
dnmt
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Everything posted by dnmt
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Solitude Lighthouse light has distinct white glow
dnmt replied to dnmt's question in DynDOLOD & xLODGen Support
So this resolved the issue from up close, but the large glow still remains from a distance when I see the LOD of the lighthouse fire. I found the moveable static record in the DynDOLOD.esm and made a patch for it where I flagged it as deleted, but still showing up. Is it possible to just find a way to adjust the mesh instead of disabling all this in xEdit? It seems like some other things refer to the static and a mesh change is always simpler. -
Solitude Lighthouse light has distinct white glow
dnmt replied to dnmt's question in DynDOLOD & xLODGen Support
Thank you! -
Solitude Lighthouse light has distinct white glow
dnmt replied to dnmt's question in DynDOLOD & xLODGen Support
Alright, sort of at a loss. What I have in xEdit looks like it should do the trick, but it's not disabling it in game (or when I try to disable in-game via console either). I disabled both FXSolitudeLightHouseGlow statics too. -
Solitude Lighthouse light has distinct white glow
dnmt replied to dnmt's question in DynDOLOD & xLODGen Support
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Solitude Lighthouse light has distinct white glow
dnmt replied to dnmt's question in DynDOLOD & xLODGen Support
Thanks. Would this suffice? It looks like it already had the initially disabled flag, but maybe you mean the other flags? EDIT - This did not work - I think it's the wrong record. Will keep looking. -
Solitude Lighthouse light has distinct white glow
dnmt replied to dnmt's question in DynDOLOD & xLODGen Support
Thank you. Is there any way to change this in xEdit? Preferably without re-running DynDOLOD? -
Solitude Lighthouse light has distinct white glow
dnmt replied to dnmt's question in DynDOLOD & xLODGen Support
Thanks. I don't think I checked off any fake light options when generating DynDOLOD, and this is the only light that has this that I've seen in 60+ hours. Regular log attached, debug log is here: https://ufile.io/3dpc4ino Thank you. DynDOLOD_SSE_log.txt -
Solitude Lighthouse light has distinct white glow
dnmt posted a question in DynDOLOD & xLODGen Support
Never seen this before but console is telling me DynDOLOD.esp was the last mod to change this light source. Any idea on what I can look at to find the issue? It looks like this both from a distance as an LOD model and up close. Thank you! -
Thanks for this. I re-did my whole DynDOLOD and ensured I made a clean save and it's all working now. I think the key was downloading BEES. Everything is looking great on both my existing saves. The last DynDOLOD message I should see in the MCM is "DynDOLOD activated", right? I saw it initialize but had to toggle on "DynDOLOD active" on one of the saves, but everything is looking good now on both - DynDOLOD toggled on in the MCM and the last message is "DynDOLOD activated". Thank you again for your assistance here.
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Thanks. I can confirm the following: - nothing overwrites the BTO files - the Lighting Shader Property looks the same as well. Here are the broken .bto files, the Level4 one shows very clearly where the broken mesh is on the Shrine. The mesh in question is from the Daedric Shrines All-In-One, but the files in question are identical to what is in this mod: https://www.nexusmods.com/skyrimspecialedition/mods/59499 As for the new plugins not initializing, I am not sure what to say. I can look tonight to find the logs, but I am a pretty advanced user and have been generating DynDOLOD successfully for a few years now. I've never once had this issue of the plugins simply not initializing at all. Will take a look at the documentation again but it's really pretty bizarre. I've uploaded the two logs from the DynDOLOD run that generated the plugins that won't initialize. If those don't help, I can take a look later and upload what you'd need (here is the debut.txt, was too big to attach). Literally about to run out the door so apologies for brevity. Appreciate your assistance as always. Sorry for the confusion here. The broken .bto files are from my old DynDOLOD generation that functions but has these issues of a broken mesh/texture, and the logs are from a second, new DynDOLOD generation that created plugins that won't initialize. Kind of throwing two separate problems at you here, but a resolution to either of them solves my problem entirely. Thanks again. DynDOLOD_SSE_log.txt LODGen_SSE_Tamriel_log.txt
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Thanks. I kind of just want to give up on this entirely and just re-run my whole DynDOLOD without adding any mesh rules for the shrine. The problem is, I've tried this, and used the Clean Save guide on how to do it, and my existing save doesn't recognize the new DynDOLOD and Occlusion plugins at all. DynDOLOD never initializes when I leave my clean save interior to Skyrim. Is there a log I can upload to help troubleshoot this? I've had no problems at all when generating, but it won't even initialize when I start a new game either. Also, for what it's worth, I fixed the problem I am having now by simply pasting over the appropriate Tamriel.4, .8, .16 and .32 .bto files from the new DynDOLOD generation into my old DynDOLOD folder. This resolved the issue as the purple mesh is gone from the game world and the map. I can't get my game to recognize the DynDOLOD plugins that the new generation created, but this works as a stopgap for me for the time being as my purple mesh LOD for the shrine and the purple mesh on the map are both removed with the new .bto files.
