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bchick1

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    bchick1

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  1. Hello Have used xLODGEN and TEX-GEN on my Skyrim AE 1.6.1130 game. Following this I am running " DynDOLOD DLL NG 1.6.11xx and scripts 3.00 (main,vAlpha-24)". However, the occlusion generation is taking what I consider to be an inordinate amount of time. I am now approaching 3 hours. I have run this same scenario before but it never took this long. What can be causing this? What do I look for?
  2. THANKS to all who have helped here. It so does help to have been given some technical savvy about this water issue. I am trying all water mods and adjustments mentioned above. I feel that I perhaps had too many of the wrong things that conflicted. I have been playing Skyrim AE since it came out but this is my first focused effort to improve the graphics. BTW, I HAD lots of issues with upgraded graphics but found that when I added another 16GB of ram (making a total of 32GB) it solved A LOT of issues. Also, measurements indicated that the game is now using 13GB of ram and almost all 12GB of VRAM. (Nvidia 3060) But it all runs nicely now.
  3. I have basically started from scratch as I just had too much stuff in my load order; it had gotten out of hand. I realize there may be some things that cannot be fixed by LOD or otherwise. I discarded all water mods and went with only one, "TB's Improved Water - A Complete Water Overhaul" (https://www.nexusmods.com/skyrimspecialedition/mods/41069). My question: is there ANY way to correct water seams by using LOD or otherwise?
  4. OK! Thank you! If there is no other way, I will have to learn how to 'patch' ... somehow.
  5. Hello ! I am being plagued by awful 'seams' in the water graphics. This is noticeable just about everywhere but especially viewed from height. A view of the bay from Solitude had three seams of different water 'types'. I can't seam (!) to get a handle on what is the cause or remedy for this. Any ideas? Thank you!
  6. Ok! Thanks to all for the help! I get that the bottom line is that I can leave most of the resultant data from the LOD generation in place unless specifically prompted to deactivate it. My main concern for this topic was not disk space or such but wanting to avoid 'messing up' the LOD in the game by retaining potentially 'conflicting' data in the load order.
  7. Hello! I am currently creating LOD's Using SSELodGen, TexGen, and DynDOLOD ... in that order and importing into Skyrim A.E. with MO2. I was wondering what files ... i.e. Billboards ... that were in place when running SSELodGen can be 'deactivated' in the load order when subsequently running TexGen and/or DynDOLOD. Does leaving these files have any impact if left active in the load order when running TexGen or DynDOLOD?
  8. Thanks guys for answering. Talos: Your comment is noted and thanks. Thane: Thanks for the link!
  9. Mercury71 and Talos : That is what I thought and that is what I have been doing. However, in reviewing the DynDOLOD most recent instructions, I did not see those steps concerning xLodGen. It is possible that the instructions were old, but I believed I had read the mos recent on the S.T.E.P. wiki. In any case, I have been following the order you have listed. Thanks to you both for responding ...
  10. I have read pertinent instructions and am a bit confused as to the use of XLodGen. I am aware of the three distinct sections of XlodGen (Objects, Trees, and Occlusion) i.e. When and for What should XlodGen be used? Does XlodGen have any useful place if using TexGen and DynDOLOD? Thank you!
  11. no more repeating for me, at least. I am not used to having so much organized help available. I assume most of the time I am on my own.
  12. Hello, After successfully running SSELodGen followed by TexLodGen, I received the error a few seconds into DynDoLod ... (full log attached) ........ Found reference 0E083B46 using base element 0E07EC12 CYRFarmhouseDoor01 [00:00:07.517] [00:00:07.517] Exception in unit prepare line 581: Can not copy [REFR:0E083B46] (places CYRFarmhouseDoor01 "Door" [DOOR:0E07EC12] 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) [00:00:07.517] [00:00:07.517] 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. [00:00:07.517] [00:00:07.517] 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/ [00:00:07.517] Error: Can not copy [REFR:0E083B46] (places CYRFarmhouseDoor01 "Door" [DOOR:0E07EC12] 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) DynDOLOD_SSE_log.txt
  13. OK. Thanks! Since this is a new 'load order' of mods for LotD, there is a 'culprit' in there somewhere.
  14. Hello, Building MO2 Profile for LotD. \Successfully completed 'SSELodGen' for terrain and 'TexGen' for textures. Error occurred in DynDOLOD when in section for 'Vigilant' quest mod specifically '[zCHTrueEndWorld] Generating LOD' <Error: Assertion failure (C:\Delphi\projects\DynDOLOD\wbImplementation.pas, line 16306)> (see attached log section). dyndolod error.txt ON investigation I found a issue of the assertion failure dating back to 2017. I think there was supposed to be a workaround to de-activate the 'Dynamic Snow' mod and re-enable after DynDOLOD has run. Is this still the 'fix'? Thanks!
  15. THank you! That will save a lot of work! I was retaining all outputs for insertion into the appropriate profile so that can stop. Thanks! However, FYI, I removed a 'music' mod and BOTH DynDOLOD and OCCLUSION complained. I guess one of my peeves here is what does 'music' have to do with ANYTHING in the context of LOD? It is too bad there is not a way of 'culling' this stuff out of the load order.
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