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Everything posted by Vrakyas
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Crashes near specific locations
Vrakyas replied to IWonderHowLongUsernameCanU's topic in Skyrim's Skyrim SE
Did you reinstall the game or just the mods? Maybe there were some corrupted textures or meshes left over in the data folder? -
Do you have a lot HD or UHD textures installed? What graphics card do you have? Maybe the textures don't fit into the VRAM.
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This looks like a mesh problem. Did you install any mod that wasn't converted to SE? nif-files have to be converted - you can use SSE NIF Optimizer for that, if you want to do it by yourself.
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CTD when entering the area south of ivarstead.
Vrakyas replied to TheEverydayWizard's topic in Skyrim's Skyrim SE
Are you sure you sorted your load order with LOOT? Because Character Creation Overhaul.esp is loaded AFTER the CCO patches. Also Realistic Water Two should be placed near the bottom. Even with all esp-files disabled there are still loose files in the meshes and texture folder - maybe there are faulty or corrupt files. So try renaming this 2 folders and try again. -
SSE Converting a Mod to SSE
Vrakyas replied to KoriGamez's topic in Skyrim's Creation Kit and Modders
The mod has a bsa-archive. Did you unpack and repack it using the archive tool from the CK64? As a first step you could unpack the bsa-archive into your data folder as loose files and try if it works now. The mod has a lot swf-files. Maybe the swf-files have to be resaved in a newer version too. You can use this tool: https://www.free-decompiler.com/flash/ -
SSE Generating World LOD with Oscape
Vrakyas replied to Vrakyas's topic in Skyrim's Creation Kit and Modders
Thanks for the links. I used "A Quality World Map" a long time, but unfortunatly this uses 32x32 sized LOD level and it's not compatible when using: [MapMenu] uLockedTerrainLOD=4 uLockedObjectMapLOD=4 in Skyrim.ini (for much higher detail). But I'll have a look at the new xLodGen tool and the guide. -
SSE Generating World LOD with Oscape
Vrakyas replied to Vrakyas's topic in Skyrim's Creation Kit and Modders
Thanks for your reply and the "workaround". But this issue also occurs with a fresh install without any mods - no esps, no textures, no meshes. -
I'm trying to regenerate world LOD with Oscape for Tamriel worldspace, so that I have a higher resolution world map that fits my landscape textures. I did the same as shown in this youtube guide from the creator of Falskaar: https://youtu.be/kB2rqH7Ytko?t=946 But now on my world map there are square holes nearly everywhere without any landmass. So I guess the world meshes are messed up. Also the normal map textures have these squares (see 2nd attachment). Only the diffuse textures seem to be ok. Yes I checked the right values for the sealevel and landlevel of Tamriel (sealevel: -14,000; landlevel: -27,000). It looks like the hightfield in the Oscape preview window is already wrong - there are the same squares at the same positions (see 1st attachment). I also sorted my load order with LOOT and redated the plugins with LOOT (because Oscape seems to be based on file dates).
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That's strange, because poison from spiders shouldn't last that long - just a few seconds. But SkyUI shows all buffs and debuffs as a symbol. By default all buff/debuffs with 180s or more are shown, but there is a slider, where you can reduce the time - maybe to 0s. So ALL buffs and debuffs are shown. But if there's really a debuff stuck, then try a shrine in a temple. That usually removes all debuffs.
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low detailed objects / cells not loading properly
Vrakyas replied to Vrakyas's topic in Skyrim's Skyrim SE
Very strange - no issues since I posted this. I switched from SSELODGen to DynDOLOD on that day - maybe DynDOLOD fixed this issue for me. I just have those low-detailed textures in Helgen when I just started a new game: The wall Alduin lands on is low-detail for a second and Helgen Keep where I have to choose between Ralof and Hadvar is also low-detailed for a second. But they get hires after that. I guess it's because the engine is under heavy load while Alduin attacks Helgen. -