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The same textures are being used in the Higher LOD level .bto files. I also ran a debug level log as requested. It is pretty large so I had to upload as a .zip to my Google Drive: https://drive.google.com/file/d/1YfqCDUbOF9YrJ00JMwEATQqj0DMJQIhs/view?usp=sharing
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The LOD shows the textures at what I think is LOD4 and LOD8. I selected "Full" for all 4 LOD Levels when generating DynDOLOD, which is probably the root of my mistake. I can't use the MO2 log as there isn't a point where the game tries to load the textures - they are always loaded. I can see the neon purple broken mesh from across the map (i.e. looking towards the Shrine from the path near Stillborn Cave) and also on my literal world map. I don't mind waiting, so I might just try to update my DynDOLOD completely with the method you've outlined for updating mid-game.
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Yes, the full model uses the exact same textures. I opened the full model .nif in NifSkope and can confirm that.
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Thank you for the detailed instructions. I've screenshot what I found to show you the issue, as it looks like the textures are not missing. Here is the .nif, and you can see the mess of a purple mesh where the statue is supposed to be. Here is the texture set. Here are the textures in my data folder. Here is a preview of the .dds showing it works fine. EDIT - is there a way to just remove this piece of the .nif outright? I don't mind if it pops in from LOD8 range, I just don't want to see a neon purple thing across the world and on my map. Thank you!
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Does the new DynDOLOD Resources and Program require the newest game version of Skyrim? I am running Skyrim 1.6.640, and, after updating everything to the newest versions, DynDOLOD is not initializing for me after running everything the same way I normally run it. The MCM is not even present in my MCM menu. I restored my old save and old DynDOLOD output (I made a back up) so have no issues right now and don't want to try to re-run DynDOLOD again. However, I do want to troubleshoot my original problem. Here is how the Shrine of Boethiah looks on my map. I also see this same purple mesh mess in the distance in game. is there any way to fix this without re-doing DynDOLOD entirely? I have no other issues with it. Thank you.
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Thanks. I was actually able to get it to work simply by unchecking the "Upgrade NearGrid large references to FarGrid" option, which seems like a nice-to-have but not required add-on. Curious, but I at least got everything to run. Thank you.
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Brand new install of DynDOLOD, continually running into an error where DynDOLOD simply closes during generation with no pop-up error or anything. Not a clue what could be causing it as it happened once after a few minutes and then again after about 30 minutes after clearing the folder and trying again. Newest Alpha with new resources - had no problems running DynDOLOD Alpha-125 and only ran into this issue when trying Alpha-126 tonight. Logs are attached. Any advice is appreciated. Thank you. DynDOLOD_SSE_Debug_log.txt DynDOLOD_SSE_log.txt
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How to make DynDOLOD work with Azura statue replacer?
dnmt replied to Grajowiec's question in DynDOLOD & xLODGen Support
So I am trying to use the Daedric Shrines - All in One - My Fixes mod by Xtudo to replace the large Shrine of Azura statue with the one from the Daedric Shrines mod. Luckily, it works easily! But it vanishes from any sort of distance, so I figure I need to add DynDOLOD rules for it. However, in the DynDOLOD advanced menu, I cannot for the life of me find the actual model to add full LOD rules. I've looked at every entry and I don't see anything for clutter/shrineofazura01.nif or man_azura/shrineofazura01.nif - it is simply not in the list alongside the other objects I can adjust LOD rules for. Is there a way to add this individual mesh to my DynDOLOD objects? Thank you! -
Hi, I am using the newest DynDOLOD for SSE with a pre-cache of grass from No Grass in Objects. Is it normal for DynDOLOD to take very long now? It used to take me 25 minutes, now taking 2+ hours and counting. It is on the Waiting for LODGenx64.exe generating object LOD for Tamriel line, and I see the other window is very slowly working on "Finished LOD Level 4 Coord". I did this previously with alpha 7 and it took about 30 minutes for DynDOLOD to finish, not nearly this long and I am unsure if it is even going to finish. Any advice?
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Hi sheson. Love all of your work. Running into the same error people above have been posting. I actually had zero problems when running xLODGen two days ago, and I downloaded a few more mods including Enhanced Texture Detail and now I am getting the following error for a ton of the Solstheim textures. Eventually the process just stops and crashes. [31:54] c:\steam\steamapps\common\skyrim special edition\data\textures\terrain\dlc2solstheimworld\dlc2solstheimworld.4.24.16_n.dds[31:54] FAILED loading DDS (80070003) c:\steam\steamapps\common\skyrim special edition\data\textures\terrain\dlc2solstheimworld\dlc2solstheimworld.4.24.16.dds[31:54] Error: Executing TexConv failure 00000001: "D:\Modding Tools\xLODGen\Edit Scripts\Texconvx64.exe" -nologo -y -aw 256 -sepalpha -f BC7_UNORM -bcquick -o "c:\steam\steamapps\common\skyrim special edition\data\textures\terrain\dlc2solstheimworld" -flist "C:\Users\deana\AppData\Local\Temp\SSEEdit\Texconv_DLC2SolstheimWorld_572_0.txt" Only happens in the Solstheim world. No clue what I did wrong. I read all of your posts and have ensured I am doing everything you suggested. Any advice? Thank you. Here is the link to a full error log but it all looks good up until this point: https://drive.google.com/file/d/1KcKXLM7Jn9MeP9-TZPYMEsK3ROXpow9k/view?usp=sharing