kesryth Posted October 9, 2021 Posted October 9, 2021 (edited) 36 minutes ago, Aylis said: @kesryth Thanks a lot for that. ? You just saved me another sleepless night. Btw. your fix for ZAZ. Could you upload it so i can link to the fix? Rerunning DynDOLOD again, hopefully i got it right with the patch. Glad I could be of help, considering all the loads of work you do for us I will get it zipped and uploaded here shortly, running some errands right now **updated** Here you go @Aylis This 7z contains just the missing messes (in the correct folder structure) along with the edits to the ESM file for zaz8 rev2. for reference, there is a bad reference in the zbfDefaultActivateSelfTrig activator, for the zazLetObjectAppear script. I cross checked it against the new V3 version and it appears that the intent was to have the reference point to zbfStaticRestrainedShackleChains01 instead of the error value it had. Have so far seen no issues with ZAZ and have had no issues with DynDOLOD 3 since fixing the reference and the missing meshes (also pulled from the v3 copy). Spoiler If you have any issues with the file let me know, appreciate all you do. ZAZ 8.0 CBBE SE Rev2 - Patched.7z Edited October 9, 2021 by kesryth update for requested files 6
Tiemphyx Posted October 9, 2021 Posted October 9, 2021 (edited) 2 hours ago, axz2 said: Does it matter what order you do the bashed patch, grass precacheing, and Textgen/Dyndolod steps? My understanding is: the order you listed them. Missed the Aylis post on this... Edited October 9, 2021 by Temphyx
bandygirl1 Posted October 9, 2021 Posted October 9, 2021 (edited) 2 hours ago, Nelmas said: Nope, haven't gotten to that part yet. EDIT: YAY, Found the culprit! It was the mod Skyrim 2018 by Pfuscher. There is an update for it, v1.6 (Blue windows and shiny clothes should be fixed now.). I didn't install that because the guide didn't say anything about installing it. I was following the rule --"Only install and tick what the guide tells you to". Or doesn't in this case, I don't know what you're supposed to do anymore. Well, to be fair, if something further down the list is replacing those textures ( and in this case, rustic clothing for the clothes, something else for the windows) it's not something that would be a problem once the whole list is installed per the guide anyway. Not grabbing the update isn't going to be an issue when the missing textures it fixes are being overwritten by another mod. So, not really an issue for anyone following the whole guide. /shrugs. Edited October 9, 2021 by bandygirl1
Nelmas Posted October 9, 2021 Posted October 9, 2021 8 minutes ago, bandygirl1 said: Well, to be fair, if something further down the list is replacing those textures ( and in this case, rustic clothing for the clothes, something else for the windows) it's not something that would be a problem once the whole list is installed per the guide anyway. Not grabbing the update isn't going to be an issue when the missing textures it fixes are being overwritten by another mod. So, not really an issue for anyone following the whole guide. /shrugs. True, but I spent hours installing and reinstalling mods, trying different FMOD options, disabling stuff, thinking I did something wrong and didn't follow the guide correctly. Not a big deal, it's a beginner's fault I guess.
Acornins Posted October 9, 2021 Posted October 9, 2021 (edited) I am struggling with nemesis and fnis. I do what I normally do with FNIS, make the output, then deactivate it and I run nemesis (only thing is I don't have is SkySa and TK Dodge in the list + I didn't download them either so that might be it). I run the update for nemesis, then run nemesis and make a output from overwrite but it doesn't overwrite the fnis output. When I load up my game, my character is just stuck in a t-pose position. First time ever using nemesis so I am just confusion in general. Edit - I did manage to get it to work using just FNIS but I have some animations that require Nemesis and that's where I end up t-posing. Edited October 9, 2021 by Acornins
Aylis Posted October 9, 2021 Author Posted October 9, 2021 @Acornins It should look like this: Anything in a lower position overwrites the mods above it. __________________________________________________ OK, something went wrong... Spoiler It went from to this *sigh* next rerun...