Please be sure, that Skyrim SE is downloaded completly. It looks like it isn't downloaded fully, because the shown path points to the temporary download location. Yours is: C:\Programm Files (x86)\Steam\steamapps\downloading\489830\ But it should be: C:\Programm Files (x86)\Steam\steamapps\common\Skyrim Special Edition\
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low detailed objects / cells not loading properly
Vrakyas replied to Vrakyas's topic in Skyrim's Skyrim SE
Here's my load order from LOOT: 0 0 Skyrim.esm 1 1 Update.esm 2 2 Dawnguard.esm 3 3 HearthFires.esm 4 4 Dragonborn.esm 254 FE 0 ccbgssse010-petdwarvenarmoredmudcrab.esl 254 FE 1 ccqdrsse001-survivalmode.esl 5 5 Lanterns Of Skyrim - All In One - Main.esm 6 6 Unofficial Skyrim Special Edition Patch.esp 7 7 Cutting Room Floor.esp 8 8 Bring Out Your Dead.esp 9 9 sandboxcylinderheight.esp 10 a dD - Realistic Ragdoll Force - Realistic.esp 11 b Buy More Lumber Clay and Stone.esp 12 c ProperBeastSizes.esp 13 d numericalUpgrades.esp 14 e IcePenguinWorldMap.esp 15 f dD-No Spinning Death Animation Merged.esp 16 10 RLO - Interiors.esp 17 11 Populated Skyrim Prisons Cells.esp 18 12 Footprints.esp 19 13 RLO - Effects.esp 20 14 RLO - Illuminated Spells.esp 21 15 Castle Volkihar Rebuilt.esp 22 16 S3DTrees NextGenerationForests.esp 23 17 Prometheus_No_snow_Under_the_roof.esp 24 18 Blowing in the Wind.esp 25 19 Blowing in the Wind - Lanterns of Skyrim Patch.esp 26 1a RLO - Exteriors.esp 27 1b Skyrim Better Roads - The Rift.esp 28 1c Skyrim Better Roads - EastMarch.esp 29 1d Hothtrooper44_ArmorCompilation.esp 30 1e Hothtrooper44_Armor_Ecksstra.esp 31 1f Immersive Sounds - Compendium.esp 32 20 Convenient Bridges.esp 33 21 Populated Lands Roads Paths Legendary.esp 34 22 Point The Way.esp 35 23 SMIM-Merged-All.esp 36 24 JKs Whiterun.esp 37 25 Populated Dungns Caves Ruins Legendary.esp 38 26 JK's Riverwood.esp 39 27 Skyrim Better Roads and Bridges - All In One - Merged.esp 40 28 Skyrim Better Roads - Winterhold.esp 41 29 Populated Forts Towers Places Legendary.esp 42 2a Dawnstar.esp 43 2b Populated Cities Towns Villages Legendary.esp 44 2c Shor's Stone.esp 45 2d Lake Ilinalta Shack.esp 46 2e Ivarstead.esp 47 2f CookingInTaverns.esp 48 30 Helarchen Creek.esp 49 31 Provincial Courier Service.esp 50 32 Kynesgrove.esp 51 33 Soljund's Sinkhole.esp 52 34 Karthwasten.esp 53 35 Storefront.esp 54 36 Dragon Bridge.esp 55 37 HoldBorderBanners.esp 56 38 Map Markers Complete.esp 57 39 JK's SkyHaven Forge.esp 58 3a Shadowmarks.esp 59 3b Blowing in the Wind - SMIM Merged All Patch.esp 60 3c DarkerNights.esp 61 3d Real Roads.esp 62 3e SkyUI_SE.esp 63 3f Gildergreen Regrown.esp 64 40 BetterQuestObjectives.esp 65 41 BetterQuestObjectives-CRFPatch.esp 66 42 CC'sEnhancedOreVeinsSSE-HearthfirePatch.esp 67 43 UnreadBooksGlow.esp 68 44 BetterDoomstoneDescriptions.esp 69 45 Immersive Citizens - AI Overhaul.esp 70 46 CFTO.esp 71 47 Darkwater Crossing.esp 72 48 Whistling Mine.esp 73 49 RLO - IC Patch.esp 74 4a CFTO - Arthmoor Danwstar Patch.esp 75 4b CFTO-Lanterns.esp 76 4c CFTO-CoveredCarriages.esp "Unfortunately" I haven't experienced this issue yesterday. So I couldn't take any screenshots. -
Randomly I discover this odd thing, that many objects like houses, roads, walls and rocks aren't loaded properly. They all occur in their low detailed LOD-version, even when i'm close to them. This didn't occur the first time. I had this issue back then in my first modded Skyrim SE, too. It seems that the cells isn't loaded properly. Only restarting Skyrim can solve it, but not always - often I have to travel to the affected places by a different path/road. Here are some places I discovered this issue: *Ivarstead (coming from Riften): whole town is a LOD, roads are missing *Guardian Stones (coming from Riverwood): rocks are low-res *exterior of Whiterun: stone gates and walls are low-res Trees are not affected. I generated all object and tree LODs with SSELodGen v3.2 I Installed Pfuscher's 4k textures. I haven't edited my ini-files much, just the following (everything else is set on ultra settings): SkyrimPrefs.ini [Display] iShadowMapResolution=4096 [General] uLargeRefLODGridSize=21 [Trees] uiMaxSkinnedTreesToRender=200 [MapMenu] bWorldMapNoSkyDepthBlur=1 fWorldMapNearDepthBlurScale=0 fWorldMapDepthBlurScale=0 fWorldMapMaximumDepthBlur=0 Skyrim.ini [Display] iShadowMapResolutionPrimary=4096 [Grass] iMinGrassSize=30 iMaxGrassTypesPerTexure=7 When I'm back home in the evening, I can post a screenshot and also post my load order.
