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geraintwd

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Everything posted by geraintwd

  1. I feel bad now because I know how many times you have to tell people to RTFM. I have no excuse for not looking this up in the included documentation and I apologise. I would offer to send you my first born, but he's 20 now and you probably wouldn't want him. Watching the GP video now, hopefully soon I'll be able to get back to trying to figure out why TexGen suddenly started getting stuck on mountainslablod.dds :/ EDIT: fixed by deleting and reinstalling DynDOLOD and the Resources. Thanks! PS: this will be helpful for more than just me, as I know others have had the same problem with the Windhelm Entrance Overhaul, so I will feed this back to them as well. PPS: I tried the cow just to see what it looked like. I was not expecting it to be the size of Dragonsreach. Well played sir. Thank you for the reply and have a great day!
  2. Hi there, I'm using the following mod: https://www.nexusmods.com/skyrimspecialedition/mods/19400 From a distance, several objects on the Windhelm bridge are invisible and pop in when moving closer. I know this is normal, but these are noticeable as they are supporting pillars, so you have the effect of a solid wooden structure floating above the bridge with no visible means of support. The support pillars are using (base FormID 00087837) WRIntCastleFreePillar01. In the CK, this is listed under WorldObjects/Static/Architecture/WhiteRun/WRInteriors. I'm working on the hypothesis that the mesh in question was intended for use in interiors and, therefore, Bethesda didn't bother creating a LOD mesh for it. What I would like to know is, is there a way that I could somehow generate a LOD mesh for these pillars without having to spend weeks and months learning how to use a 3D modelling program and creating one from scratch? Any guidance would be most welcome! Thanks :)
  3. Thanks StahPK, I can confirm that this works. Upvoted.
  4. Sorry to resurrect this but I have just now started having the same issue (Bash can't start from MO2 as it's trying to delete a folder in Temp and it creates _tempfile.tmp in the MO2 Overwrite) I'm using MO2 2.2.0 and the latest WIP build of WB from their Discord.
  5. You sir have hit the nail right on the head! A while back (probably more than a couple of updates ago), I cleaned my DLC esms and update.esm for UDRs and ITMs. When I started this mod build, I put the cleaned versions in my data folder and have been using them since. Obviously it didn't occur to me that update.esm might occasionally be updated! Fortunately, I had the sense to keep backups, so I've reverted to the (more or less - I disabled updates for SSE in Steam since the last update broke several SKSE mods) current version and cleaned that in SSEEdit. Now my mods have no "could not be resolved" errors and DynDOLOD works perfectly with Majestic Mountains enabled. Thank you so much for your patience and taking the time to help me, even though I am clearly an idiot!
  6. I hadn't previously checked for errors but, now that I have, I'm not sure I'm going to be able to fix all of them. Majestic Mountains.esp has 159 "Could not be resolved" errors, all similar to the below: RockCliff07SnowRocks01_Snow [STAT:000B679A] STAT \ Model \ MODS - Alternate Textures \ Alternate Texture \ New Texture -> [01002E34] < Error: Could not be resolved >I'm guessing that this is due to the mod taking a different approach to other mountain texture replacers. From the mod description page: The worst culprit for errors seems to be Weapons Armor Clothing & Clutter Fixes.esp, which has a staggering 614 "Could not be resolved" errors and 30 warnings about "Unused data". There are a couple of mods like Arthmoor's Whistling Mine and Solitude Expansion that have a few "Warning: Navmesh triangle not found" messages. Also, ICAIO has 36 "target is not persistent" messages. Are these the type of errors likely to cause issues with DynDOLOD? How bad are they for my game in general? Is there a quick way to automatically delete 614 "Could not be resolved" errors? If I have to do it by hand, I'd rather just not use WACCF altogether, especially as the WACCF_Armor and Clothing Extension.esp has a further 96 of them. The only additional .esp with Majestic Mountains is the moss one. I've tested the following scenarios when creating the lod: Fixed UDRs in SnowElfCrown.esp and stonehenge + hilltops.esp - same error occurs immediately after adding Majestic Mountains.esp as a master. Removed WACCF mod and Extension in left pane of MO2 - same error occurs immediately after adding Majestic Mountains.esp as a master. Removed ICAIO - same error occurs immediately after adding Majestic Mountains.esp as a master. Removed MajesticMountains_Moss.esp only - same error occurs immediately after adding Majestic Mountains.esp as a master. Disabled EVERY .esp EXCEPT USSEP and Majestic Mountains.esp - different error occurs, immediately after adding Majestic Mountains.esp as a master (logs in linked file below) Removed Majestic Mountains mod entirely (esm and 2 esps) - DynDOLOD completes with no errors. It is starting to look as though MM might be at least a part of the problem, even if it is in conjunction with something else. Even after removing the two mods that had the largest number of errors in SSEEdit, DynDOLOD still spits the dummy at exactly the same point in its process. You mentioned that Majestic Mountains.esp works for you - did you go through it and remove the 159 "Could not be resolved" errors? Link below is for a .rar file with the logs from the last session (only USSEP and Majestic Mountains enabled). I also realised that the log is not replaced but appended each session, so I've removed previous sessions from it and kept only the last one! https://1drv.ms/f/s!AkIWRdtj_OPsx2T0m8oNHuQpiPaL Let me know if I should test anything else or if you need any more info! Thanks :)
  7. Thanks Sheson and sorry! I was tired as it was really late and I was going to sleep! I can't paste the entire contents of the SSE log here as it's over 9K lines and makes the browser unresponsive so I've pasted a link to a .rar containing the two text files below. Hope that's OK! Thanks again for taking the time to look at this - you're making my Skyrim look amazing! https://1drv.ms/u/s!AkIWRdtj_OPsx1zVBQss-03qCMCN
  8. Hi there, I'm having trouble getting DynDOLOD to work with Majestic Mountains enabled. It works fine without that mod enabled but gives me the following error with it turned on. TexGen runs fine. I'm running the 64-bit versions of both tools from within MO2 (v 2.1.5) for Skyrim SE. [DynDOLOD.esp] Adding master "MajesticMountains.esp" [04:27] [04:27] Exception in unit process line 85: Assertion failure (C:\Delphi\projects\DynDOLOD\wbImplementation.pas, line 5107) [04:27] [04:27] Check log lines above the exception for additional hints. Check the FAQ and search official forum https://forum.step-project.com/forum/101-shesons-dyndolod-support/ for those errors. [04:27] [04:27] If problem persists, post error report with entire contents (not just the last couple lines) of ..\DynDOLOD\bugreport.txt and ..\DynDOLOD\logs\DynDOLOD_SSE_log.txt to official forum https://forum.step-project.com/forum/101-shesons-dyndolod-support/ [04:27] Error during Applying script "DynDOLOD Worlds": Assertion failure (C:\Delphi\projects\DynDOLOD\wbImplementation.pas, line 5107) Please let me know if you need any more info :) Thanks
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