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ThorRight

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Everything posted by ThorRight

  1. Well after much toil I managed to get things to work! https://imgur.com/xmYme05https://imgur.com/xmYme05https://imgur.com/a/VPwlCUK Thank you, for all the help. Just one or two questions. I have a very large world space with terrain outside of the havok bug limit that was only there for LOD and look pretty. Some places you can walk right up to cell 64 to 65. Dyndolod has a worldspace size limit too? Does Dundolod also break after that size limit, or what's the reason it's being limited? And the other question, I have another worldspace on an esp, it never showed up in the lists of worldspaces Dyndolod could generate lod for. I have done terrain lod on it with SSELODGEN64 and it has the lod settings file. There's not much in it, only a couple of trees.
  2. I'd have to go back and do the texgen again then the grass cache? But what would I change so it uses the replacement grass, because that was already installed prior to using DynDOLOD? I don't know why it's using vanilla assets. Aside from the vanilla in Skyrim I have some other world spaces and it looks great, super job. Look at the custom gorse and heather in this screenshot: https://imgur.com/a/QCvoilV
  3. One last issue It worked, very pleased about it. Fantastic mod! But it's used the ugly default vanilla grass rather that the grass in my grass mod. Is that a load order issue or has it used the vanilla grass to build the cache? And if it did use the vanilla grass to build the cache how do prevent that? My grass mod is checked, active and works and has not been turned off at any time during the last few days whilst working away at this. Thank you guys for not only helping, but the quick replies It's really appreciated.
  4. Bingo! That's done it for me, the Grass lod checkbox is now clickable. Thank you very much everyone.
  5. https://imgur.com/a/VLfAFzM Is this correct? That's the grass folder, with the cgid files in the virtual data folder of MO2. I checked the GrassGID INI and it's cgid. What if I just throw them into the physical data folder, where should they go - what's the file structure? And is there somewhere in DynDOLOD I can check what pathway it's using to look for grass/cgid files? Thank you!
  6. I have a slight issue, DynDOLOD has the grass lod check box untickable because it can't locate the grass cache. I have that generated, the folder is called 'grass cache' and it's in my MO2 mods folder, and box ticked in the MO2 load order. Should I do something different with the grass cache folder so DynDOLOD can see it?
  7. Thank you, think it's all working now!
  8. Hello, I hope everyone is well. I just downloaded DYNDOLOD and trying to get it to work. It's giving me the error "There are no modules in the data folder". I can see it's not using the correct file path for the SSE data folder on the loading screen. How do I change the data file path? Will this also automatically update the plugins.txt, because the contents of that file don't look correct as well? Thank you.
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