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MisterMorden

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MisterMorden last won the day on March 26

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  1. Hi sheson, just a question not a bug report....does using the NG dll theoretically make it harder on the pc system when setting ugrids higher than 5? I was using ugrids=7 for the entire time running with the old dll and scripts without a hitch, but when I regenerated recently with the newest NG dll now I find I freeze outdoors if a lot is going on in the game. If I set ugrids=5 then everything runs great. I realize that using ugrids greater than 5 isn't good for long term stability but the change happened so quickly that I, perhaps incorrectly, attributed it to the increased amount of references generated with the NG dll.
  2. Maybe try to post in the xlodgen support section?
  3. Tundramosstest01 is the texture to look for, I believe...maybe it's applying a parallax texture to a non-enabled mesh?
  4. I think this is from having an incompatible mountain texture with Majestic Mountains Complex Parallax IIRC
  5. Wow, you aren't using a mod manager? You really should...it's gonna make things WAY easier for you. Some plugin and/or meshes is telling Dyndolod that you should have textures in a "statics" folder.
  6. This might be very basic, but do you find these textures when you search the data tab in MO2? (The EXACT texture...at the "statics" path)? Mods like Majestic Landscapes and maybe Atlantean Landscapes too use blending methods that utilize multiple versions of the same texture in different folders. If you don't use a compatible texture pack you can be missing some necessary textures, potentially. Just a thought.
  7. Looking back at it I apparently forgot how to read...I think I confused info in 2 sections. I can also see the black terrain edges now that I look again, was too concerned with the missing stuff I guess. Hopefully they will post a result soon.
  8. Ah, I see. My apologies for inserting my 2 cents, I was actually just referring to Kaizersoze27's post without the black edges, however I do see in the FAQ you posted that occlusion boxes and planes won't affect lod just loaded cells. Thanks for pointing this out.
  9. Hi there, I was having a similar problem and I discovered through xedit that RWT placed an occlusion plane in the cell (5,10) in Solstheim. I removed it from the esp (actually making a patch for it ie "copy as override into" is the best practice) and the issue was gone. You can tell it's an occlusion plane issue because the objects disappear/reappear instantly at a point while you move instead of persisting for a bit before blinking out when at the same point as lod does.
  10. All I can suggest to check is that the renamed meshes are spelled correctly (check the data tab in MO2 to make sure they overwrite dyndolod resources) and also look at the winning nif in nifskope to make sure it looks just like the one it's copied from in Glacier LOD Meshes. I also use a mesh rule for icebergs and glaciers setting level0 for all LOD levels (except 32 depending on your map situation). Make sure there are no other mesh rules above the one you create or it will override it.
  11. Depending on what mod you're using for icebergs, glaciers, etc the full model may or may not use the exact texture that the dyndolod resources lod model uses. Also, even if it uses the same texture, the lod model can't use the same mesh flags that the full model can so it won't look the same. As a way to smooth visual transitions for this, I personally use the Glacier LOD Meshes mod and then (because it doesn't include the "_anim" lod models that dyndolod resources provides for Animated Icebergs' full models) I copy and rename the corresponding lod model to overwrite the ones in dyndolod resources. Glacier LOD Meshes uses edited lod models that retain the look of the utilized texture more accurately. PS - GLM is an oldrim mod but since it is just meshes it will work as is.
  12. NG allows for the large reference bug workaround also allows large trees to be turned into large references.
  13. Yes, the dll for your version & the scripts. Make sure they overwrite the scripts from dyndo resources
  14. Do you use the NG scripts for dyndolod? If so, try generating with the regular dll and scripts and see if it still occurs. I've only seen that particular header ( SkyrimSE.exe+09A1B92 ) when researching ctds seemingly related to NG.
  15. If you look in the console window behind the error you'll see the last one dyndolod found, it will trip the warning for every one it finds and you probably have more than one.
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