-
Posts
170 -
Joined
-
Last visited
-
Days Won
4
Everything posted by MisterMorden
-
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.
- 542 replies
-
Error code 603
MisterMorden replied to HadToMakeAnAccount's topic in General Skyrim SE Discussion & Support
Maybe try to post in the xlodgen support section? -
Silver Rocks and Purple dirt
MisterMorden replied to ejikazuma's question in DynDOLOD & xLODGen Support
Tundramosstest01 is the texture to look for, I believe...maybe it's applying a parallax texture to a non-enabled mesh? -
Silver Rocks and Purple dirt
MisterMorden replied to ejikazuma's question in DynDOLOD & xLODGen Support
I think this is from having an incompatible mountain texture with Majestic Mountains Complex Parallax IIRC -
Silver Rocks and Purple dirt
MisterMorden replied to ejikazuma's question in DynDOLOD & xLODGen Support
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. -
Silver Rocks and Purple dirt
MisterMorden replied to ejikazuma's question in DynDOLOD & xLODGen Support
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. -
Terrain LOD missing, black terrain
MisterMorden replied to Kurnsy's question in DynDOLOD & xLODGen Support
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. -
Terrain LOD missing, black terrain
MisterMorden replied to Kurnsy's question in DynDOLOD & xLODGen Support
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. -
Terrain LOD missing, black terrain
MisterMorden replied to Kurnsy's question in DynDOLOD & xLODGen Support
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. -
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.
-
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.
-
CTD when loading save
MisterMorden replied to Kattmandu's topic in General Skyrim SE Discussion & Support
NG allows for the large reference bug workaround also allows large trees to be turned into large references. -
CTD when loading save
MisterMorden replied to Kattmandu's topic in General Skyrim SE Discussion & Support
Yes, the dll for your version & the scripts. Make sure they overwrite the scripts from dyndo resources -
CTD when loading save
MisterMorden replied to Kattmandu's topic in General Skyrim SE Discussion & Support
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. -
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.
-
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!
-
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!
-
The new TexGen did indeed resolve the folder/path issue, thank you.
-
I will try it asap...might have to be tomorrow I'm afraid but it will be done. Many thanks!
-
Here go: TexGen - https://ufile.io/f/fupmk Dyndolod - https://ufile.io/f/7hk59 No bugreport generated.
-
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.
-
NPC Sweeping - No Broom Appears And Other Glitches
MisterMorden replied to mooit's question in General Skyrim SE Support
Got it, thank you...I misinterpreted "solution." -
NPC Sweeping - No Broom Appears And Other Glitches
MisterMorden replied to mooit's question in General Skyrim SE Support
If I may ask, what was the solution Z? I see the record pointed out, but do we just remove that idle? -
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!
- 542 replies
-
- 1
-
-
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).

