
knee_arrow
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Everything posted by knee_arrow
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Hello. Right now I`m diggin´ for the reason my game crashes by transition from cell -27.9 to 28.10. Weird thing is, if I pass with normal running speed, the game crashes. If I pass this point with speedmult 700, it does not crash (in 8 from 10 tests) and I can move around in this cell with usual speed or even re-pass this point without any crash. Is there any known issue like that in connection with DynDOLOD? Btw the new MCM feature is very helpful, so I could name the regarding cells. my relating Skyrim.ini values: uExterior Cell Buffer=36 uGridsToLoad=5 bPreemptivelyUnloadCells=0 iPreloadSizeLimit=8388608000 bUseHardDriveCache=1 uStaticNeverFade=1 iPostProcessMillisecondsLoadingQueuedPriority=5 bForceFullLOD=1
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Yes, indeed I use a (very nice) font replacer: https://rd.nexusmods.com/skyrimspecialedition/mods/386/? On the right Dyndolod MCM screen one can only see half of the sentenses about how to update Dyndolod properly. Next time I can do the screenshot. Your hints about effective testing are very helpful, thank you. For today, I´m done with testing since I´ve spend a lot of hours with. Maybe one day I can start a real game with a character.
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Hi there, now I was able to solve the issue with the missing mill wings and all of them (the SMIMy ones) are there, at least @ Solitude and different farms. The animations worked all along if they were there. When I generated the working package I unfortunately missed to note what I´ve done in particular. Sorry, my fault. I tried to reproduce it and made a second package, but it doesn´t work and the same issues appear. At least I can give you the screens of the second run and which adjustments I´ve made before generating the second Dyndolod. https://imgur.com/a/WEomG Oddly this run doesn´t work properly, but basically I choose the "high" setting and changed the options for the three wing models on the right side (something with the full model (original?) in use and without fade). Sorry, but I tested a lot (or better: a lod) today and one run at high settings costs apr. 30 min with my rig (medium only 10). I also realized it is quite important to start a new game (best with "LAL") or Dyndolod won´t be triggered correctly and the activation option in MCM stays grey, even outdoors. SSE engine is still kind of picky, regarding scripts even more than Oldrim...at least it seems to be. Some other stuff I´ve noticed: the small manual for updating Dyndolod in MCM is not completely readable.I don´t know if "Dawnstar Overhaul" will be supported, but a part of the wall doesn´t have any lod (the little shelter on the wall is hovering until getting closer) : https://imgur.com/a/Tq3TLAnyways, it´s a great tool you´ve given to the community and the landscape looks pretty amazing now. Thank you very much :)
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Testing all the combinations for finding the issue is quite tricky and time consuming. Before the last pass (set on "high" with your workaround filled in the SEE mesh replace ini) I set the two windmill files in the options before starting the generate process @ "original". It´s weird, either I have the SMIM wings on both farmhouse mills and the Solitude wings are missing or I have the ridiculous vanilla wings on one farmhouse model, wings in Solitude and missing wings at Loreius Farm (second farmhouse model). I still need some time for digging... A new game or a save game doesn´t make any difference as far as I can see. Here is my plugin list for getting a picture of my config (ignore the Dyndolod files since they´re installed after the last test) Fortunately the generate process is handled well and fast with my rig (i7-6700k), so it lasts apr. 7-10 min to get one output. Hopefully I will find the issue.... BTW, why do we have a complete mill model in Solitude and a separate rotor as well? https://imgur.com/a/5BX5x Best regards
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Yes, it does. I tried a few combinations now (even SMIM esp files disabled) and everytime some wings are missing. The default "DynDOLOD_SSE_mesh_replace" doesn´t work at all with the wings as far as I can see, your workaround looks promising and works partially. At least it brought the wings in Solitude back, but at Loreius Farm near Whiterun they´re missing. I think the two differing farmhouse mill models need to be defined as well: https://imgur.com/a/zUYAy Sorry, I forgot to mention I use SMIM and hopefully it is not my fault, but I have no idea what else to try.
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Sorry, I can´t edit my previous post. In my regarding game mesh folder for the farmhouse windmills I have farmhousewindmillfan.nif farmhousewindmillfan02.nif smfarmhousewindmillfan.nif Hopefully it helps.
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Okay, it worked and the wings are back. But now the mill wings @ Whiterun are gone. All JK´s Whiterun mods were disabled during the generating process.
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Yes, I´ve done this and it´s almost fine but the windmill wings are still missing. Maybe it has something to do with the custom color (red).
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Hello, thank you for this awesome update and the new MCM menu. I ran into some clitch with "Better Cities SSE - Solitude" https://rd.nexusmods.com/skyrimspecialedition/mods/3847/ https://imgur.com/a/ZGW3t I´ve forgotten to copy the log, but as the picture shows without Dyndolod installed the lod is fine. Until further updates I will skip the "Better Cities SSE - Solitude"-.esp during generating the lods. After a few more tests I will post the log. Best regards
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