
dzee349
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Everything posted by dzee349
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Hi Sheson! I’m looking to ESL-flag a medium sized mod that has worldspace edits (Unique Border Gates). DynDOLOD does not have any overlapping records with Unique Border Gates, although I suspect DynDOLOD generated LOD meshes and textures for Unique Border Gates since it’s an exterior/worldspace mod that adds buildings. Assuming that Unique Border Gates can be safely ESL-flagged, would I run into any issues if I don’t rerun DynDOLOD? Thanks so much!
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Sorry to double post, forgot to attach the corresponding DynDOLOD 3 log file (I did have to delete some of the Background Loader information in order to shrink the file size)DynDOLOD_SSE_log - Copy.txt
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Hi Sheson! Thank you as always for this incredible mod. When I ran DynDOLOD 3 to generate tree/object LOD (version .8x) for all seasons, the results were perfect - winter trees were white far away, and white in close range. With the latest version of DynDOLOD 3 (.92), running the same exact preset/settings, same exact mods (Enhanced Vanilla Trees) faraway trees are green, and then close up trees are white. Here is the DynDOLOD preset I used in the previous DynDOLOD 3 version and in this current version (.92). DynDOLOD_SSE_Preset.ini A side question, regarding using NGIO with DynDOLOD 3, I am using the new DynDOLOD feature where DynDOLOD reads *.[SPR|SUM|AUT|WIN].CGID files, which is great! Once DynDOLOD is run and all output files are installed, does this mean that in NGIO's config.txt file, the below settings should be set to as follows: UseGrassCache = False
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That’s wonderful, thank you!
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Hi Sheson, I was wondering what the difference is between the Data > DynDOLOD folder and the DynDOLOD > Edit Scripts > DynDOLOD > Rules folder? Looks like both house .ini files, could we install .ini rule files to either folder? Thanks!
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Hi Sheson! When attempting to run DynDOLOD 3 Alpha 73, I received the below error message: I'm running No Grass In Objects with Seasons of Skyrim, and in the Grass Config file for NGIO I have OnlyLoadFromCache = False. Might the above error message be caused by anything in particular?
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Oh that’s definitely it, I have 255 - thank you!!
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Hi! I have Dyndolod.esp loaded second to last in my load order (right above Occlusion.esp generated from SSELODGen), but when I start a new game I see the following message at the top left of the screen: “Dyndolod.esp is not found or too high in your load order” I was wondering what might cause that message to appear? Love this mod by the way, since the days of LE! Thanks Sheson!
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Thanks!! xLODGen starts perfectly in SSE game mod but I have not tried outputting the files yet because my understanding is that if the output folder is not specified correctly then xLODGen by default will output to SSE’s game folder which is not good/ is irreversible. Do I have that right? Thank you for the tip about MO2, I use a mod manager but haven’t transitioned to MO2 yet because of my longer mod list.
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Hi Sheson, Thank you so much for this mod! I'm trying to set up xLODGen without using MO2, but have scoured the web to no avail. Currently I have xLODGen set up by doing the following: Extracted xLODGen to a different drive on my computer (not my game's drive) Changed xLODGen64 file name to read SSELODGenx64.exe Created a desktop shortcut to SSELODGenx64.exe Changed the Target: field from the shortcut's Properties window to: F:\xLODGen\SSELODGenx64.exe -o:"F:\xLODGen\SSELODGen_Output" Hit Apply Should xLODGenx64 now be set up output all generated files to F:\xLODGen\SSELODGen_Output with the steps I outlined above? Sorry if this is a dumb question, I've never used command line arguments before! Thanks in advance for your time!
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Got it makes perfect sense! Thank you!
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Hi Sheson! Thank you as always for DynDOLOD, it's a must-have! I was wondering if you have any recommendations to improve the rendering of distant water which is currently a solid blue color? I currently run DynDOLOD with high mesh rules, max tile size 512 and was wondering if there are any settings to tweak to make the water LOD look a little more similar to what it looks like up close? Currently using Realistic Water Two. Thanks for your time!!!
