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Abbot

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Everything posted by Abbot

  1. Unpacking into a new folder does not solve my problem. I don't get any new bugreport.txt .
  2. Hello Sheson, I apologize for the maybe offensive tone of my post. It's just that it's an entirely new problem that I didn't expect of having to deal with. None of the previous posts seem to adress my issue. Here's bugreport.txt https://pastebin.com/kzu4PQ02 Here's TexGen_Tes5_log.txt https://pastebin.com/t4g9fbKy ("Memoria insufficiente" = "insufficient memory") Here's TexGen_TES5_Debug_log.txt https://pastebin.com/bNMNQeYZ I repeat, this is the first time that this happens to me. Maybe I should mention that I've also generated xLODGen and that I've generated it a couple months ago?
  3. Hello Sheson, Like for many others, the current version of DynDOLOD gives me the "insufficent memory" message when trying to generate TexGen. Where can I find information on how to solve the problem? Frankly I have trouble understanding the usefulness of blocking the TexGen generation because of that, though, until now I've always been able to generate TexGen and then DynDOLOD with very few in-game problems... And now, with the SAME load order, I'm not allowed to do that anymore? It's rather puzzling...
  4. Ok, thank you very much Sheson! for everything!
  5. Can you download from this link? https://ufile.io/hxdrfzp3
  6. The Papyrus log is of course, very big. What part are you specifically looking for? Maybe I could upload it as a zip file?
  7. I start new games normally, by clicking on the "new game" prompt in the main menu. SInce I use Realm of Lorkhan, the game starts from the Realm of Lorkhan's cell. Once all mods are loaded, I save and then re-load the game from that save. Then I coc into Anise's Cabin's basement and enter the main Skyrim worldspace by exiting said basement (normally, through the ladder). I wait until the "DynDOLOD succesfully initialized" message appears, then I coc to WhiterunExterior01. I then run to the main Whiterun door and enter Whiterun normally. Once I enter, I wait a few seconds, then I run at normal speed towards Dragonsreach. I then coc into SolitudeOrigin and then run towards the Temple of the Nine Divines etc. I use PapyrusUtil, I'll go finding the log.
  8. Nothing seems to override the references 056abf, 056ac0, 0f4fec, 07adfa or their base objects besides DynDOLOD itself. 07adf8 is overwritten by Legacy of the Dragonborn.esp, but this plugin just replaces the vanilla base record with another vanilla base record (which is not overwritten by anything) and adds the "Visible when Distant" flag. When looking at the exterior windows of any one of the mentioned buidings (e.g. Dragonsreach castle), even while just standing and not doing anything else, duplicates of the windows periodically appear and disappear floating at a certain distance from the windows themselves. The duplicates are a lot darker than their "original" counterparts. Does it happen with a new game? Yes. Everytime. I don't know if it is a problem of script latency since all other windows seem to be perfectly fine.
  9. This was in reference to this:
  10. This is DynDOLOD_TES5_log.txt: https://pastebin.com/QbtZeU1S Editor IDs in the LOD window references: For Dragonsreach: dyndolodesp_07E2C8_skyrimesm_056ABF_DynDOLOD_CHILD_Tamriel_DynDOLOD_GLOW dyndolodesp_07E2A3_skyrimesm_056AC0_DynDOLOD_CHILD_Tamriel_DynDOLOD_GLOW For Temple of Nine Divines: skyrimesm_0F4FEC_Tamriel_DynDOLOD_GLOW For Bard's College: skyrimesm_07ADFA_Tamriel_DynDOLOD_GLOW For Blue Palace: skyrimesm_07ADF8_Tamriel_DynDOLOD_GLOW How to reproduce the problem: It presents itself everytime that I run DynDOLOD with my current load order or with slight variations to it.
  11. Since I'm here, I would like to profit from this occasion to possibly solve another problem. I have the infamous "double window" bug whenever I check the "glowing windows" option (no matter the version of DynDOLOD that I use). Not everywhere, just on Dragonsreach in Whiterun and on the Nine DIvines Temple, the Bard College, and the Blue Palace in Solitude. I use ELFX -Exteriors. What should I do to prevent the bug from producing itself? Would it be counter-productive to disable ELFX-Exteriors and its assets before generating DynDOLOD?
