
Feuerkl1nge
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Location
Germany
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Favorite Mod(s)
DynDOLOD FallrimTools Noble Skyrim
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I just mean holy cow doesn't work for me when I use MO2. Seems to be a dead link to it. I've downloaded dyndolod to import it within MO2 manually as usual but suddenly decided to worship the cow. But MO2 said the link to the cow is dead if I try! What can I do? Did I try to take a joke serious naivly thinking of freedom of religions?
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At least on ressources alpha 11 I can't install that cow for worshipping. MO2 says: [2021-08-29 12:30:04.613 E] File 'https://mega.nz/file/QdZgUZoL#7wfJuR1-uU7Du7SDy_vcuuPkUDfwGjMN9XlwU_0WD2E' not found. Please help me!
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Yes, sounds like you are right. T4gtr34um3r needs to be informed.
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The mod requirements suggests an incompatibility to the vanilla roads which usually also affects Real Roads. Why should you be able to read such a mod requirement otherwise? At the same time I know Majestic Mountains indeed has some adjustments/optimizations for Blended Roads. If I remember right T4gtr34um3r recomments to use it with Blended Roads. At the same there might be a possibility to generate some lod of Real Roads meshes for near grid.
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Majestic Mountains LOD Pack for DynDOLOD 3 Can I use that with my port of Real Roads instead of Blended Roads? If not can you please fix it because Real Roads is an important alternative due to it's different behavior.
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I've setted up MO2 to not handle nexus links. Thats the cause I guess. It's not urgent because the browser download works with the second mirror, but maybe you enable browser download for it like the application download has. If both approaches are possible at the same time.
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By the way, the nexus download of the new resources doesn't work.
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I can confirm again a higher fPostLoadUpdateTimeMS value increases script-related stability. I will also never play with the VM option again.
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Distant Shadows are deactivated in my ENB. I will edit here to write the rest.
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I've done all you've instructed. It stays visible. I've overwritten everything with texgen_output and dyndolod_output. Why a mod is overwriting it? Where should I put the dyndolod resources in MO2's hierarchy? Atm I it's placed relative near at the top. Another thing I noticed is the academy light doesn't switch when I do the same out on the water. - They are always off then. I went far away and very near to be sure.
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Another issue. Now ingame. In the midiumgrid-lod the lights of the academy of winterhold are deactivated. Can you fix that? I show you a video of what I mean.
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Ok, good to know. - Thanks for your nice mod btw.
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Ok here we go again. But my first report was already the full bugreport.txt you mentioned. I post it again for the oversight. https://pastebin.com/gz5iwBS3 http://www.mediafire.com/file/t0m27bual9qimrp/DynDOLOD_SSE_log.txt/file (Too big file for casual pastbinners)
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I have an access violation issue after generating LOD with dyndolodx64.exe All .exes within the dyndolod- and sub-directories run as admin through MO2. LOD works but I'm sure the error report is not intended anyway. My specs: Windows 10 Pro 1909 Radeon RX 5500 XT 8GB Core i5 6600K 16 GB Ram M2 SSD
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I have about 45 to 60. 60 is the setted cab. I thought about the pros and cons of the framerate in that matter: Low fps = more time for the script, but at the same time the hardware is more busy. High fps = vise versa. I don't know how the engine works, but when scripts are executed by cpu then a faster gpu would increase the script issues.