
Shabdez
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Everything posted by Shabdez
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Dynamic Distant Objects LOD - DynDOLOD for Skyrim and Enderal 2.98
Shabdez replied to sheson's topic in DynDOLOD & xLODGen
A couple of pages back another user posted about having LOD Trees in an acitve Cell. I am having the same issue and try to follow your intstructions for the other guy. At one point you say, that we should use the console to get the ID by "click on the full model". What does that mean exactly? I tried to get an ID from this trees, but it looks like I can't select them at all. Whatever I do, I only get the ID of the object behind it (a wall, the ground...). EDIT: I should add, that without DynDOLOD output files, there are no trees at this location.- 470 replies
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- SKYRIMLE
- DynDOLOD 2
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(and 4 more)
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I updated some mods and re-genereted DymDOLOD (normal trees). There are now two big LOD trees standing at the Museum entrance (left side facing the door before you go up the stairs). Disabling DynDOLOD makes them go away and the place where they appeared is clear now. Anyone having an idea how can I get rid of them?
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It's a shame the images don't open in full resolution, I'm amazed at the level of detail with xLODGen and DynDOLOD combined! What is the correct procedure to use both utilities? Run xLODGen and activate the output, run TexGen and activate the output, run DynDOLOD as instructed (objects, trees, everything)?
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Does moreHUD work for you guys? I have posted my issue on the nexus but only 1 person confirmed the bug. Some of the features just don't get displayed (Shrine blessings for example). But this only happens if I start the game with MO. After installing the mod directly into DATA folder everything is OK. BTW, after a complete reinstallation of the game and all utilities, Creation Kit seems to be horribly broken now. I was able to close the application after use (form 43 - 44) 3 times in a row REGULARY without the appliction going into a freeze. This world just gets more and more uncertain.
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In German we say "Glück im Unglück" which means something like to have good fortune in a misfortune. I did the classic "disable all and enable step by step" technique and just out of a mood I dicided to start with turning on some minor interface mods that I never ever would have suspected to be the culprit. With no mods except USEEP SKSE and SkyUI I had no CTD and I didn't expect one with this 15 or so GUI mods, but to my surprise, I crashed. From there it wasn't hard to find moreHUD being behind all this. But that is probably the best way to do this: Test the least suspicious first.
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OK now, I'm about to give up for the time being. Spent so much time in building up the mod setup and the game now won't let me finish the Mirmulnir fight at the Western Watchtower. Sooner or later in the fight I get a CTD no matter what I am doing. I already had this with the Bleak Falls Barrow spider which I could solve by reinstalling everything. But I really don't feel like going through all this again. This really hurts as my last setup three months ago was solid as a rock. But that was pre-SKSE, pre-Creation Club game updates and without major content adding mods. Quite frustrated. Sorry.
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So, now that everything is back in place (complete reinstallation of ALL mods) and this time again with my lost Immersive Animations folder, I coc'ed my character right from alternate start in the woods into Bleak Falls Barrow Temple and startet a test fight with the spider (toggled tgm). No CTD. Is it possible that the missing Immersive Animations folder was the culprit? Could this cause a reproduceable CTD on such a specific location/situation?
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I see some Olrdrim mods with meshes that do not have the "Nif Opt" tag. Is that intentional? I used to simply run ALL non-SSE meshes through NifOptimizer. Is that problem? And then my CTD issue: For some reason I allways CTD during the fight with the Giant Frostspider in Bleak Falls Burrow. I don't see any pattern like it is tied to a certain animation, a defined progress in time (health lost or something like that) or is it while I am attacking or the spider. I've checked everything I can but to no avail. Anyone having an idea? EDIT: I choose the vanilla start and the spiders in Helgen Keep "basement" worked without flaws. I passed this fight without issues with an other test character and did not change much in regards of mod installation or load order between this and my current character. I think I upgraded FNIS, so animation was my first guess, but I don't think anything FNIS does affects the spider.
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If you extract the RS Children bsa files like instructed in the guide, you're going to override and invalid the "2K Aventus and Wanderer Outfit" option. This option has obviously 3 files that are already in the extracted folders. If you want to keep those, don't extract the bsa directly into the RS Children directory. Instead point to temp folder and copy/paste only the files needed.
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It's my first ever use of WB and I don't know much about it. As it has to be deactivated for LOD Generation anyway, I thought it is OK to make the bashed patch after I'm done with this LOD thing. Maybe a misunderstanding on my side of what WB is acutally doing. I skipped quite some mods from the guide and assumed that all patches and CRs from Lexy's nexus site require all mods to being installed. I remember having read something like that in the guide or here on the forum thread. I will make my own CRs to the best of my knowledge. EDIT: Made a quick check on the LotD CR file and just as I guessed, I'm missing half the required masters. After all this testing, I think I have found the best solution for my personal taste. I go the "classic" way of LOD generation (no ultra trees) and it looks really good ingame. No tree popping in, no color mismatch, no tree shrinking, no FPS issues, no CTD... Nevertheless many thanks to everyone who tried to show me the right way. I will of course keep on using the guide as major reference for mod selection and install order.
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LODgen running for 2.5 hours AFTER DynDOLOD "finishes"
Shabdez replied to BlacksburgNick's question in DynDOLOD & xLODGen Support
Hi Sheson, I hope you don't mind me hijacking this thread. I am having the exact same problem, but I followed LadyLexy's LotD guide here on the nexus and it looks like I am the only one. Other users have their DynDOLOD output (ultra trees setting) after 20-30 minutes and get about 1.3 GB of data while I end up with 6.5 GB after 4 hours. Disabling the fallback option gives me the "good" result that everyone else gets. I did not follow the guide by the letter, but if it comes to landscape, flora and tree mods, I am almost 100% with the guide. What could be the cause that my outcome is so different from other one's? I have High Poly Project and Enhanced Textures UV as additional mods, but disabling them (from MO2) made no difference. Could it nevertheless be these two mods and I have to REMOVE them for LOD generation instead of just disabling? Thanks for your help, your support and the fantastic work you share with us. -
If I have understood the merging instructions for trees and flora correctly, we only merge the plugins but not the assets. Isn't it then necessary to rename ...Enhanced Landscapes Oaks\textures\terrain\lodgen\Enhanced Landscapes Oaks Standalone.esp (this is a FOLDER not a file) to ...Enhanced Landscapes Oaks\textures\terrain\lodgen\Trees and Flora Merged.esp?
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I could now test my DynDOLOD output for (TreeLod=1, TreeFullFallBack=0) and (TreeLod=0, TreeFullFallBack=0) ingame. Both work without performance cost. However, the LOD trees have a much brighter green color than the "real" trees and far worse, they are about 50 % or more larger (taller to be specific). The latter is really immersion breaking, when the trees in front of you suddenly shrink. And by the way, BSHeartland.esm creates a floating farmdoor over positon 0, 0 (the giant camp near whiterun - ID xx083b46).