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Everything posted by Martimius
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Alright, is there any way to mitigate this though, like reduce the amount of records needed by xLODGen to effectively generate Terrain LOD for the Solstheim worldspace? I'm looking to save whatever space I can since my SSD is already starting to get full. On another note though, is it really needed to generate Terrain LOD for worldspaces like Tamriel, even though it could be included in a mod already? EDIT: It seems the Readme has answered this, "If terrain LOD textures already exist in the output folder, their generation will be skipped. This can be used to continue generating terrain LOD textures for large worldspaces in case there was a problem like not enough space left on a drive. Simply restart with the same options. Otherwise move or selectively delete old terrain LOD textures before generating new ones." So in my understanding if Terrain LOD already exists we don't have to use xLODGen if we just put the Terrain LOD files in the designated output folder (-o startup parameter), and I can just move onto generating object and Tree LOD in DynDOLOD right away?
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Thanks for your speedy reply! Yeah, definitely sounds like a good addition to everyone's installs. My xLODGen run seemed to go smoothly with no errors in the program or noticeable graphical artifacts in-game. I did notice the Solstheim texture file was astronomically large though, compared to Tamriel. Tamriel's was only 835mb, while Solstheim's was at a whopping 2.01 GB. I also noticed there were much more generated files (Tamriel ~2000, Solstheim ~6000). Why is this? Isn't it a much smaller worldspace?
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Thanks for the reply. I've managed to compress the BSA, but only the files that Mod Organizer said didn't conflict with anything. The rest stayed loose. Would you know what this File Cache SSE is exactly supposed to do? Nothing's really said on the GitHub.
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Is it safe to compress the generated meshes and textures after the tool is run into a bsa to improve game loading times?
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No bugreport.txt. Happened again with DynDOLOD.exe though but again it seems everything went along fine. Is this just something minor I shouldn't worry about?
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TexGen seemingly runs successfully but I'm getting this "floating-point" error at the end when I click "Exit". No bugreport.txt and the logs seem to be fine. Entire Texgen log: https://pastebin.com/9VYCtNdG Screenshot of the said error: https://imgur.com/a/2P3BlWd
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There was no DynDOLOD_SSE.txt or log in the logs folder. I guess that was because I couldn't close the application automatically and had to resort to task manager. Anyway, this error was probably due to me as a user running DynDOLOD from the Desktop. I'll try running it again using the latest 2.61 version from a different location this time.
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Encountered an error while trying to run version 2.60. Here is the whole log report as it appears in the bugreport.txt https://pastebin.com/uFuTGP98
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Do you have any plans on looking into the patch? Also should I just run my DynDOLOD without patching Lanterns of Skyrim for now?
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DynDOLOD seems to work fine and dandy- I am getting a lot of Papyrus Log spam regarding the Lanterns of Skyrim patch. Should this be of any concern?
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Isn't it an engine issue though? And Bethesda wouldn't really tweak with the engine just for a fix, they'd do it for the implementation of some CC content of sort.
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Thanks for the update Sheson, and yeah the DynDOLOD generation seems to work fine now. When would you plan on exiting the beta phase though, and moving all development to a Nexus page?
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https://www.dropbox.com/s/fhgdnxz74n9w68b/DynDOLOD%20Log.txt?dl=0 There's no bugreport.txt unfortunately.
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No you aren't- for me, the .esm saves nicely but the .esp doesn't save. After I close the program with Task Manager I do somewhat have an .esp actually, but it's 0 bytes.
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Yeah, using MO2. I don't even have a log though because I had to close the process via Task Manager.
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Hey Sheson, I use the current version of DynDOLOD plus Resources and Patches for SSE. It generates well and doesn't seem to have any screw-ups, at least according to what I notice in-game and via the generation logs. However, I did notice that there have been some Papyrus log spams, pertaining to the Lanterns of Skyrim quest. Should this be concerning? I use LoS for SSE- not the official port, but a self-port for the Oldrim version with the MCM. I use the patch for that as well, provided for on the main DynDOLOD page. Other than this Papyrus Log spam however, LoS and it's LODS seem to work for me so far.
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Sorry for bothering you. I just didn't see it on the documentation at first when I was reading it. "Make sure to use DynDOLOD Resources version only with matching or higher DynDOLOD Standalone versions but never with older versions" My bad. Thanks for the help though.
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Hey Sheson, Recently I updated DynDOLOD to the latest 2.41 version via the clean save procedure, but forgot to install the latest Resources as well. I'm going to do that right now, but would there have been any negative impact on my save not using a matching Resources version?
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Sheson, I also just wanted to really thank you again for all the help you've given me and all of us on this forum. Just one quick thing though- I RTFM'ed for the save game update procedure, but scanning my save through the ReSaver tool recently, I noticed that I had some scripts referring back to my previous DynDOLOD's as unattached instances. Is it recommended to clean them?
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Thanks! Why is that though- that DynDOLOD acts up if it's nearing the plugin limit, even some of those plugins aren't even active?
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Thank the Gods- I don't know how- but DynDOLOD works! I disabled the last two plugins I installed, and DynDOLOD successfully initializes! Albeit DynDOLOD.esp was not at either 254 or 255 on the load order (according to modwat.ch it's at 251) on my Mod Organizer 2 plugins list it was actually the 255th (because it accounts for the vanilla master files too); and even though considering active plugins, my load order would definitely not exceed the Skyrim limit of 255 active plugins, it seems I have reached my load order limit- at least to use DynDOLOD.
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The thing is, it isn't. The DynDOLOD folder is on the desktop, being run from inside MO2, which is located in a dedicated folder of the C: drive. I only get the access violation when using the Mo2 profile with only PapyrusUtil and DynDOLOD Resources enabled. When I run it on my normal profile with my usual load order, the generation runs as usual.
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I can't run the DynDOLOD now- it says it has an access violation. https://www.dropbox.com/s/p4tdgpco1nuc79p/DynDOLOD_SSE_log.txt?dl=0
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