use- But even if it was one out there you will almost never see it. About the roads: Im rg now reinstalling more More Dirt-Snow-Ash on the Roads (i use the Really blended roads option on blended roads) because they do looks really bad like a really bad Mud (it reminds me of Rasputitsa) if this time it also ends up looking wack i will just turn it off and see how it looks.
Just Don't Posted May 21, 2021 Posted May 21, 2021 30 minutes ago, Jessica_Degurechaff said: Dont take what im saying as the ultimate truth, since i dont know that much about LODS, but for what i understand the map haves nothing to do with that What you see in the map menu is a set of lod textures (\textures\terrain\tamriel\*.dds and \textures\terrain\dlc2solstheimworld\*.dds). LODGen updates even the ones shown in the menu. What I do is use A Quality World Map, unpack its BSA and after generating the LODGen output I go in the conflicts tab in MO and delete all the LODGen files that conflict with A Quality World Map. (as I've commented a few times, I don't use this exact modlist, so take all of this with a grain of salt) it should be possible to hide these entire folders (\textures\terrain\tamriel and \textures\terrain\dlc2solstheimworld) without using A quality world map and achieve a similar effect (in this case the vanilla map lods would be preserved). 2
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