  12. With Vanilla the shack does not disappear at close distance but it disappears at... "medium"? distance. Meaning that I see no shack far away but I do see one once I go extremely far away.
  13. I should specify that I did NOT re-generate DynDOLOD with the flags. I've added them ON TOP of the existing DynDOLOD that gave me problems. I'm going to generate DynDOLOD on a Vanilla game right away.
  14. Sorry, Sheson, but I'm not sure I understand. Doing that gives me the problem that I have described?
  15. So I have NO IDEA how or why, but giving the "HasDistantLOD" flag to the following records: https://imgbox.com/v8F8oC00 Fixed the issue.
  16. Ok. Thanks for the wonderful mod in any case!
  17. High settings in v. 3.x are more impactful than high settings in v. 2.x? I should say that I didn't notice significant FPS losses with v. 3.x
  18. Sheson, I checked with a vanilla game and the problem happens there as well, thought it is much less visible - the cabin is "complete" when the player looks at it from the Guardian Stones in Vanilla - but the problem is that with DynDOLOD v2.x I CAN see the full Cabin from far away, while I CANNOT do that with DynDOLOD v 3, just like in Vanilla... I thought about reporting this issue so that you could iron it out and have a fully functioning final release of version 3... The problem may be mine specifically, but I don't see how since I used the same exact load order and the same exact left pane of MO2 for generating both DynDOLOD v2.x and DynDOLOD v3.x... If I could ask another question: leaving the far away model of the Cabin aside, only in regards to the worse performance with DynDOLOD in respect to Vanilla (the Cabin disappearing at close distance), would you say that mine may be a memory problem? If that is the problem , and if it isn't too much to ask, why DynDOLOD v3.x would use more memory than DynDOLOD v.2.x? I've generated 3D tree models with both
  19. The wooden beams remain if using tll but their form IDs and their ref IDs are from base Skyrim and none of them are touched by DynDOLOD EDIT: So I've noticed that DynDOLOD v2.96 modifies the "ShackWall" STAT entries (form IDs: 5CCDE , 5CCDF , 5CCE0 , 5CCE1 , 5CCE2 , 5CCE3 ) by attributing to them the "Has Distant LOD" flag, while DynDOLOD 3 does NOT do that. Could this be the culprit?
  20. How about this one: https://imgbox.com/g/E86TZX4INq ? Or this: https://imgbox.com/2tJo780k ?
  21. Ah, and I use Mfg Console. I'm on LE Thanks to the kind z929669, I solved the issue with the images, here's the relevant gallery's link: https://imgbox.com/gallery/edit/ZTob4SLnaA/z5nCjMLNYeLu6SOb
  22. So here's the gallery's link: https://imgbox.com/gallery/edit/ZTob4SLnaA/z5nCjMLNYeLu6SOb
  23. Hello, thank you very much! Sorry, I was not aware of the specifics of uploading files since I do not usually frequent forums online... I'll try converting the images first...
  24. I checked the plugins and the only thing that seem to override parts of the cabin structure is SMIM. Removing SMIM before generating DynDOLOD though doesn't change the outcome I used tfc and running towards the Cabin in "tfc mode" restores the Cabin itself. But it disappears the more you move away from it. Like I said, I personally have the feeling that the Cabin's LOD has not been generated at all. I apologize for the poor quality of the image but this damned website doesn't allow the upload of files bigger than 1 MB and I had to cut the screenshot. I also would have liked to upload more than 1 image, but again, apparently I'm not allowed the upload of more than 1Mb of content 😒 tl;dr This image that I have uploaded is how the Cabin looks from the Guardian Stones. Again (in case I wasn't clear), if I try to get closer the Cabin, its walls re-appear out of thin air. But if I get further away, than the Cabin disappears completely. All of this while using the console command tfc. 1a.bmp
  25. I checked everything and removed Blacksmith Chests.esp, but the problem is sadly not solved Nothing overrides textures and they were correctly generated. anomaly Anise Cabin.bmp
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