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About KamisantaLolz

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  1. Using cow DLC2SolstheimWorld 8 8 makes DynDOLOD initialize successfully. I've also tried coc DLC2RavenRock01. Same successful initialization. Both with PapyrusUtil and DynDOLOD DLL. However, when I take the boat it still doesn't initialize neither with PapyrusUtil nor with DynDOLOD DLL. There's no initialization In Markarth too btw as soon as I enter the city. Weird. Update: OK I'm not sure what's going on. I've just rebuilt xLODGen, TexGen and DynDOLOD once more. The load order remains the same. This time I was testing it out without any console commands. Ran tests like 4 times. Everything is working well now. DynDOLOD initializes successfully in all worlds as well is in Solstheim. Previously I used player.setav health 5000, player.setav stamina 5000 and player.setav speedmult 700 to go much faster. Not sure if that's related. I guess this can be closed now. Thanks sheson.
  2. Yeah, sorry. Here's DynDOLOD and TexGen log files. Papyrus logging isn't enabled, so I can't provide it unfortunately. If it's really needed, I'll enable it and post the log. The thing about trees I'm unsure about, need to do more tests. I think it's EVT honestly, because without it it's all right. The previous version of EVT for DynDOLOD 2.xx works well. It's Solstheim that bothers me. I always test out DynDOLOD on a new game: no coc, no tcl, not even tgm. I take a boat to go there. Nothing overwrites generated by xLODGen, TexGen and DynDOLOD output archives in MO, they're placed last in the load order. DynDOLOD.esm comes as the last ESM after USSEP. DynDOLOD.esp is the last ESP plugin. Only Occlusion.esp overwrites it. In the MCM it just says that DynDOLOD has no data for this location. I mean, it's not really an issue to go to any interior cell in Raven Rock, save and relaunch the game for DynDOLOD to work properly on Solstheim, but if it shouldn't be like that, I'm concerned. DynDOLOD_SSE_log.txt TexGen_SSE_log.txt
  3. Yo. Whenever I come to Solstheim by taking the Northern Maiden in Windhelm, I wouldn't see a message "DynDOLOD successfully initialized" upon arriving like I usually would when visiting another "world". The "DynDOLOD is active" box in the MCM menu is unchecked and greyed out. I have to enter an interior location, save and relaunch the game, then go outside for it to pop up with the box in the MCM menu to be activated. I'm not sure if this is an intended behaviour. I'm aware of dynamic LOD, but if I keep travelling around Solstheim, DynDOLOD will never initialize and I will notice little issues with distant waterfalls and trees. Was tested out with DynDOLOD v2.98 and matching resources. DynDOLOD 3 Alpha 87 has the exact same behaviour. Skyrim SE v1.5.97. PapyrusUtil SE - Scripting Utility Functions v3.9. SKSE v0.2.0.20. I also have a report about trees disappearing in Solstheim when using Enhanced Vanilla Trees v2.2.1 and DynDOLOD 3 Alpha 87 with DynDOLOD Resources vAlpha-24, but that's another story. I reported the issue on EVT page on Nexus and the author said that it might be a problem with DynDOLOD. I don't have this issue with DynDOLOD v2.98 and the previous version of EVT.
  4. I have no other ideas other than Windows screwing things up with one of its silent AV updates or whatever. It's been all right for years and my file structure of Skyrim tools and utilities installed hasn't changed. Anyway, problem solved. Cheers.
  5. No. Nothing has been changed since last week when I successfully rebuilt LOD once again just like many times before that, but today I decided to rebuild xLODGen and DynDOLOD and that exact error occured. MO2 is installed outside Program FIles, inside Skyrim's folder as well as xLODGen and DynDOLOD. I've been using these tools for a long time.
  6. Thanks for this. I was really suprised when TexGen has suddenly started giving me that error when literally a few days ago it worked just fine. No changes was made to my system whatsoever, no updates, nothing. At least not with my approval. Windows, are you all right?
  7. Woah. That was too hard for me to handle so I just removed those two trees in JKs Skyrim.esp and rebuilt DynDOLOD EDIT: re-read everything carefully. Added XESP - Enable Parent reference 00000014 to each tree, rebuilt DynDOLOD and it worked. Thank you very much! My OCD has been satisfied.
  8. Hello. I can't seem to figure out what is the cause of this issue: The only mod I'm using that expands cities is JK's Skyrim. There's an issue only with these two trees. Everything else seems to be looking just fine. Could someone suggest at which direction I should dig or maybe there's even a quick fix? I tried to rebuild my DynDOLOD multiple times with different settings. No luck.
  9. Alrighty, the hook.dll from MO v1.2.14 works, I'll keep searching for the latest hook.dll that actually works. Very strange though...
  10. Sad, bot now I'm having the same issue. Seems like MO doesn't even hook w/e it should anymore. Though it was perfectly fine before. I've decided to play Oblivion again and I've just copied my saved Oblivion folder as I did before - nothing works. Mods installed using WB work, manually installed - work, installed through MO - don't and OBSE will not load that way :( I start thinking may be that's because of some Steam update?
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