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MisterMorden

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MisterMorden last won the day on June 26 2023

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  1. 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.
  2. Not reporting a bug, just wanted to ask about the update/changelog...I was wondering if the issue about the white river water lod mentioned in the following post was fixed (I didn't see it listed in the changelog)? https://stepmodifications.org/forum/topic/20141-dyndolod-300-alpha-183/page/674/#findComment-283570 Thanks!
  3. Reading this just makes me want to thank the admins here for being so patient and helpful to all ages, regardless if we are "smart people" or not!
  4. The new TexGen did indeed resolve the folder/path issue, thank you.
  5. I will try it asap...might have to be tomorrow I'm afraid but it will be done. Many thanks!
  6. Here go: TexGen - https://ufile.io/f/fupmk Dyndolod - https://ufile.io/f/7hk59 No bugreport generated.
  7. Apologies in advance for my lack of logs, I just wanted to ask if it was expected behavior of the latest TexGen to create a "render" folder inside the "textures\Dyndolod" folder? I generated last night and noticed the Solitude walls' lod had the textures included in dyndolod resources instead of the ones I use. Then saw that the path to the generated texture in the new TexGen no longer matched the nifs in dyndolod resources (textures\lod\...). I did have to add the lines to the ini talked about here to get TexGen to run through as it was stopping about 1:55 in with an OpenGL error (in case that could cause the "render" folder to be created). I can post logs tonight it will just be quite late. Thank you.
  8. Got it, thank you...I misinterpreted "solution."
  9. If I may ask, what was the solution Z? I see the record pointed out, but do we just remove that idle?
  10. I'm not seeing DLL NG Alpha 24 link in the usual place (large reference bug workaround link) ? Edit - I found it on the nexus page, sorry. I usually use the mega link. Edit 2 - Everything seems to be working great Sheson! Thank you so much for your help!
  11. That's what I'm talking about. Didn't see that you'd replied, sorry bout the late answer. Maybe it's removing them from beneath and in doing so affect the look of the complex textures? I am just taking wild stabs in the dark, but I do notice dark patches in the tundra grass are gone or greatly lessened (esp obvious when viewed from above).
  12. I will try it this evening, apologies about the logless post when I know better by now!
  13. Dyndolod/TexGen logs + debug: https://ufile.io/f/uounq Dyndolod log from My Documents: https://ufile.io/m5lf7k3r Papyrus.0. log: https://ufile.io/rzuip039 Screenshots: https://imgur.com/a/CA6oH3C This is while using the latest DLL NG version 23. I use Alternate Start to begin the game and I wait until all the notifications in the corner are gone before fast travelling to Whiterun. Oh and I misspoke earlier...version 20 is the last one to work for me, not 19.
  14. I found that running the Synthesis patch to remove vertex colors gave me a more uniform grass coloration when also using complex grass + enb, fyi.
  15. Hi again, Sheson...just a head's up that for some reason I get no windmill rotors when using DLL NG & scripts 20-23 + large ref bug workaround and starting a new game. Version 19 is the last one that worked properly for me. I will update with logs this evening, however everything in the generation seems to work fine the problem only occurs when switching to newer DLL NG versions.
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