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Can not copy [REFR:0005FC21] (places RTBlackBriarManor01 [STAT:00069CE9]
dzee349 replied to dzee349's question in DynDOLOD & xLODGen Support
Thank you so much Sheson! I updated to the most recent version of Wrye Bash, created a bashed patch and kept everything checked (bashed patch, sky proc patchers, fnis, tes5edit merged patch, etc.) and DynDOLOD ran successfully! -
Can not copy [REFR:0005FC21] (places RTBlackBriarManor01 [STAT:00069CE9]
dzee349 replied to dzee349's question in DynDOLOD & xLODGen Support
Thanks so much Sheson!! I do in fact use a Bashed Patch and TES5EDIT Merged patch so I will uncheck those before running DynDOLOD! -
Purple and Pink Lumberpile Textures/Effects
dzee349 replied to dzee349's question in DynDOLOD & xLODGen Support
Thank you so much Sheson, I really appreciate all of your help! The issue is resolved! It turns out that there was a Special Edition mod I installed (HD Saw Dust) with the file path data/textures/effects/fxsawdust01.dds and fxsawdust01_n.dds that I was using with Oldrim, because I had read that textures work fine between the two games. I saw that the MillLogPile.nif was pointing to the fxsawdust01 files in Asset Browser, so then I thought, what if the issue is a Special Edition texture that doesn't work with Oldrim? Once I uninstalled that HD Saw Dust mod, the purple/pink texures went away! So sorry for wasting your time, I'm definitely going to uninstall all Special Edition textures I have installed with Oldrim. And thank you for the protip about using Asset Browser! I will definitely use that to debug these issues from now on! -
Purple and Pink Lumberpile Textures/Effects
dzee349 replied to dzee349's question in DynDOLOD & xLODGen Support
Thank you both so much. Thank you Sheson!! I was able to identify the textures paths that are missing from my Data folder that MillLogPile.nif is pointing to. My last question if it's not too much trouble, would the best fix then be to find the BSAs where these missing textures are coming from, unpack them and then manually drag the textures into my Data folder texture path? -
Hi Sheson! Thanks so much for your time. I have a strange issue specifically with lumber piles in the game, which currently look like the screenshots in the spoiler tags below. I opened up the console and identified base id: 00071c47 Lumber Pile (Meshes/Furniture/Clutter/MillLogPile.nif) as the object that's affected, and beneath the base id says "lastBaseChange: DynDOLOD.esp." I was wondering what "lastbasechange" means? I'm 1000% sure this issue is being caused by another mod, but I'm completely at a loss as to which because I don't have any lumber pile texture mods or manually remove any lumber pile textures. The only plugins that are touching base id: 00071c47 according to TES5Edit are Skyrim.esm, Immersive Children and DynDOLOD. Then there's the pink squares sawdust effects on the lumber pile (base id: 0001cc0f Effects/FXSawdustOnThefloor02.nif), the only plugin that is touching it according to TESVEdit is Skyrim.esm. Might these issues be something you've seen before? Could it be an issue with my master files being corrupt? Thanks so much for your time, and sorry to bother you!! In-Game Screenshots TES5Edit Screenshots Mod List
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Game Intro Sequence Freezing with DynDOLOD Plugin Enabled
dzee349 replied to dzee349's question in DynDOLOD & xLODGen Support
Thank you, really appreciate it! -
Game Intro Sequence Freezing with DynDOLOD Plugin Enabled
dzee349 posted a question in DynDOLOD & xLODGen Support
Hi Sheson! First off, thank you so, so much for DynDOLOD, it's been an invaluable part of my load order. I'm unfortunately experiencing a strange issue where, a few seconds into Skyrim's vanilla intro sequence, the game freezes, and Crash Fixes gives me this message: "Skyrim has crashed because an object reference with form ID: 0xD5544, base form ID: 0x2A293 and type 0x22 failed to produce loaded node most likely due to corrupted mesh or other reasons." Once I disable DynDOLOD from NMM, I'm able to complete the intro sequence. I tried rerunning TexGenx64 textures, then reran DynDOLODx64 to generate up-to-date meshes, skse, textures and .esp output files, but the game froze again during the intro sequence. :( I was thinking that if I wait to enable the DynDOLOD.esp until after I exit the gate in Helgen, maybe the issue will be solved, but I remember also reading that DynDOLOD should work immediately without having to be disabled at the start of the game, so I started thinking that maybe something might be wrong with my install. :( Mod List: https://pastebin.com/embed_js/i5w3SzND