jaeos Posted October 9, 2021 Posted October 9, 2021 (edited) 1 hour ago, Acornins said: I am struggling with nemesis and fnis. I do what I normally do with FNIS, make the output, then deactivate it and I run nemesis (only thing is I don't have is SkySa and TK Dodge in the list + I didn't download them either so that might be it). I run the update for nemesis, then run nemesis and make a output from overwrite but it doesn't overwrite the fnis output. When I load up my game, my character is just stuck in a t-pose position. First time ever using nemesis so I am just confusion in general. Edit - I did manage to get it to work using just FNIS but I have some animations that require Nemesis and that's where I end up t-posing. delete the nemesis output completely. turn off all the FNIS... EXCEPT.. the output mod then re-run nemesis when it gets done, make it's output a mod and turn it on, that should fix the issue. and leave all of the higher fnis turned off, (if you turn on fnis you should have 2 .esp files fnis.esp and FNISspells.esp. if you turn it off with the nemesis output done correctly the FNIS.esp should still stay active, since nemesis makes a false FNIS.esp to run the fnis animations inside nemesis. with animations installed correctly (right side) Spoiler and if you turn on FNIS Spoiler Note, i filtered out all the mods that didn't have fores in the name since it is at 332 in my list and the outputs are significantly lower. here is the very bottom of my mod list Spoiler I really do think you are having a nemesis issue, or a transition issue, you leave the "bottom" FNIS active (the green one), turn off the "upper" fores new idle. When you run the Fores, nemesis should be off and inactive, then turn on nemesis and it will stay "on" for the rest of the steps. Edit: I have not done a visual guide on doing the FNIS/Nemesis thing, but if you need one please say so. Edited October 9, 2021 by jaeos
jaeos Posted October 9, 2021 Posted October 9, 2021 2 hours ago, Nelmas said: True, but I spent hours installing and reinstalling mods, trying different FMOD options, disabling stuff, thinking I did something wrong and didn't follow the guide correctly. Not a big deal, it's a beginner's fault I guess. Getting excited to play isn't a beginners fault, but do try to remember, between everyone here we have messed up or broken in some way, everything you have, but as aylis has said, install the full list before any troubleshooting as shiny textures could be a bad download, or.. failure to install at all. At the very least, install all of each section you do want, (or install adequate replacers for armors) I use bikini mage robes rather than the old school mage "tent", i use bikini armors rather than the time frame correct armor aylis does, I only use about half the armor section aylis has but i found replacements i like in my game (honestly my PC is pretty armored being naked from another mod) but this whole thing is just to say, don't cut without replacements, although the blue jasmin texture for the ali'kir robes looks nice on females, it does not look good on the males.
jaeos Posted October 9, 2021 Posted October 9, 2021 55 minutes ago, Aylis said: @Acornins It should look like this: Anything in a lower position overwrites the mods above it. __________________________________________________ OK, something went wrong... Hide contents It went from to this *sigh* next rerun... Is that the building for the vigilants? i have those same blue walls..
kesryth Posted October 9, 2021 Posted October 9, 2021 (edited) 56 minutes ago, Aylis said: @Acornins It should look like this: Anything in a lower position overwrites the mods above it. __________________________________________________ OK, something went wrong... Reveal hidden contents It went from to this *sigh* next rerun... Assuming this is post xEdit patch for the BDS stuff, I had that happen to me as well. Then i saw a comment that you need to run the xEdit patch after DynDOLOD, making sure the esp/esm for those are enabled, then put the xedit patch below the DynDOLOD output, as because it patches some Dyndolod records. At least that is what worked for me. Edited October 9, 2021 by kesryth 1
Aylis Posted October 9, 2021 Author Posted October 9, 2021 (edited) @jaeos Yep, thats what i'm trying to fix too (kesryth was faster). 45 minutes ago, kesryth said: Assuming this is post xEdit patch for the BDS stuff, I had that happen to me as well. Then i saw a comment that you need to run the xEdit patch after DynDOLOD, making sure the esp/esm for those are enabled, then put the xedit patch below the DynDOLOD output, as because it patches some Dyndolod records. At least that is what worked for me. Ah, i thought i had to run it before DynDOLOD, but its the other way around. Thanks again. __________________________________________________ YES! That did it! Spoiler First time i hear of DynDOLOD needing a patch. But thats modding Bethesda games. Expect everything and still get surprised... Edited October 9, 2021 by Aylis 1
ascendentkunglao Posted October 9, 2021 Posted October 9, 2021 (edited) Besides my early post about Lucien, I'm really confused as why all of my additional NPCs from Capital Windhelm are having dark face issue? Any tips on getting to the bottom of it? I ended up downloading "Face Discoloration Fix" https://www.nexusmods.com/skyrimspecialedition/mods/42441, seemed to solve all the issues with the Capital Windhelm NPCs. Still got to figure out Lucien because I think he's hilarious. Edited October 9, 2021 by ascendentkunglao Added, troubleshooting details.
