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About delweyn

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  1. Thank you Rozen for investigating it because I was clearly confused. Sorry to not have been able to help more.
  2. Alright, so here are 3 exemples of the problematic lods: 1st exemple: - In the SMIM-SE-Merged-All.esp there is: [REFR:0009252B] (places DockStrEnt02uskp [STAT:FE04581E] in GRUP Cell Temporary Children of EastEmpireWarehouseExterior [CELL:0000929C] (in Tamriel "Skyrim" [WRLD:0000003C] at -17,24)). - The Name Base is: DockStrEnt02uskp [STAT:FE04581E] - The location reference is: SolitudeLocation "Solitude" [LCTN:00018A5A] 2nd exemple: - In the SMIM-SE-Merged-All.esp there is: [REFR:0009252D] (places DockStrEnt03uskp [STAT:FE045800] in GRUP Cell Temporary Children of EastEmpireTradingCompanyDocks [CELL:000092BD] (in Tamriel "Skyrim" [WRLD:0000003C] at -17,23)) - The name Base is: DockStrEnt03uskp [STAT:FE045800] - The location reference is: SolitudeDocksLocation "Solitude" [LCTN:000358B9] 3rd exemple: - In the SMIM-SE-Merged-All.esp there is: [REFR:000AEDF1] (places DockStrSol01uskp [STAT:FE04581D] in GRUP Cell Temporary Children of EastEmpireTradingCompanyDocks [CELL:000092BD] (in Tamriel "Skyrim" [WRLD:0000003C] at -17,23)) - The name Base is: DockStrSol01uskp [STAT:FE04581D] - The location reference is: SolitudeDocksLocation "Solitude" [LCTN:000358B9] Hope it will help.
  3. - Here are the files needed. (I put the debug file into a .rar because it was too big). - Yes it was in a new game (I get out of the starting Helgen Cave) - I'm not sure what you mean with the references ID (English is not my native langage) but I suppose it could be these (I put only few, not all of them): Meshe ref (all from SMIM-SE-Merged-All.esp) Their Dyndolod ref. 00 09 25 2B CA 09 DC 3D 00 09 25 2D CA 09 DC 44 00 0A ED F1 CA 09 DC 49 00 09 25 32 CA 09 DC 0F 00 09 25 2F CA 09 DC 4B - Thank you for the waterfall fix. Didn't knew it was obsolete. I hope it will be OK. I just ran Dyndolod 2.96 and there is not this problem there. So it's from 3.0. TexGen_SSE_log.txt TexGen_SSE_Debug_log.rar
  4. Hello, I always rerun Dyndolod at each update and with the last one, I noticed a lod problem at close range for a meshe (or texture?) in Solitude's dock. It seems to be a classic lod at close range bug. This is the vanilla base dock as I don't use city overhaul here. There is just meshes and textures mods. I ran Dyndolod 3 times, using the new zip function and classic generation too, and this problem is still here. And I don't remember to had it before. I build an image to show all the useful informations: location, the meshe, the lod. Here another picture to show that many parts of the dock is concerned. Thank you for all your work and help. Edit: If it can help, here is my lod mod order: - DynDOLOD Resources SE (3.0 version) - HD Lods Textures SE V9.0 512 - Performance friendly - DynDOLOD Bright LOD Waterfall Fix - Majestic Mountains - DynDoLod 3 Pack
  5. Super! Thank you for this solution. Last time I'm bothering you and I know the risk I'm taking by using his mod. Have a nice day.
  6. OK ty. I'll report the problem to the author a last time and see if he can change this, otherwise I'll will remove his mod. Even if it's a shame, Dyndolod takes over everything else
  7. Urgh... I'm in conflict. This mod is not broken and it's not a real error, as the author said it's intentionnal and does not break the game. It's just that Dyndolod consider it as an error but it's not ^^ I hope you understand the problem. For the moment, I will run again the previous version of Dyndolod 3 that was running fine without this. Thank you for your answer and your nice work.
