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Legacy of the Dragonborn
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Sounds great. I have my rules file names updated as well as went into them with notepad++ to replace all the .esp references to .esm, so when I install 4.0 and run DynDOLOD hopefully that will work. As far as I know, all the form IDs should still be the same, as all they did was change it from an .esp to an .esm and fixed a few bugs that were still left. My current playthrough has already had its LOD generated and is working fine, so figured it would be safe to go ahead and edit those rules files to be ready for when I install LotD 4.0 to start my new playthrough. Thanks for the advice again. As for making things appear on the map, I hope my feedback about the museum helped. Couldn't get it to work for the guild house and planetarium, though, even setting their rules to use the full model for everything. Maybe I'd need to use the base models they used for those instead. Also a real pain getting it to get the rocks that are built up around the back of the museum to generate map atlas models to cover the one little gap still left at the back of the museum, but that wasn't really such an issue to me. Easy enough to overlook.
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Hey Sheson. First, thank you for DynDOLOD, and now that I've figured out the functionality a bit (largely thanks to your helpful advice in another thread), it's worked like a charm for me so far. I've had to play around with some different settings, trial and error, but I've gotten it to where it's working mostly with everything in my game now, providing beautiful LOD, and such a detailed world map. So, I was curious, will the current build work with LotD 4.0 or are we going to have to wait for a new rules set? Or is there a way to adjust it ourselves for 4.0 support, such as renaming the rules .ini files for the new .esm format of LotD?
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Having issues with DynDOLOD And Legacy of the Dragonborn
ScottyRage replied to Shadow3122's question in DynDOLOD & xLODGen Support
Okay, so decided to experiment with something after watching one of the tutorial videos again. I'm regenerating the LOD, this time with the museum and dome sections set to the usual, 4, 8, and 16 with FarLOD and references unchanged. I've also added the safehouse and planetarium to the list, had to use full models for them since they don't have LOD meshes, FarLOD and refs unchanged, as that should make them only visible after they've been enabled. Wish me luck! -
Having issues with DynDOLOD And Legacy of the Dragonborn
ScottyRage replied to Shadow3122's question in DynDOLOD & xLODGen Support
This did the trick for me. I removed all the overwrites to DBM and had to save, exit, and reload the game after DynDOLOD was reactivated and initialized to get the changes to take effect, but it worked like a charm. I can now see the guildhouse, hot springs, and ramps leading up to the airship from the safehouse porch as intended by LotD. Thank you so much for your help here. On a side note, I also figured out a fix for the museum on the map problem. Having extracted the LOD mesh for the museum and changing it from _1 to _2, I also found the ref in xEdit and then found that ref in the DynDOLOD rules section. It had no LOD rules set, so I set the 4, 8, and 16 rules manually and told it to keep the full mesh plus LOD, and now the museum shows on my world map. Of course, I forgot the dome, so will need to get its ref and regenerate the LOD, but point is, it worked and I no longer have that gaping hole in my Solitude arch on the world map where the museum should be. :D Thank you so much for your help and advice. There are a couple of other mods where DynDOLOD seems to be overwriting some things and making them not show, such as Hearthfire Guards and Fortifications and Heljarchen Farm, giving me some invisible structures in the open world, so I'll need to go in and remove those overwrites as well, but now I know how to fix it so it's a non-issue at this point. Just a matter of cracking it open and getting it done. I couldn't have gotten this fixed without your guidance. Thank you for your time and patience with helping me on this. -
Having issues with DynDOLOD And Legacy of the Dragonborn
ScottyRage replied to Shadow3122's question in DynDOLOD & xLODGen Support
That is correct. You get the key to it a few quests in, but can still walk up on the porch at any time to check out the view. Nah, I'd had DynDOLOD installed before, followed the procedures, did an uninstall, cleaned the save, etc. So, to remove the overwrites, is that something I can do in xEdit? Because it gets far too complicated in the CK since I'd have to ESMify a dozen mods so it doesn't erase them as Masters. -
Having issues with DynDOLOD And Legacy of the Dragonborn