ascendentkunglao Posted October 9, 2021 Posted October 9, 2021 (edited) I'm having an open world crash in the same exact spot multiple times North of Dragon Bridge, where should I even start? Currently realizing it's occuring as it renders the new lighting of the further out objects mostly trees. It's right next Wolfskull Cave but the opposite direction. Anyone think they can point me in the right direction. Please and thanks! -Finished my DYNdolod rerun and got further down the road but as the lighting shifts it CTD. -Same spot, I'm adding the NetScriptFramework crash log if anyone as any idea how to explain that. -So it's for sure lighting related, every single time the sun causes new lighting to hit the area I get the CTD. I ran backwards to prolong and change the lighting and got further down the road but once I faced the same direction as previous trials it caused the CTD. -Re-installing Cathedral, maybe make sure I have the correct Rudy ENB files, etc. -I'm getting lost in the sauce right now trying to figure out what this could be...I do notice the crash logs are mentioning Majestic Landscapes referenced file, @Aylis I know it's not stated in the main page but do we use XLOD Texture gen from Majestic Landscapes? -Tried with no TEXTURE OUTPUT, TEXGEN OUTPUT, DYNDOLOD, AND AO OUTPUT. Still crashed. -LAST TRIAL AND ERROR RUN FOR THE NIGHT, REINSTALLED MULTIPLE MODS (CATHEDRAL, ENB LIGHT, MAJESTIC LANDSCAPES, ETC.) TO NO AVAIL,. I CANNOT GET DOWN A ROAD DUE TO SOME ISSUE WITH LIGHTING IT SEEMS. I'LL TRY TO SCREENRECORD IT RIGHT NOW FOR ANYONE WILLING TO HELP. -I have OCD and an addictive personality soooo...I tried it again multiple times and maybe it's not lighting. It's a bad mesh somewhere out there. TL;DR, Had a weird crash, went through a bunch of troubleshooting including re-running DYNdolod, and at the end went to an older save and tried to recreate the crash but I changed one variable TIME OF DAY. It worked smooth sailing, no issues besides a few Frost Trolls. Happy but WTF Skyrim. Crash_2021_10_8_21-3-54.txt Crash_2021_10_8_21-33-29.txt Crash_2021_10_8_21-57-8.txt0000A245 SkyrimSE_2021.10.08-22.46.mp4 Edited October 9, 2021 by ascendentkunglao Added info; Location, Extra Details, and Current Troubleshooting Techniques applied
Aylis Posted October 9, 2021 Author Posted October 9, 2021 (edited) @ascendentkunglao 1. Dark faces are 99% of the time LO issues. Only very very rare cases are an incompatible mod. 2. What happens if you deactivate DynDOLOD? That should tell you if it is something in the area or DynDOLOD itself. 3. That mod caused issues after the generation of the files. 4. If big pictures belong into spoilers, then videos as well. @user037951 Yes, same as the AO. Even the texture output can be split if you change only parts for it (like trees or grass). Thanks for the update. That explains a few things. Updated version Spoiler 1. Bashed Patch Conflict resolution and changes to the landscape 2. No Grass In Objects Adjustments to the positioning of grass. Requires input from 1. 3. Grass Cache Created files from 2. 4. Terrain LOD Output Creates texture LOD for the landscape. 5. Texture Output Creates all required non-landscape textures and billboards Requires input from 1 6. DynDOLOD Output Creates LOD files for everything except landscapes Requires input from 1, 3 and 5 7. AO Output Creates the AO Requires input from 1 8. BDS Patch Output Fixes the snow Requires input from 6 So there are no changes to the LO or the instructions for the creation of the files required. I just have to see how to best add the creation of the patch as the last step. Edited October 9, 2021 by Aylis 1
Kalthen Posted October 9, 2021 Posted October 9, 2021 57 minutes ago, Aylis said: 1. Dark faces are 99% of the time LO issues. Only very very rare cases are an incompatible mod. You should absolutly state NOT to sort with LOOT more prominently at the start. RED all Caps, hehe. I accidently ran LOOT and it messed up my LO big time. Had to spend a bit of time in xEdit to see what had messed up my vampires - was not bad thing in the end. But not something beginners are accustomed to. A big thank u from my part. I have been so lazy to switch to SE and your guide finally motivated me. 1
