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krrptd

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Posts posted by krrptd

  1. tl:dr: Apologies for Necroing this thread. I'll try to keep it short and/or use Spoiler tags to hide the tedious bits.

     

    What I wanted to do: Use command line tool to generate precombined Meshes and visibility for multiple mods that edit the same exterior cells (see mod list at bottom)

     

    What I Got: 1. Use command line tool to generate precombined Meshes and visibility for an individual mod +DLC+UFo4P (See method 1 Spoiler)

    2. A Modified RRTV/Trosski method to get what I wanted (See Method 2 spoiler)

     

    CK Preparation and SPECS:

    I have applied the Serge Hex fix and/or am using CK Fixes 1.6.3 (I have tried CMD line with both fixes applied then each on their own with similar results).

    Windows 10

    Intel i9-9900KF

    64GB DDR4 3600OC

    GTX 1080 8GB

     

    Results Summary:

    Using BenReirimanu's / Serge's method of command line precombines I have not been successful at generating a "Merged" style of Previs that works in game and successfully merges all the edited statics from several mods that edit the same exterior cell. However, using the commmand line I have successfully made single mod precombines. The only method thus far that I have had luck with is using an altered RRTV/Trosski method to add all the mods (see modlist spoiler below) to one precombine. I assume it's my methodology or that the Command line has some inherent limitations that the CK GUI does not when it comes to adding multiple mod edits to an exterior cell to previsibines esp.

     

    METHOD 1 BenReirimanu/Serge CMD Line

     

     

    1a. The method I used was to first sort my load order so that I had the most compatibility between the mods (ensuring all masters are flagged with ESM in xEdit)

    1b. I used the "01_CopyCELLsIntoAutoPreCalc.pas" in sequence from top of load order to bottom of load order on every mod that edits conflicting cells (this ensures the last loaded mod overwrites the changes from the first)

    1c. I then run "Apply Material Swap.pas" to add the Mat swap fix

    1d. Load the plugin in CK and save to generate time stamps.

    1e. Run the command line -GeneratePrecombined:<espname.esp> clean all

    1f. Run subsequent -CompresPSG and _BuildCDX

    1g. package meshes folder into <espname.esp> - Main.ba2

    1h. Run xEdit script "MergeCombinedObjects.pas"

    1i. Run -GeneratePreVisData:<espname.esp> clean all

    1j. Run xEdit script "MergePreVis.pas"

    1k. Package vis folder into - Main.ba2

    1l. Clean Plugin in xedit and 'Remove identical to master refs' then Save plugin in CK

     

     

     

    Results: Merged Patch style Previs generation has culling issues 'blinking world objects' in every exterior cell where two or more different mods edit those cell (interior cells seem unaffected probably because no conflicts).

     

     

    METHOD 2 RRTV /Trosski (adjusted)

     

     

     

    2a. Load all the mods I want to combine in xedit and flag them with ESM (in this instance I did all DLC + UFO4P + 6 other exterior space mods including BT Interiors)

    2b. Load all the mods into CK with no active file and save a new plugin.

    2c. 'Generate Precombined Geometry for Current cell' on every exterior cell in the game that got edited by the mods and the 3x3 cells surrounding the RVIS cell for those cells (For instance if BTInteriors edits cell -4,4 and so does zxcMicroAdditions i generate for -4,4, -3,4, -2,4, -4,3, -3,3, -2,3, -4,2, -3,2 and -2,2 to ensure that surrounding the cells are incorporating changes from vanilla or PRP/BostonFPS ect.)

    (Picture below shows the RVIS cells in Blue with White letters and the edited cells are 3x3 around those)

    PREVIS.jpg

    2d. Save file and check for XPRI/XCRI errors in xEdit if there are i recheck that ESM flags are still present then regen again.

    2e. Load esp in CK GUI then on each of the RVIS cells I "Generate visibility for current cell" save then "Generate Precombined Visibility for Current Cell" save again. (This only builds the Precombined Visibility for the 3x3 cells surrounding the RVIS cell and works independent of the UGRIDs setting which means I don't have any uncontrolled Visibility edits in the plugin.

    2f. create archive in CK or with Archive2.exe (depends on my mood) save plugin and load into game.

     

     

     

     

     

     

     

    RESULTS: This method is tedious and takes an entire day if you are doing a lot of cells, however in game it loads all the mods edits and rebuilds the previs/precombines in one file.

