
mostwanted11
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Everything posted by mostwanted11
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thanks for the insight, should i add those flags to the crown portion? i actually have no idea how to do any of that EDIT: ok i figured it out and its matched now thanks a bunch, but do you know how to edit textures without compromising mipmaps in the future? when i generated mipmaps it still had the issue :/
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https://imgur.com/a/bSuO85Q https://ufile.io/jfo47578
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Sorry i forgot to mention i modified the pineatlas.dds needles to be a bit more "vibrant", any modification to it seems to ruin the 3d lod. So I had to generate dyndolod without the modified dds overnight. Would the logs from that output work or do I need to upload the logs with the modified dds? If that's indeed the case, can I just upload logs from a smaller worldspace with the same problem such as Sovngarde?
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how do i stop trees from appearing on the map? also may i ask why are my tree 3d lods not matched in saturation with the full model? my level 8 billboard4 lods are matched though
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I am using 3d tree lods, Level 0, billboard4, billboard 1. I heard TreeNormalMaps=1 and TreeLODComplexAtlas=1 makes 2d lods look better.. Would my setup benefit from it even if i have 3d lods? Obviously level 8 and level 16 tree lods will be using 2d so i am wondering if it would affect it or not
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I never said I am entitled to anything, I already said I am willing to help to an extent as long as it doesn't come at the cost of my convenience (which is selfish brat behavior i know). BUT i have already reported it before that dll ng ctds my game on reload from time to time and I have already uploaded logs before on multiple occasions. Those past couple months I have NEVER Ctd'd on reload at least not when its a free of stress area and on a new level save and I mean NEVER. It is not a coincidence that it happened again like it used to back when I was using the ng dll thing in May (which was resolved when i reverted to dll SE) and I did report it and it probably got dismissed because its a difficult issue to track and hammer down, but it is widely known Dyndolod causes ctd on reload and a lot of modlist authors know it. My dyndolod generation says Dll: not Ng and "using papyrus scripts" when generating and i will continue to play with the version that does not CTD because it is common sense. I will test the ng version output from time to time when free and i will post crashlogs here but i am not sure if its going to be of much help because dyndolod dll is never mentioned in the logs but you're the one who knows his stuff in the end not me.
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Yup, as soon as I start using the latest version, a ctd on reload. The version I was using and got blocked from using was working perfectly fine, I don't need the latest version I just want to play the game man. https://ufile.io/5pyxndnj These are the logs because I still want to help you, but I will just revert to my old Output of the old version since this dyndolod DLL NG thing, its been nothing but CTDs on reload it's honestly very frustrating, I just changed 2 tree models and wanted to rerun it after months of playing with it with no issues at all, but I got cockblocked by the update prompt. So very frustrating, I wish you'd just tell me how to bypass it
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Great, i think a good way to prevent dumbasses like me spamming you with questions about stuff already explained is to put links on each feature in dyndolod if it does have a corresponding explanation in the site or a ? button next to the X button top right that opens up a link to the explanation of the feature if clicked with it on
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what does checking the large box between tree and ultra in advanced mode do? also the upgrade and downgrade boxes? are there any videos demonstrating the visual/performance difference?
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Running texgen.exe/dyndolod.exe prompts me to update it, how can I prevent it from doing that? I understand I should update but I am happy with the old version and what it does and i don't want to lose my settings and whatnot. Also this old version doesn't CTD on load so.. Can I somehow workaround this prompt? I promise I won't bother you with an issue while using it
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So about HITMEs, my Requiem for the Indifferent.esp (its the esp that comes out from the requiem patcher that adds keywords and modifies values like damage and armor rating etc to items and so on) has a bunch of them, which of course might be problematic on the long run. I heard those happen because the generated plugin is in the 1.70 header version not 1.71 and that since I'm running on a 1.5 skyrim.exe it might cause CTDs(even with BEES). So I have a question, does saving the ESP in an up to date creation kit fix these as you mentioned in the manual? Is saving the ESp through CK the same as changing the header in xedit? How do I go on about fixing it? Cuz dyndolod keeps mentioning them during generation.
