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MisterMorden

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Everything posted by MisterMorden

  1. 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.
  2. 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.
  3. NG allows for the large reference bug workaround also allows large trees to be turned into large references.
  4. Yes, the dll for your version & the scripts. Make sure they overwrite the scripts from dyndo resources
  5. 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.
  6. 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.
  7. 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!
  8. 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!
  9. The new TexGen did indeed resolve the folder/path issue, thank you.
  10. I will try it asap...might have to be tomorrow I'm afraid but it will be done. Many thanks!
  11. Here go: TexGen - https://ufile.io/f/fupmk Dyndolod - https://ufile.io/f/7hk59 No bugreport generated.
  12. 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.
  13. Got it, thank you...I misinterpreted "solution."
  14. If I may ask, what was the solution Z? I see the record pointed out, but do we just remove that idle?
  15. 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!
  16. 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).
  17. I will try it this evening, apologies about the logless post when I know better by now!
  18. 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.
  19. 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.
  20. 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.
  21. Hello, once again! Asked for some help with this on the nexus .netscript framework page but I thought I'd ask about it here as well... I've got a CTD a few times over the last year with this heading: SkyrimSE.exe+21FFE3....When searching online for similar crashes, the only references I can find are on the Animated Ships mod page and the Wildlander (which I'm guessing is a mod pack) wiki and both of these mention an issue with npcs spawning with torches. My crashes happen when leaving walled cities at night and the logs reference a Khajiit npc which I'm guessing is part of the caravan. Anybody else have any experience with this type of crash? I appreciate any info. logs: https://pastebin.com/CBWDEwhW https://pastebin.com/vLAvxG4d https://pastebin.com/Q59kcPkT https://pastebin.com/n6C8DXFn
  22. Are you using tcl command to get this view? I only ask because even with occlusion generated, things normally out of view without using tcl aren't rendered to save resources (actually the point of proper occlusion, the vanilla implementation is bugged causing the holes initially). May not be the issue at hand but something to think about.
  23. You need to clean all dirty mods before you can use the large reference bug workaround.
  24. I've had this CTD 4 times in the last 2 months and I'm in need of a little help remedying it. So in each of these logs, the relevant objects section has ACTI and REF records with FF prefixes, which I understand are dynamically generated by scrips, listed at the top. I can't make sense of anything below that but it seems to be the same issue going on each time. This happens rarely and never in the same place so a binary search will take quite some time to test, I was hoping one of the bright minds here might be able to reduce the scope of my search a bit, lol. Here are my logs, any help or ideas are appreciated! https://pastebin.com/PnUNDheF https://pastebin.com/MaSpN1VH https://pastebin.com/qn57r9pH https://pastebin.com/qRDHcdEt
  25. I appreciate even a generic answer, thank you! I was actually thinking of using a rule to show the full model as lod since these are only used once (similar to the Azure statue replacer example)...not an ideal scenario I realize, however I spoke with Drengin and he is making a new version of the mod with vanilla file paths for textures so I could wait for that I suppose. Thank you again for the info.
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