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Laptoprocker

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  1. Thanks! So I would assume xLODgen would use data from the Tree mods I use to generate Object LOD? If the existing LOD included in the tree mod archives is not loose, and I load the packed generated LOD after it then I'd assume the xLODGen created lods will take precedence. Also if I would want to generate tree LOD specifically I'd need billboards like in Skyrim/SSE right? If your assumption regarding FAR is correct then, I'd think the xLODGen generated terrain LOD would already overwrite it so there'd be no harm keeping it in my load order just in case.
  2. Hi, I am trying to regenerated my LODs with FO4LodGen and I have the following questions: In the initial post you list a bunch of supplementary .esp files improving LOD generation, however I wonder which ones should/can I use if I already have Tree LODs pregenerated? (I use Boston Natural Surroundings Trees Only with Pine Trees Redone pregenerated LOD). Also there is now a whole new "Terrain LOD" section for FO4Lodgen which is missing from all the guides out there (back then there was only Objects LOD generation possible). How does this work? Are there any prerequisites? How does it work together with FAR - Faraway Area Reform and WET - Water Enhancement Textures? I'd appreciate any help on these!
  3. Hi all, so I am trying to regenerated my LODs with FO4LodGen and I have the following questions: There is this forum post with a bunch of supplementary .esp files improving LOD generation, however I wonder which ones should/can I use if I already have Tree LODs pregenerated? (I use Boston Natural Surroundings Trees Only with Pine Trees Redone pregenerated LOD). Also there is now a whole new "Terrain LOD" section for FO4Lodgen which is missing from all the guides out there (back then there was only Objects LOD generation possible). How does this work? Are there any prerequisites? How does it work together with FAR - Faraway Area Reform and WET - Water Enhancement Textures? I'd appreciate any help on these!
  4. Ok so the latest Wrye Bash WIP build fixed my issue, now DynDOLOD works with the bashed patch enabled. stoker595 you can get it on the Wrye Bash Discord: https://discordapp.com/invite/eBryTXG I am currently running version 307.202001111430
  5. Ok so the Wrye Bash team pushed out a hotfix, so the tool is now at 5.1 beta officially. That version now generates a proper Bashed Patch (they fixed that bug) but DynDOLOD still refuses to load with it enabled sadly :I Any other ideas?
  6. The Bashed patch seems fine, all the entries are there takes the same amount of time to run as usual. Tested with four different Wrye Bash versions. DynDOLOD still taps out at BS_Heartland.esm
  7. Yes, that one. It generates the bashed patch just fine
  8. Thanks for the quick reply! I regenerated the Wrye Bash patch (I am using the latest build) and the problem still persists, however if I disable the bashed patch before running DynDOLOD then it works. Do I need to have the bashed patch enabled for DynDOLOD or should I be good to go if I just run it with the bashed patch disabled?
  9. Whenever I try to run DynDOLOD on High I get the following error: [00:00:10.371] Exception in unit prepare line 581: Can not copy [REFR:0D083B46] (places CYRFarmhouseDoor01 "Door" [DOOR:0D07EC12] in GRUP Cell Persistent Children of [CELL:00000D74] (in Tamriel "Skyrim" [WRLD:0000003C]) at -1,-1) from BSHeartland.esm into DynDOLOD.esp Assertion failure (C:\Delphi\projects\DynDOLOD\wbImplementation.pas, line 14062)[00:00:10.371] [00:00:10.371] Check log lines above the exception for additional hints. Check the FAQ and search official forum http://forum.step-project.com/forum/101-shesons-dyndolod-support/ for those errors. [00:00:10.371] [00:00:10.371] If problem persists, post error report with entire contents (not just the last couple lines) of ..\DynDOLOD\bugreport.txt and ..\DynDOLOD\logs\DynDOLOD_SSE_log.txt to official forum http://forum.step-project.com/forum/101-shesons-dyndolod-support/[00:00:10.373] Error: Can not copy [REFR:0D083B46] (places CYRFarmhouseDoor01 "Door" [DOOR:0D07EC12] in GRUP Cell Persistent Children of [CELL:00000D74] (in Tamriel "Skyrim" [WRLD:0000003C]) at -1,-1) from BSHeartland.esm into DynDOLOD.esp Assertion failure (C:\Delphi\projects\DynDOLOD\wbImplementation.pas, line 14062) It is obviously related to Beyond Skyrim Bruma, but I don't know what went wrong (I even tried to replace the .esm file just to make sure I didn't corrupt or edit it in any way.) What gives?
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