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Okay, after a few days of testing, it probably isn't dyndolod. My long going save just crashes on startup when I use engine fixes' Quicksave into hard save feature, if it's a hard manual save things go nicely. The problem is my game keeps leaking unattached instances whenever I reload it in game, as reported by Resaver. So loading up a functioning save, dying and reloading it and then saving a while after, the new save is going to have unattached instances(I can't trace the instance as it's just labeled ACTOR and Object missing). To be honest I have no clue what's going on or why this is happening, it is very frustrating but as it most likely has nothing to do with dyndolod's DLL, although I am tempted to try out the old SE DLL and regenerate dynd without the large bug fixes thing to see how it goes. I uploaded my crash logs as you requested but Idek if they're helpful. EDIT: FYI the way I load up saves that crash on load is by swapping back and fourth between alpha 32 and alpha 27. So if it crashes using 27 I load up 32 and if it crashes later with 32 I load up 27. This crap is so weird man crash-2024-07-30-08-50-22.log crash-2024-07-30-08-56-23.log
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I am so sorry, I uploaded the wrong crash log. This is the crash log im getting which is pretty much the same as the one in the reddit post. Yeah I know to ignore redditors and their irrelevant conclusions, but the issue has been completely resolved after reverting to the 27.1 one (after play testing 4 hours of which I reloaded saves plenty, while the alpha 30 was crashing on random reloads every 20 mins or so). I will try the new version you provided. Btw for the record I was using alpha 30. Crash_2024_7_26_2-7-2.txt
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Sorry for inquiring about an issue without posting dyndolod logs as they were lost. But I wanna ask if you're aware of a ctd that happens on reloading saves after playing a while? Some guy at reddit with the exact same logs says it's dyndolod dll NG but that thread is 6 months old. He fixed it by using an old dyndolod DLL or something like that, but I can't find it nor do I know which version of Dyndolod should I use with it? This is the thread EDIT: I reverted my DLL NG to 3.0 Alpha 27.1 and the issue seems to be gone, 2 hours of gameplay without crashing on load whatsoever.. Crash_2024_6_12_12-7-49.txt
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I wanna remove grass lods from my save, do I need to make a clean save process or can i just go into an interior and load up the new output instead?
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Yeah unfortunately not, looks like like its a hard incompatibility
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Solved it, it was Mists of tamriel's distant animated fogs. Sorry for wasting your time
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apologies about those references, they're older screenshots from the dyndolod output right before the current one, although they both have the same issue. I uploaded recent screenshots of the same 2 campfires with an SS of the base and the references. one of the campfires has fire and the other does not. As for which model I'm using, I'm using the one by https://www.nexusmods.com/skyrimspecialedition/mods/103807. However, the model got modified by Parallaxgen https://www.nexusmods.com/skyrimspecialedition/mods/120946. Not sure if this affects things? Should I try running dyndolod with both mods disabled or is it unrelated? (they both have fires as long as dyndolod is disabled) The FYX Fire Reacts to Wind file: https://fastupload.io/337ad0b8ed5b60a6 The same file but edited by Parallaxgen: https://fastupload.io/8a3d43e38ab7f0b4
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i'm using 3.0.3 yeah
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full model is from embers XD 00084DB3 is being overwritten by Dyndolod.esm (pic 1) 000680FF is being overwritten by dyndolod.esp (pic 2) mesh rule is pic 3
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the problem is the campfire doesn't have fire coming on top of the woods as shown in screenshot number 1. removing dyndolod brings back the fire
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My game keeps using Dyndolod models for giant camp fires instead of fully rendered ones and hence it sometimes comes without the fires burning out of it.. https://easyupload.io/xjwta5 My logs, sorry had to pack them in a rar because both logs are 200mb each and my internet is too slow >:(
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Dyndolod sometimes crashes at 10.5gb exactly and sometimes it generates everything successfully. I have a rather large modlist of about 3.7k~ mods, could this be the issue? Which logs should I post? Debug_log, Log don't get updated and I dont have a bugreport.
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I fixed it, I was using / instead of \ in my mesh rules i think that was the problem? lol