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mpjbay

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Everything posted by mpjbay

  1. Thank you. I won't then :)
  2. The path in the log points to a textures directory. There aren't meshes in the texture directory correct? I am wondering if this is false positive ex: I re-enabled 'real roads', the roads look fine now but I still get a error in DynDOLOD.
  3. DynDOLOD log looks pretty good. Still thinks the SOL .dds's are missing but they are in the directory where Dyn is looking so I am not sure what is going on there.
  4. I found the SOL textures that DynDOLOD says it can not find however, the textures are in the directory. What do you think?
  5. Good stuff. V18 will we able to just update LOTD mods and be done with it?
  6. running DynDOLOD again... Let's see how the log looks.
  7. Roads - you nailed it. Your instruction fixed the roads. The roads look really nice now. The black spots are gone. The ugly mesh is replaced with nice rocks. Spices of Life - Can I just drop the nif into the mod directory?
  8. I found this https://forums.nexusmods.com/index.php?/topic/2260939-dynamic-distant-objects-lod-dyndolod/ which says this (not found items seem to be the only errors) (road still have black areas) Q: Tree LOD <Note: BlackreachBush01 [TREE:000CE101] LOD not found Textures\Terrain\LODGen\Skyrim.esm\BlackreachBush01_000CE101.dds> and similar A: Ignore, any messages about missing files for shrubs, fern, bushes etc. are normal. It only generates billboard LOD for trees. Some world spaces do not have any trees. ======================================================================= Q: <Note: textures\terrain\lodgen\skyrim.esm\treepineforest01_0001306d_n.dds normal map not found, using flat replacement> A: Ignore. A handful of trees can not have traditional tree LOD for technical reasons and will be done as static LOD. Static LOD uses the normal _n.dds textures, but LOD tree billboards do not have one so the flat replacement is used, just as traditional tree LOD does.
  9. Here is the DynDOLOD log if you care to view. https://www.ravepreservationproject.com/TES5Edit_log.txt
  10. sirjesto, on 31 Jan 2017 - 3:20 PM, said: re running now Nozzer66, on 31 Jan 2017 - 7:22 PM, said: re running now I did both. the TES5Edit_log,txt was much smaller however, I still find black spots on the road.
  11. re running now re running now
  12. Sorry, my bad I unpacked all BSA's except those instructed not to. The billboards listed in guide? If so I did install them. If they were not listed in the guide I did not. DynDOLOD - is there a log files that I can check post run?
  13. Yes I left them packed unless otherwise instructed. I have not looked at the log however, I did notice while it was running there are were missing meshes. I notice this whenever I run DynDOLOD so I didn't worry about it. Good idea. I did yes.
  14. Just had a game freeze and found a big black area outside of whiterun but that's ok.
  15. I am a very happy camper. I can delete all the old not used mods now can't I?
  16. The actual directory layout is OK? Ie meshes/prometheus/architecture/statuessnow as per the SRLE instruction? Yes Have you checked to ensure all bsa's you didn't extract are checked? Yes Does it work without DynDOLOD.esp checked? Yes!!!!!!! This seems to have resolved the issue. I am in the beautiful outdoors WOOHOO. Thank you for troubleshooting with me. I am glad this is working. Everything is so beautiful. :)
  17. Problem still persists. I checked 'statuessnow'. All looks fine. Question: the file names are 'statuesnow' not 'statuessnow' correct? Only the directory is plural. Re-ran the SOP fences fix. As per your suggestion the load order is now [02], thank you. Re-ran DynDOLOD Moved 'overwrite' into the profile directory. Same issue :/ Any other suggestions? All appreciated thank you. Not sure if this will help but here is a screen. The error is always the same however, the numbers are always different.
  18. Nozzer, are you this forum right now?
  19. Got the shirt. lol I will play with it tonight. I did name my DynDOLOD something other than what was specified in the guide, would that cause a problem? I output the LOD in low, medium, and high and appended each directory accordingly so I could try each without outputting again.
  20. Spices of Life is what I edited not Darker Waters. I was really tired when I posted last night.
  21. I will play with it. I tested the base without issues. Is there a way to search form ID's? Could entering the wrong number on Darkwater Crossing cause the issue? My number was not [02], I assume this is the number listed in xedit after loading Darkwater Crossing correct? this is the only form id I changed. I used the core conflict patch in the main files here https://www.nexusmods.com/skyrim/mods/77331/?tab=2&navtag=http%3A%2F%2Fwww.nexusmods.com%2Fskyrim%2Fajax%2Fmodfiles%2F%3Fid%3D77331&pUp=1 was this the correct conflict patch to use? [Darkwater Crossing] CORE Darkwater Crossing - 1.0.6 - by Arthmoor Files to download : MAIN FILES - Darkwater CrossingSpecial Installation: Do not install the following file(s) and/or folder(s): Darkwater Crossing.bslDarkwater Crossing.txtMod Notes: A simple village expansion for Darkwater Crossing. Loot Metadata Update Required: Darkwater Crossing.esp - Load After Immersive Citizens - AI Overhaul.esp Notice:Post Installation: Please note that SpiceOfLife - Fences-Arthmoor.esp requires fixing before merging it into the Landscape Environment and Clutter Merged. This plugin has errors in it that xEdit cannot catch them.Special thanks to Astakos for pointing this out Look at the following worldspace records in xEdit, loading just "SpiceOfLife - Fences-Arthmoor.esp": Worldspace \ 0000003C <Tamriel> \ Block 0, -1 \ Sub-Block 3, -1 \ 0000969D <DarkwaterCrossingExterior04> \ Temporary Worldspace \ 0000003C <Tamriel> \ Block 0, -1 \ Sub-Block 3, -1 \ 0000969E <DarkwaterCrossingExterior03> \ Temporary You will see some orphaned records in italics that show in white (as new records) in xEdit. # Right Click on 03003FF5 record in xEdit # Choose change FormID # Delete the first 2 digits and type in the loading index [xx] of Darkwater Crossing.esp (For me was [02] Darkwater Crossing.esp) # Hit OK. # You will now notice that these, previously orphaned, records are now referencing correctly the original records of Darkwater Crossing.esp # Repeat for all other records shown in italic in the 2 worldspace cells I mentioned above. # When you finish close xEdit and save the plugin.
  22. I get this message with different form and type id when i try to go outside anywhere. not sure where to start or if there is a tool to help. could this be a dyndolod output issue? i have no idea. "skyrim has crashed because an object reference with form id 0x7B778, base form ID: 0x1812A and type: 0x22 failed to produce loaded node most likely due to corrupt mesh or other reasons."
  23. I figure it is someone in the LOTD I missed. I was hoping someone would direct me to a starting point. Do you have any clue where to start? Aussies, love'em. <3
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