ScottyRage replied to Shadow3122's question in DynDOLOD & xLODGen Support
The porch of the DBM Safehouse. It's high enough you can see right over the wall out onto the hot springs on the arch, and normally can see the guildhouse out there. So, I need to go into the .esp and flag these things as full LOD again? Oddly, I no longer see them even without the DynDOLOD .esm and .esp active, having loaded the clean save I had to check it out, so not sure exactly what would cause it to do that when it was just fine there before. -
Having issues with DynDOLOD And Legacy of the Dragonborn
ScottyRage replied to Shadow3122's question in DynDOLOD & xLODGen Support
It could be. I noticed when I cracked open LotD in the CK just to have a look, the museum was invisible there too due to it not being able to read from the BSA, so I extracted the meshes for the museum and dome from the meshes/dbm resources/architecture folder in the BSA. Maybe that will help. I'll see next time I run DynDOLOD, which will probably be when I go to bed tonight. It takes so long I figure it's just best to set it, let it run, sleep, and finish out when I wake up. lol Okay, I get what you're saying here, but those refs should already exist. In LotD before running DynDOLOD I could see the guildhouse outside the walls from the porch of my safehouse. While I'm at it, one more question to be sure I'm doing all this right before I run it again tonight. In my DynDOLOD > Docs folder, there is a folder called SkyrimSELargeRefGrid which contains a bunch of .esm, .esp, and .esl files titled Overwrite and OverwriteRNAM. I know what they're for, but how do I use them? Do I have what I want enabled when I run DynDOLOD or do I add them and enable them after? Also, do I use either Overwrite or OverwriteRNAM or do I use both? Finally, do I use the .esm/.esp or .esl/.esp combo like with DynDOLOD or do I just use one or the other? Sorry for so many questions, but the documentation on that doesn't really explain how to use it, just what it does, so I want to be sure I'm doing it right. Thanks again for being so on top of things and the timely replies, as well as your willingness to walk me through this. It's my first time using DynDOLOD so it's a learning process. -
Having issues with DynDOLOD And Legacy of the Dragonborn
ScottyRage replied to Shadow3122's question in DynDOLOD & xLODGen Support
I did this exactly before generating the LOD, but nothing. Just a gaping hole in my arch. The exact files you pointed out to the other user, and the current files are named museum_lod_2.nif and slgcdome01ext_lod_2.nif respectively. I appreciate the explanation on this. Like I said, neither of these small issues are game breaking for me, but simple minor annoyances. If I have to, I'll try toying with some mods in the CK to tweak LOD settings for them. I thank you for the timely reply and the advice. Oh, also, I'm on SSE, so that may be part of my issue, as I know it's still sort of in a developmental phase and a lot of things about SSE are a bit more temperamental. Anyway, thank you again for your timely reply and advice. -
Having issues with DynDOLOD And Legacy of the Dragonborn
ScottyRage replied to Shadow3122's question in DynDOLOD & xLODGen Support
Having two small issues myself. They're not game breaking or anything, but more a minor annoyance. First is, I've done the thing about extracting and changing the names for the Dragonborn Gallery LOD meshes and changing the _1 to _2, but still doesn't show on my world map. I don't know exactly how to set a rule for that. Not that big of a deal, but the LOD generator does the added piece of the arch, and it has this big gaping hole in it as a result. Second, from inside many city walls there is no LOD for objects outside the walls. Example, I can't see my Explorers Society guildhouse or any of the other structures other than the airship from inside the Solitude walls. They're all there and fine when I'm outside on the arch, and have full LOD from the docks and such, but inside the walls, nothing. Same with the city battlements, such as outside Whiterun. They're there outside, even show on the world map, but inside nothing. I can get screenshots if you need to show you. Hoping you can show me how to set rules to fix this if need be. This is a wonderful mod, and helps so much with the visual representation of Skyrim, and these small issues aren't enough to warrant an uninstall, but I'd love it if there's a fix. P.S. For my Whiterun battlements and other cities, I'm running a merged .esp of the "Better City Entrances" but without Windhelm, as I use the Windhelm Bridge and Windhelm Exterior mods for it to expand on the bridge and docks. The city battlements and the DBM guildhouse used to show up outside the city before DynDOLOD, so not sure why they don't now. Thank you for your time, and for this wonderful tool.