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You've probably installed some Oldrim mod(s), where the meshes (nif files) haven't been converted to SE. I had this back than with the Populated Towns, Villages, Caves and Forts etc. series from tonycubed2. After it got updated properly it went away.
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When I save my game, it takes about 20 seconds or more to save. I don't make quicksaves, only normal/real saves. My savegame is clean regarding ReSaver. My savegame is about 9mb. This wasn't always a problem. Some time ago (in the same playthrough) saving only took the normal time of about 2-5 seconds. Everything runs fine without any problems - no infinite loading screens, no savegame corruption (so far), no havok/physic glitches. But I'm afraid that there will be some corruption soon. How can I investigate what's causing this long saving times? I already tried to enable Papyrus logging, but there is only the usual "VM freezing" entry in the log when saving. My rig can't be the cause: *Intel i7 4770K @4,2 GHz *32 GB RAM *Nvidia Geforce GTX 1080 Ti *Windows 7, Skyrim and savegame location on SSD
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again: what?
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Save game corruption, hunting for the source
Vrakyas replied to AuroraPhoenix44's topic in Skyrim's Skyrim SE
I had a similar save bug back then, but I couldn't load my save anymore even after restarting the game. I don't know, if this will fix your problem, but I don't use quicksave/quickload since that moment. I always make normal saves. There are rumors, that quciksaving will lead to save corruption. -
Skyrim SE | Trees Cut In Half/Horrible LOD's
Vrakyas replied to Xelriel's topic in Skyrim's Skyrim SE
First, have you optimized your load order with LOOT? If no, then you should. You also should regenerate your Object and Tree LODs with SSELodGen or DyDoLOD. For this to work, you should check, if there are proper billboards for the tree mod(s) you are using. -
I know, that SkyrimSE has better multithreading capabilities than Oldrim. But are the ini tweaks listed here still valid? Maybe at least some of them? Also in Enderal there were some multithreading tweaks you could adjust in the launcher: [BackgroundLoad/Multithreading] bLoadBackgroundFaceGen=1 bLoadHelmetsInBackground=1 bBackgroundLoadLipFiles=1 bBackgroundCellLoads=1 bUseBackgroundFileLoader=1 bMultiThreadBoneUpdate=1 bUseMultiThreadedFaceGen=1 bUseThreadedParticleSystem=1 bUseThreadedTempEffects=1 bUseThreadedTextures=1 bDecalMultithreaded=1 bUseThreadedBlood=1 bUseThreadedMeshes=1 bUseMultiThreadedTrees=1 bUseThreadedLOD=1 bUseThreadedAI=1 bMultiThreadMovement=1 bUseThreadedMorpher=1 [HAVOK] iNumThreads=5 iNumHWThreads=5 Are all these tweaks still valid or will they mess up game physics and/or scripts?
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The tree textures are missing. The "snowy" effect you see is probably caused, because there is only the normal map texture, but not the diffuse map texture. You should try to reinstall any of your tree mods or mods that also cover trees.
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When I load any plugin or masterfile - even if it's only Skyrim.esm - it takes about 2mins or more to load. Is it possible to speed up the loading process? Also the render preview is loading the statics very slow when I doubleclick any cell (interior or exterior) - one by one. How to speed up the renderer?
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Extra dialogue for more lumber options?
Vrakyas replied to blackhand8657's topic in Skyrim's Skyrim LE
I've finished my mod: Buy More Lumber Clay and Stone - http://www.nexusmods.com/skyrimspecialedition/mods/6105/?- 4 replies
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- lumber
- hearthfire
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Extra dialogue for more lumber options?
Vrakyas replied to blackhand8657's topic in Skyrim's Skyrim LE
Here is a quick preview of how the new dialogue will look like: (yes, I play a german version of Skyrim, but I develop the mod in english - that's why the dialogues are mixed up.) For now it should work for all lumberjacks (like Hod), but I want to enhance it to the stewards' dialogue and also for the stewards' dialogue for buying clay and stone. ...and then I'll have to test it :-)- 4 replies
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- lumber
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Extra dialogue for more lumber options?
Vrakyas replied to blackhand8657's topic in Skyrim's Skyrim LE
I'm currently working on such a mod, because I got annoyed too. I got some issues to get this working, so I temporarily canceled it. But I think I figured out, what I did wrong and so I will continue working on it. My first idea was to replace the option "20 lumber for 200 gold" with "200 lumber for 2000 gold" - but your idea sounds very good to have more options to choose from, like: * 20 lumber for 200 gold * 100 lumber for 1000 gold * 200 lumber for 2000 gold I'll see what I can do.- 4 replies
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- lumber
- hearthfire
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(and 1 more)
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