  8. Hello Sheson, With your latest 3.0 versions, the .34 and .35, Dyndolod stops to run when it detects an error. I have this one for Artifacts of Skyrim - Revised Edition: "Scripts Script Properties Property Value Object Union Object v2 FormID [0203B3B9] < Error: Could not be resolved 0 > FormID Dawnguard.esm might be the wrong version. Error in artifacts_Revisited.esp aaaTrinimacsSwordTakeTrigger "Penitent" [ACTI:2C033A22]" I first created a thread in the mod's bug section but the author replied: "It has no effect whatsoever on the game. Just ignore the "error" and you'll be fine. If you break something by messing with files I can't provide support." So there's a problem. It's impossible to run Dyndolod ATM because it doesn't want to bypass what it considers as an error. ^^ Does it need a rule for it? Thank you. ------------------------------------------------------------------------------------------------------------- Edit: I put the links to the 2 mods I know that get the same problem, if it can help: Link to the mod Artifacts of Skyrim - Revised Edition https://www.nexusmods.com/skyrimspecialedition/mods/17123 Link to the mod Azura Shrine Temple SSE https://www.nexusmods.com/skyrimspecialedition/mods/17123
  9. Hello Sheson, I just reran the lastest dyndolod version: 2.92 and started a new game. In the new land of Vominheim, from mod https://www.nexusmods.com/skyrimspecialedition/mods/31472 now the lods are not generated. I didn't had this problem with previous version of Dyndolod like 2.91. When I'm in the land of Vominhem Dyndolod is desactivated and it's written "there is no data for this location". I can't click to activate Dyndolod. There are no lods inside Vominheim mod but there are in the Hammet dungeon pack that is a requirement for Vominheim. https://www.nexusmods.com/skyrimspecialedition/mods/12186 When I run Dyndolod, I have checked all options and I see GrimreachA & B from Vominheim esp and Vuldur (Vominheim) from Hammetdungeons. But there is no something like VominheimWorld thing, like the Wymstoothworld from Wyrmstooth mod. I'm bad coz I have deleted Dyndolod 2.91 from my computer to check, and this older version is not available anymore. Could it be linked to the added rules for better compatibility update? Or it's maybe me who have done something wrong but I think I have reinstalled Dyndolod like everytime before. I hope I gave enought informations with my bad english to help you find the problem.
  10. That's it! I spend so much time trying to do things by myself without success and you solved it immediatly. Thank you very much :)
  11. Hello, I'm not sure if it's a Dyndolod related problem but maybe comeone can guide to find the solution? I'm using the latest versions of mods Majestic Mountains, Better dynamic snow & Dyndolod. And I have only few mountains with a strange white lod. When I get closer, the lod is replaced with the normal texture. In the picture, the left screen is with the lods and the right screen is when I get closer. https://ibb.co/MRtkH67 As long as I remember I didn't had this in my old modded game before (I don't know when) with the same mods but older versions. I tried to change order, BDS before and after MM, rerun Dyndolod, disable dyndolod and start the game again. But I get always this problem. Thank you. Edit: Those screens are taken from above Lac Ilinalta, looking to the North-West. But I have the same problem in other places too. It's as if there are no or bad lods to those mountains
  12. Thank you for your time and patience, Sheson. I found the problem and it's not xLodGen. I use the Yashed guide and I added the "Beginner's Shack in Riverwood " but not the "Ideal Riverwood" and I forgot to add 1 of the 2 patches from "Interesting NPCs - Begginers Shack Integration" later. It seems that there are mods that modify mods that modify mods and need patches at the end. Just classic JK's Skyrim and maybe 3D landscape should not create problem. Have a nice day and thank you again for xLodGen :)
  13. Heightdata ? I'll look for it. Thank you for your answer.
  14. Hello, I installed and played the game many times and in my lastest playthrough I have a problem that I didn't had before. It's in Riverwood. There is a seam between the outside world and the Riverwood's grid as you can see in the picture : https://ibb.co/DC3XGNS. As I said, I didn't added new things in Riverwood place. I use only JK's All in One. And if I remove the JK's mod, The terrain is good again. It's as if xLodGen can't adjust the terrain of JK's SKyrim. And what's strange is that it was OK before. I reran xLOd Gen many times and there is always this problem. Can it be a problem with a maximum number of mods ? I have 898 mods atm and 393 .esp .esl.
  15. Double thanks. I'll read all this. I hope you well.
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