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dizzy_xc

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Everything posted by dizzy_xc

  1. Thanks for the reply. I have Tree LOD, but upon getting to within render range, the tree LOD disappears and there is no rendered tree. My question is how is it that that can happen? If a mod deletes trees, do the tree LODs remain until a new LOD is created?
  2. Alpine Forest of Whiterun Valley is inexplicably removing trees in the area, yet LOD's remain. How do I find what mod is causing an LOD to show where there is no tree to render there?
  3. In the Mountains of Hjaalmarch and the Pale between Morthal and Whiterun, specifically around the area in between Skyborn Alter, Volunruud and Stonehill Bluff are many snowy pine tree LOD that I can see from a distance but when I get close enough to them, they disappear with no tree rendered in their place. The whole mountaintop is covered with LOD Trees and upon getting close to them, they disappear with no trees anywhere. I haven't run dyndolod yet as I'm finishing my mod list. I want to wait until I've got everything done so I don't have to run dyndolod twice. How do I discern what is putting those LOD trees there or why they disappear when I get close enough to render them in? I'm stumped as I don't understand the base mechanics behind this. I'll start by turning off all the mods that alter worldspace and try and find the culprit but that could take a VERY long time. Is there another way or information that will help me figure this out? Thanks.
  4. Hello. After running Dyndolod, I ran wryebash and discovered that I had a load order master file problem: I had Dyndolod.esm loaded before Falskaar and BS_Heartlands.esm's. I fixed that, but Dyndolod has already run. I'm wondering if I need to rerun it or will Falskaar and Bruma be ok? Thank you!
  5. That's all I needed to know. It would be so nice if you, Sheson, could see this from the perspective similar to how a child sees Christmas and Santa Clause, with the same wonder and excitement. I'm sure that's all gone now, as you're neck deep in all the nuts and bolts. There's a level of complexity that need not be. Even the manual is written from the perspective of an elf that lives in Santa's Workshop. Anyhow... thank you for that sardonic reply. Your response was everything I was hoping it would be and now my problem is solved. I'll be sure to RTFM thrice over next time.
  6. I want to thank the makers of all these support tools and commend their time they have put into these projects to help make Skyrim a better game for us to enjoy, as their time is not often rewarded. We should all donate more to help make it easier for these people to further contribute. That being said, I'm currently stuck unable to make dyndolod work for me. I can rant for a while about lack of a good FAQ, specific examples, and how either the quickstart guide refers SSE users to oldrim resources that do not have the answers or resources you seek or how this forum seems to require you to read through dozens of pages in what amounts to a needle in a haystack quest for solutions (which I have done and have only increased my confusion), but none of that would be constructive. I'm using a heavily modded Skyrim SE and have run into a roadblock whereby I cannot seem to figure out how to make dyndolod create lods because I lack a billboard for a mod. The Great Forest of Whiterun Hold doesnt have a billboard for dyndolod. Simply Bigger Trees has billboards but they are only specifically for xEdit, not Dyndolod. The link provided for this mod on Dyndolod points to oldrim resources. It's a mess. TL;DR So my question is this. In order to run dyndolod, I need to have the Billboards for other mods overwrite DynDOLOD/Vanilla+DLC billboards and Billboards for those other mods need to overwrite other billboards for other mods in the same order as their "parent" mods overwrites the full model trees. I understand this. But WHERE do I get the billboards for dyndolod for Simply Bigger Trees and The Great Forest of Whiterun Hold? Or is dyndolod not capable of creating LODS using those two mods? Thank you.
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