Aylis Posted October 9, 2021 Author Posted October 9, 2021 (edited) @Kalthen We all (including me) fell for that in the beginning. I hope you'll like what you're going to see. __________________________________________________ Newest grouping of the last mods in my build Spoiler 'Scripts' is just my way of collecting configuration files from the MCM. Some add them to the mod itself, i just keep them separate in case there's an update to a mod. Edited October 9, 2021 by Aylis 1
Tiemphyx Posted October 9, 2021 Posted October 9, 2021 (edited) An observation and a question about the DynDolod instructions: The new procedure doesn't seem to mention the Low Med High buttons. I'm running w/High, but did I miss something again? Edited October 9, 2021 by Temphyx
Aylis Posted October 9, 2021 Author Posted October 9, 2021 (edited) @Temphyx Thats something i leave up to you. You know best what the system you use is capable of. Added a line. Edited October 9, 2021 by Aylis
Nelmas Posted October 9, 2021 Posted October 9, 2021 (edited) 40 minutes ago, Aylis said: @Temphyx Thats something i leave up to you. You know best what the system you use is capable of. Added a line. Speaking of load order, maybe you can post a screenshot of yours with all of the list mods? Only to double-check once we're done with the guide. EDIT: Also, a question. Under Creatures you mention to download HD Alduin - Glowmaps, but there is no such file. Edited October 9, 2021 by Nelmas
Acornins Posted October 9, 2021 Posted October 9, 2021 (edited) 10 hours ago, jaeos said: delete the nemesis output completely. turn off all the FNIS... EXCEPT.. the output mod then re-run nemesis when it gets done, make it's output a mod and turn it on, that should fix the issue. and leave all of the higher fnis turned off, (if you turn on fnis you should have 2 .esp files fnis.esp and FNISspells.esp. if you turn it off with the nemesis output done correctly the FNIS.esp should still stay active, since nemesis makes a false FNIS.esp to run the fnis animations inside nemesis. with animations installed correctly (right side) Reveal hidden contents and if you turn on FNIS Reveal hidden contents Note, i filtered out all the mods that didn't have fores in the name since it is at 332 in my list and the outputs are significantly lower. here is the very bottom of my mod list Reveal hidden contents I really do think you are having a nemesis issue, or a transition issue, you leave the "bottom" FNIS active (the green one), turn off the "upper" fores new idle. When you run the Fores, nemesis should be off and inactive, then turn on nemesis and it will stay "on" for the rest of the steps. Edit: I have not done a visual guide on doing the FNIS/Nemesis thing, but if you need one please say so. I might need a visual guide, because I'm following all the steps but it's still not working properly. Spoiler This is what I end up with, the Nemesis output is the FNIS. And the next two pictures are the insides of the FNIS Output folders and Nemesis Output folders. Spoiler The other issue I seem to be having is with Dynamic Animation Replacer. 32bit hkx file detected. This file is not supported by current skyrim's architecture. Spoiler No idea what's causing that. It's fine on FNIS but on nemesis it's like lol no. Edit - Ok..just realized something and nooooo idea how to fix it. I went into the scripts folder of the FNIS Output and noticed FNIS_aa2.pex. Then I went into my Nemesis Output into the Scripts folder and noticed it has FNIS_aa.pex without the 2. Is it that file that is suppose to be overrriding fnis_aa2.pex? Edited October 9, 2021 by Acornins
Kalthen Posted October 9, 2021 Posted October 9, 2021 2 hours ago, Aylis said: Newest grouping of the last mods in my build Thx look about the same on my end. Except the no grass in Object. I will tackle grass cache on my next profile for sure. Look amazing in the screenshots. I am fine with just DynDOLOD for now., Didn't have the patience for the wait on the cache cause I wanted to check how everything looked in the world. With the beds for example I went wrong and mixed it up with rudys for example. 2 hours ago, Aylis said: 'Scripts' is just my way of collecting configuration files from the MCM. Some add them to the mod itself, i just keep them separate in case there's an update to a mod. I do the same. I just call it SKSE. BTW. You don't do a mergepatch before Bashed Patch with xEdit anymore?
