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Sacremas

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Everything posted by Sacremas

  1. Ah, okay, thank you. Even when the ASIS patch and Bashed patch has little to do with each other, that is the ASIS Patch is not using the Wrye Bash patch as a master? Before Wrye Bash started disabling the ASIS patch on rebuilding the patch I had no issues with this, and the ASIS patch worked fine. EDIT: Hold on, the ASIS Patch actually does have the bashed patch as a master. Yes I can see how that might be an issue then. Okay I guess that answers my question then, unless anyone else has anything to add. Thank you!
  2. I'm having an issue with newer (not sure which version) Wrye Bash and Mod Organizer vs the ASIS Patch. When I start up Wrye Bash to rebuild the bashed patch, it disables automatically the ASIS Patch also in the process. Once the bashed patch is rebuilt the bashed patch is reactivated by Wrye bash, but the ASIS Patch is not... and when i go back to Mod Organizer and manually reactivates the ASIS Patch it doesn't work. Somehow regardless of what I do unless I just delete the ASIS Patch entirely and rebuild it from scratch it is automatically deactivated, even if I make sure that the tick is active and quit Mod Organizer, if I start up Skyrim it tells me I have missing files, and when I start up Mod Organizer again the ASIS patch is disabled. As of now I have found no means of reenabling the damn patch and making sure MO does not automagically deactivate it for no good reason except deleting and rebuilding it, but it seems being deactivated in Wrye Bash somehow bakes that into my load order. Note that there are no conflicts in the ASIS patch and no real reason for it to need a rebuild, and that this never happened when Wrye Bash did not deactivate ASIS patches on rebuilding patch. (Crossposted on the Nexus Wrye Bash forum.)
  3. Disabling the mods alone just created paper mache up close 2D trees instead, so DynDOLOD regen it is. Clean save process now.
  4. Thank you, I guess I didn't read the funtastic manual properly. Firstborn on it's way via mail. I will try to just disable the other non-vanilla tree items for now and see if I can get away with not recreating DynDOLOD. I'll see fast if it works or not, if not then update to latest version and regen after "safe save".
  5. Hey, using DynDOLOD 2.30, not going to bother updating during this playthrough unless I run into issues or this problem here can be resolved. DynDOLOD is working great, and looks fantastic on distant objects, but I'm having an issue with objects - trees in particular - looking a lot bigger and more of them in the distance, then rapidly shrinking (snapping into regular place in classic LOD vs actual object style) as I get close to them. As mentioned this mainly happens with trees, in the distance they will look massive and more of them, as I get up close suddenly they are swapped out for about half as big trees with usually a few of them being gone now (I may be wrong here and it's just the much bigger trees getting swapped out that's doing it). On distant terrain the trees also look a lot brighter green than they do upfront, which should of course be the opposite (I live in Northern Norway in a relatively rual area, a lot of similar terrain to that of Skyrim here largely, and a mass of clustered pine trees can look so dark at large distances that they look almost black, where they look much greener up close). I followed the Gamerpoets video in creating my LOD, most options are active, no special rules. This is happening for now on main Skyrim continent; I have both Falskaar and Wyrmstooth installed as well as Dragonborn but have not been to those places yet. I am using Noble Skyrim, Vanilla Skyrim LOD Billboards of course, Trees HD Skyrim Variation, and Enhanced Vanilla Trees in that overwrite order overwritten by my DYNDOLOD textgen and outputs, no other issues with DynDOLOD or the modlist at large rather than this popping effect. Using Mod Organizer, other than Skyrim's regular files and that of larger mods like Falskaar there are no BSAs being used containing textures, both Noble Skyrim and other graphical mods use loose files. Apologies if this has been covered somewhere else, if so just link me there. I did a search but the only similar issue I could see was someone having issues with a BSA-based load order.
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