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  1. Past hour
  2. I see, so I guess if it all comes crashing down, I'll go over to x64 then. Thanks so much for all your help! I'll let you fly now 😄
  3. Today
  4. Yes that was the issue. I copy pasted my arguments from SSEEDIT for pathing, forgetting that I had included those commands. I appreciate your patience, and efforts greatly.
  5. Loading large load orders will require more memory than the x86 version might be able to use.
  6. Great! but x64 though, should I actually just use the x64 version like in general perhaps? I have used 32, because xEdit recommended it in some pop-up message or something like that. I realize that was yet another question, but I'll let you go after that, I swear 😅
  7. The link lists bugreport.txt only Read https://dyndolod.info/Official-DynDOLOD-Support-Forum#Post-Logs which entire TexGen log, debug log to also upload when making posts. If there are not such logs, then report that. Do not set -lodgen tool mode in the command line arguments. See https://dyndolod.info/Mods/Skyrim-Special-Edition-GOG-Skyrim-Anniversary-Edition-GOG how to properly set the command line arguments for the Skyrim GOG version: Do not link to files or folders in mod manager profiles. Link to the files and folders used by the game. A properly setup and working mod manager updates the actual INI files in their default location also used by the game.
  8. Read https://dyndolod.info/Official-DynDOLOD-Support-Forum#Post-Logs which entire TexGen log, debug log and bugrport.txt if it exists to upload when making posts.
  9. I successfully generated lod with SSGEN, now I try to use Textgen and it runs for about 30 seconds and then gives this error: Access violation at address 0000000000B9D50D in module 'TextGen64.exe'. [Main Instruction] Access violation at address 0000000000B9D50D in module 'TexGenx64.exe'. [Content] Read of address 0000000000000000. I have looked through all the forums with this error and nothing has solved it. I have been using this program for 4 years and never experienced an issue like this. I am using the most up to date version of DynDOLOD and it's resources, and I am running the program through MO2. Any advice would be appreciated, I don't even know where to start with this.
  10. There shouldn't be a problem loading the entire load into xEdit x64 version.
  11. No worries BD. We'll miss you and hope for a speedy return to normalcy in your world
  12. Go for it. I will add it next update. I commented on Nexus Posts RE Vortex. Vortex seems to have overly strict FOMOD XML requirements that expect n/a tags. Really dumb that we must do this to make that application happy for evidently no reason at all :/
  13. Yesterday
  14. It's very much deserved. Can I just ask one more thing, and I'm able to fly on my own; I'm going to do the whole renumber/header version thing on all the mods that needs it. I was thinking I'd just load up the entire mod list into xEdit, and just go ahead and do it, so that I can be sure to catch any and all patches etc. There isn't any problems loading the whole modlist when doing the renumbering/version thing, like I'm thinking of, is there?
  15. Appears the FOMOD needs a fix from the comments. Also, the Blender Pynifly plugin was recently updated to correctly do vertex colors. I may want to take a stab at repairing the main mods leaf animations to be less wonky.
  16. Due to rather overwhelming issues in the "real world", I will be unable to give support in the STEP forums for the time being. I know this message is not necessary, but I just want to let people know what is going on and why I am not responding to messages and IMs. I will be back when things have settled down again. And yes, that is a threat
  17. I'll do the same renumbering procedure for the other two mods that also had this issue, and I'll have some time tomorrow to test it out thoroughly. I'm so happy to hear the other warnings are of no concern! Thank you so much again for helping me! I bought you a couple of coffees for your trouble https://Ko-fi.com/home/coffeeshop?txid=9c5cd199-12d8-4a0e-b5aa-79ef3967e609&mode=public&img=ogiboughtsomeone
  18. It looks like renumbering worked OK. I would check one or two key changes of the mod to see if it works as expected in the game. The warnings in Fallout.esm are expected and no need for concern.
  19. Mod updated: Changelog Version 2.36.2 Updated LOD models for treeaspen04, treeaspen05, and treeaspen06, since the corresponding full models were changed in AA 2.36 Updated FOMOD
  20. Last week
  21. "They are gone" ... xEdit executables or your mods? Either way, follow Step 1 and Step 2 of the Step SSE guide. Make sure to click/open all spoilers for detailed instructions. Carefully read the SSG and "Tools Setup".
  22. Holy smokes it worked! You are a genious, thank you so much for helping me! I've really learned so much from this. Now I know what I did wrong, and I also know how to do it right for other mods as well, this is awesome. I did what you said, and the results from renumbering the "Fallout 4 AI Overhaul" mod looked very different. I have saved the messages logs from both the renumber/version change I did in FO4Edit, and the check I did after in FO4VREdit. I also Have the log from TexGen when I ran it to check everything. It did not give me any error messages this time, which is fantastic! I did however notice some warnings in the logs; "Warning: File contains duplicated top level group: GRUP Top "WEAP" I don't know if this is very serious or not, but I reckon it's not that serious since TexGen didn't bother to give a specific error message from it? Anyways, I have the logs here, if you would like to just glance over them to see that I really actually managed to fix it? FO4Edit Log: https://paste.ee/p/tfFqI FO4VREdti Log: https://paste.ee/p/HDOwN TexGen Log: https://paste.ee/p/TKZvG
  23. Not sure if this is the right place to post this but please move it where you want it. I've downloaded SEEdit 4.0 to my Modding Tools directory. I open it and can click on the Quick Clean exe and start the program. Of course, I can't clean any mods until I config with MO2. I start doing that and when I navigate to the directory with the exe, they are gone. I'm not sure what to do?
  24. FYI for anyone having the same problem. Apparently WICO has this bizarre feature of randomly setting NPCs essential. There are patches that fix this. I had to try a combination of different mods and patches to finally find one that worked and let me keep my character without deforming her.
  25. Thanks for the response. I'm honestly quite illiterate when it comes to this so I'll read through your message a few times over to digest it and will come back with useful logs.
  26. DynDOLOD 2.x had no updates since years. DynDOLOD 3 is released for alpha testing so people can help with finding and reporting problems. Since you did mention a problem, read the first post and/or https://dyndolod.info/Official-DynDOLOD-Support-Forum#Post-Logs which DynDOLOD log and debug log to upload when making posts. Also upload the papyrus logs and the c:\Users\[USERNAME]\Documents\My Games\Skyrim Special Edition\SKSE\DynDOLOD.log See https://dyndolod.info/Help/Large-Reference-Bugs-Workarounds#Testing Do not paraphrase messages. Provide the actual message. It is unclear if "1.5.97 Steam dll" refers to DynDOLOD DLL SE or the DynDOLOD DLL NG version that works for 1.5.97 and not 1.6.1130+ Which DLL is needed, depends on which papyrus scripts are installed last. However, DynDOLOD DLL SE and DynDOLOD DLL NG are not interchangeable, like DynDOLOD DLL SE and PapyrusUtil are. DynDOLOD DLL NG requires a LOD specifically generated for it. See https://dyndolod.info/Help/Large-Reference-Bugs-Workarounds
  27. Hi all. I've got a question. Is DynDOLOD 3.00 recommended over the old one? (I'm using 1.5.97) I was able to successfully generate TexGen and DynDOLOD Outputs using the NG dll but when I started the game it said that I was missing the dll so I had to replace the NG dll with the old 1.5.97 Steam dll. I'm just confused on how that happened.
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