     

    Mods I used to build precombines (some are merges of other mods) and my load order for those mods - All have been cleaned in xEdit and some have repaired navmeshes (they was deleted)

     

     

    BTInteriors_Project.esp

    zxcMicroAdditions.esp
    Mechanist Lair Overhaul.esp
    ImmersiveCommonwealthLocationsAIO.esp (all of the Immersive mods from MoreLikeVicky merged)
    PrydwenOverhaul2.esp
    Concord Revised.esp
    SalemEXPANDED.esp
    BetterMikaMerged - NoAirport.esp (Most of the Better series by Mika999 with repaired navmeshes)
    ConcordEXPANDED.esp (Repaired Navmeshes)
    VaultTecConcord.esp
    BetterDrumlinDiner.esp
    FortHagenSatelliteArrayEXPANDED.esp
    CombinedWorldSpacesPrevisibinesPatch_Manual.esp (My Patch done with CK GUI)

     

     

    All I can say: it takes a few tries. I am using the cmd line, same as BenRierimanu, with success, for all changes various mods apply to interiors and exteriors. This includes a big overhaul, and 2 other big add-on mods. But it failed miserably the first 10 attempts, before I got it right and avoided all tiny mistakes that prove to be disastrous.

  2. Im pretty sure plugins have nothing to do with this otherwise my current save would be pretty fuked. I have noticed as much as changing cells and fast traveling causes issues sometimes but this is not consistant.

    No, amount of plugins is not the sole cause, but it seems to contribute to the chance of getting the false savegame corruption. I experienced it to be more frequent from 240+ active plugins. All I can say for sure it always happened after crafting multiple items.

    I never use fast travel myself, for immersion reasons (only on a test save for trying out new mods). But another thing I took in account while building my load order, was mods placing actors in cells. Too many actors also causes instability.

    But it seems to be a combination of the various possible causes that have been named throughout this topic. We probably will never know for sure and maybe it just comes down to luck to find the "golden setting" in modding your game.

  3. I was struggling with the false savegame corruption quite a lot. I had about 245-255 active plugins running and the corruption reared its ugly head mainly after going through various crafting menus. It drove me crazy.

    I decided to begin again with a fresh start and deleted everything. This time I installed SKSE64 and left out a few mods, merged the hell out of the patches, merged a whole lot in a bashed patch, resulting in bringing 299 plugins down to currently 209 active plugins (total of 549 mods, lots of texture replacers). Guess what: no save corruption whatsoever! Got some CTD's from testing out a few mods, but it's the most stable game I ever had. I cannot pinpoint it to a specific culprit and it's nothing more than a gut feeling, but what I did differently this time:

    1. SKSE64
    2. Keeping the active plugins below 210
    3. Ditched LOOT and organised everything manually
    4. Checked every plugin in SSEEdit for errors and compatibility issues
    5. Made my own patch with a bunch of tweaks and overrides
    6. Always cleaned my save files after uninstalling any mod

    It allowed me to change so much more to my liking than before and now I really can enjoy the game. I still have some optimization to do, but no more feelings of frustrations and rage quit!

    This post might not be helpful at all, but keep hope and keep on trying. One day you will create the Skyrim you dream of!

  4. Hello esteemed community

     

    Just started a new game with 389 mods (255 plugins) and noticed some weird glitch in the sky (Alternate start: woods near Helgen). Restared game with different starting point: same glitch (see links).

    Does anyone have a clue what might cause this? While installing all mods I checked the game every so many mods with a test save for issues, but did not encounter this before.

     

    http://www.nexusmods.com/skyrimspecialedition/images/13906/?

    http://www.nexusmods.com/skyrimspecialedition/images/13907/?

    http://www.nexusmods.com/skyrimspecialedition/images/13908/?

     

    So far I tried:

    • fresh new game
    • ran load order through LOOT
    • cleaned save with ReSaver
    • removed ENB
    • unchecked various mods one by one: CoT, Lighting during Storm, Real Rain, True Storms, skyBirds, Wonders of Weather, Simply Bigger Trees, ELFX, ELE, Claralux, Darker Nights
    • reinstalled some textures: Skygazer Moons, Northfire's photorealistic mountains, Ethereal clouds, Skyrim textures redone: Stars
    • SSELODGen on Tamriel Skyrim

    I hope someone can give me some direction; I really would like to play the game after all those hours selecting and comparing mods...

     

    Thanks a lot!

    Tom

     

     

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