wollboi Posted October 9, 2021 Posted October 9, 2021 (edited) @Acornins Ruling out the easy things: * The 32bit error is fine. Everybody gets it, and the author mentions it on their page. I think it's from Smooth Combat Non-Combat. * The FNIS_aa.pex's look the same in my overwrite folders, so that's fine. What is up with your load order? Your plugins seem way out of wack. That could cause big problems. Try deleting your bash patch (If you've got one yet), disabling all your mods, then start at the top and enable them one-by-one, following along with the list as you do to make sure you move plugins when the guide specifies it. ASLAL should be middle of your plugin order and you should have dozens of patches between RoM/AOS and where you are creating overwrites. Posting the relevant portion of mine for reference. Ignore what's scribbled upon, those are my additions to the list and shouldn't be on yours, but the rest should in that order. Spoiler @Aylis How long would you say your DynDOLOD runs are taking? Not the whole process, just DynDOLOD itself. Mine seems like it's taking forever. Used to be like an hour, now it's more like 3. Edited October 9, 2021 by wollboi
Acornins Posted October 9, 2021 Posted October 9, 2021 (edited) 36 minutes ago, wollboi said: @Acornins Ruling out the easy things: * The 32bit error is fine. Everybody gets it, and the author mentions it on their page. I think it's from Smooth Combat Non-Combat. * The FNIS_aa.pex's look the same in my overwrite folders, so that's fine. What is up with your load order? Your plugins seem way out of wack. That could cause big problems. Try deleting your bash patch (If you've got one yet), disabling all your mods, then start at the top and enable them one-by-one, following along with the list as you do to make sure you move plugins when the guide specifies it. ASLAL should be middle of your plugin order and you should have dozens of patches between RoM/AOS and where you are creating overwrites. Posting the relevant portion of mine for reference. Ignore what's scribbled upon, those are my additions to the list and shouldn't be on yours, but the rest should in that order. Reveal hidden contents Aaa...I'll have to look into this later today, DynDOLOD kind of confuses me so I'll watch a video on it...then figure out the bashed part and go by section to see what needs it /what order it needs to be placed. I might have to go download/figure out what to download again in the foundation section as this is what I have ATM. Spoiler Edited October 9, 2021 by Acornins
Aylis Posted October 9, 2021 Author Posted October 9, 2021 (edited) 2 hours ago, Nelmas said: Speaking of load order, maybe you can post a screenshot of yours with all of the list mods? Only to double-check once we're done with the guide. EDIT: Also, a question. Under Creatures you mention to download HD Alduin - Glowmaps, but there is no such file. 1. Right now i disabled some mods to recheck some animations, plus i don't use all optional mods and then i got mods in there i'm still testing. All that together would confuse more than actually help. 2. Looks like he changed some names. Take a look now as i changed the naming too. 1 hour ago, Kalthen said: You don't do a mergepatch before Bashed Patch with xEdit anymore? I never made a mergepatch before... ? Never needed to make one 57 minutes ago, wollboi said: How long would you say your DynDOLOD runs are taking? Not the whole process, just DynDOLOD itself. Mine seems like it's taking forever. Used to be like an hour, now it's more like 3. Three hours sounds about right. Did you deactivate the 'realtime protection' of your AV? That helps a little bit. Sheson changed how DynDOLOD works and it seems to run in 'blocks' now. As each block restarts the timer it makes keeping a more accurate answer difficult. Edited October 9, 2021 by Aylis
trgdolors Posted October 9, 2021 Posted October 9, 2021 Quick question: Now that Jedi Trees is out, how stable is the guide at the moment in terms of the trees? I currently still have Jedi Trees and have been waiting to replace them. But RL has me busy so I have been patient. 1) Should I just follow Hotfix post #7597 on page 304 as the best source of info to replace the trees? 2) Could there be more tree changes in the near term? Or are we good for now? Thanks everyone for all the troubleshooting you are doing on all fronts, especially Aylis (Holy Cow, do you EVER sleep? Please take care of yourself)! I am excited to catch up when I get a chance. And to the relatively new people (and all you "watching from home" who don't yet post): This can be a frustrating, complex, and time consuming game to mod. You just have to enjoy the process. It is one giant insane puzzle. If we are all patient and courteous with our issues, and do a lot of our own research, and step up to help when we can, we can keep this most unlimited of guides going. And push the envelope ever further. Again: "PLAY Skyrim?"
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