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Sandcom

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Everything posted by Sandcom

  1. Thank you! I'll read it on my plane ride, I really appreciate it, and sorry for making you repeat things you've told others.
  2. Hey sorry to bother you guys again, I just had a final question of something more obscure and I don't have time IRL to test on yet. When you change the Top Grass RGB brightness values in DynDOLOD_SSE.ini do you need to regenerate TexGen or DynDOLOD each time? Or is this something that can be changed after generating a DynDOLOD_Output or Texgen file in some way? Thank you as always, even if its just reading it.
  3. IT WORKED! WOOOO! Setting it to 1 fixed everything, thanks a bunch!
  4. Thank you so much for all your work Sheson, not just your help with me, i'll take a look over it and continue from there. Just having a lead gives me so much relief. The old thread was just you explaining that overclocking can cause functional errors with LODGen as it causes the generator to misread, but its possible it was for /normal/ DynDOLOD or LE DynDOLOD, not sure but regardless it seemed smart to turn it off anyways just incase.
  5. Hey, so for some context I've been trying to resolve this issue I've been having since early January when I switched to SE modding, that is involved with my DynDOLOD 3 LODGen, and I've been too stubborn to ask for help here because I didn't want to bother any of you guys, and I've resolved 99% of my problems but I have a final one I just can't resolve, or i'm just too stupid to figure out and feel overwhelmed and frustrated from information overload. I've been try to generate my Grass LOD, and I use Verdant for my grass mod inside MO2, it wasn't being recognized but I fixed that learning from an old 2020 thread stating I need to Recalc Bounds for the grass so that way TexGen recognizes it, bingo bango, did that, its recognized and working fine, processed in TexGen, but the problem came up when I went to try and Generate the LODGen DynDOLOD_Output, it does every other correctly all the way up to, [tamriel] updating height map from terrain LOD meshes [tamriel] updating height map from object LOD meshes Once it gets there I end up freezing, over the last couple months i've followed alot of old threads where it states its a Hardware issue, so i've done the recommended of turning off my Overclocking, then I set Max Thread Limit in DynDOLOD_SSE.ini for both OcclusionMaxThreadsTerrainLOD=6 OcclusionMaxThreadsObjectLOD=6 since I have 16 Logical Processors (and make sure nothing else is running.). Important contextual information is that DynDOLOD LODGen would run fully prior to me Recalc Bounds for Verdant Grass to make it recognizes the grass mod, and from my understanding Verdant Grass works for many others just fine with DynDOLOD 3 so I don't think thats the case, and I think it might be a problem on my end, and I made sure to Recalc Bounds for everything inside the Verdant Grass listing for Object Menu in Creation Kit SSE version. Here's the only available Log generated from when it Freezes, and a picture I took of the screen when it freezes, its always the exact same last message shown before it does for me on screen. Sorry if poor quality, phone and all that since I couldn't screenshot. Thank you so much for even just reading, you guys are absolutely great, and I apologize if this is something super obvious and I was just too stupid to realize from how overloaded my brain feels, and how frustrated I feel, I do not like the idea of wasting your guys time. LODGen_SSE_Tamriel_log.txt
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