Kansas72
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Everything posted by Kansas72
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Just updated all DynDOLOD mods and my "textures do not match" blew up. I included the doc file. Just curious if others have had this issue. Not even sure where to start. DynDOLOD_Summary_TexturesDoNotMatch.doc
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Large reference bugs workarounds requirements not met
Kansas72 replied to RainingTacco's question in DynDOLOD & xLODGen Support
I always use Loot and there isn't anything with errors. I will look into the other links listed. I haven't done anything different other than upgrading from Win 10 to Win 11, which would include upgrading AMD drivers. I have used the same upgraded 3 mods with no issue before. Update: Okay. I found the fix. Wasn't win 11. I had to rerun sseedit on Hearthfire. Which is weird since I did prior and no error message on loot. I did notice one thing I did differently. I have skyrim 3d signs which requires a manual fix. I believe it also affects hearthfire somehow. I usually run hearthfire first and then skyrim 3d signs. Didn't this time. I figured it was hearthfire by looking in the "Edit Scripts" folder and went thru one of the logs that mentioned deleted references with it. So thank you z929669 and sheson. Appreciate the help. DynDOLOD popup appeared. -
Large reference bugs workarounds requirements not met
Kansas72 replied to RainingTacco's question in DynDOLOD & xLODGen Support
New issue. I upgraded to Win 11 a couple days ago, so Im going to blame that...for now. Texgen runs fine. It created a zip file with no error. DynDOLOD will not run. I attached pic of the error popup message with some logs. Any help would be appreciated. I am using latest mods...Resources Alpha 37, DLL NG and scripts 3.00 alpha 6 and alpha 128. Oh I ran it twice, the first time using xlodgen, then 2nd time just texgen/dyndolod. Same message. Yes, I did change AMD drivers from win 10 to win 11. As I am seeing a lot of AMD posts. Here is the post for texgen debug log if you need it. https://ufile.io/x4l6kpre The rest of the logs I think you need are below. DynDOLOD_SSE_Debug_log.txt DynDOLOD_SSE_log.txt TexGen_SSE_log.txt -
I have a question on installing DynDOLOD 3. I have seen videos from Gamerpoets on youtube about the command line arguments, like ~sse. He says we no longer need to do that. I have not seen any issues since I haven't. DynDOLOD 3 has been amazing and getting better. I have ran it a ton of times. Do we need to start adding that again for these latest updates? Thanks again
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Thank you Sheson. Never used NifSkope before, but watched some videos on Youtube and was able to fix those 3 texture messages. Appreciate your guidance on the matter. Keep up the amazing work.
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Hi. I installed latest versions of DynDOLOD Resources alpha 36, DynDOLOD DLL NG alpha 6, xLODGen latest beta and DynDOLOD 3 alpha 126. I only get 3 textures do not match messages. I read your information on those messages, but not sure how to actually fix them. This is the fewest messages I have had with all of your versions. I also have 2 from 3dnpc, but they don't seem to interfere with anything. Do you have any pointers in how I can go about fixing them? I added dyndolod log and the actual 3 messages. Thank you DynDOLOD_SSE_log.txt 3 Textures do not match.txt
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Sorry about that sir if I missed a step. Finding all these reports that I didn't even know existed. And everything else was a lot. I tried my best. I did just install your NG alpha 3 and it worked. If I missed that I was suppose to install that or something else, then yes this issue would have been resolved days ago. Again I'm sorry. I really appreciate the time you took to help though. Sorry if time was wasted. You are amazing at what you do. I hope this version helps others out.
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I disabled majority of mods and loaded mainly Jk's mods with patches. Bug fixes and utilities like that. Main mods like interesting, cutting room floor. Also Enhanced Solitude and Capital Windhelm and White Run, Solitude docks updated. ENB as well. Same issue. New game, new dyndolod and texgen. I loaded up vanilla game first before adding any mods and water wheel was there. Add mods and it wasn't. I was hoping a mod was causing issue, but not sure which of the 223 it is. Uploaded papyrus log and dyndolod log. https://ufile.io/tlm89uv5 I do appreciate your help, but if we can't find fix, I will just go back to using those 2 dll files instead of NG (with large reference fix). I will keep updating resources and dyndolod program updated as long as it works, but not NG. Papyrus.0.log
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Added last 2 papyrus. Papyrus 0 is the latest one. That's when I went outside in riverwood from previous save. Clicked on both boxes and waited for dyndolod enabled popup. Then coc riverwood. Still no water wheel. It's like the one time where you had me send the pics of dyndolod menu and cursor. Said the same thing. It has to be a mod inferring with it. I have automated static fix which makes the water wheel turn correctly I guess. I forget the reasoning for it at this time. But I had it uninstalled one time and water wheel still wasn't there. Although I didn't do clean save either. Just redid texgen and dyndolod and then started up new game. In perfect world, I would disable a bunch, rerun tex and dyn and see if its there. Then keep enabling more until I find culprit. Papyrus.0.log Papyrus.1.log DynDOLOD.log
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I re-enabled dyndolod output. Ran game. I included 2 pics of what happened. I got dyndolod to reload/enable when I went to Fort Dawnguard. But the pics are when I went to White Run. Latest papyrus log. https://ufile.io/7id4xwfa The dyndolod worlds and tamriel have yesterdays date on them. Tamriel https://ufile.io/zsvz6sf1 Dyddolod log https://ufile.io/obwtsbjh Maybe the settings and/or asus 6800 gpu just cant handle a mod order this large with high settings. It's just weird it's the only thing I've seen not show up. Waterfalls and streams are perfect. I have a couple windmill mods and they also work. Also using skyrim re-engaged enb highest settings. Everything looks amazing, just the water wheels are missing. The splashes are even there. DynDOLOD_Worlds.txt
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I deactivated dyndolod and large reference fix.. I went back in Inn and it said dyndolod was activated, not large reference fix. Unchecked again and followed the steps. When I did go outside, the water wheel was there. So it's a clean save. 2 logs below because I wanted to see if the water wheel was there from the same save when I had dyndolod enabled. Papyrus 1 is the first "clean" save. The papyrus 0 is when I went outside to see if water wheel was there. Papyrus.1.log Papyrus.0.log
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Okay. I start a new game each time with alternate start. I never start this process from a save. But I will follow those instructions and resend those logs. Maybe that's why it's not working. I'm hoping anyways. Thank you
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When I point mouse cursor over each one, they all say same thing as 20480. PapyrusUtilDev.log Papyrus.0.log
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Okay. I also use beth.ini, not sure if that plays a role or not. Just throwing that out there. Here is the one log. I will upload the rest soon. I work from home. DynDOLOD_Tamriel_Objects.txt
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This is the dyndolod debug txt... https://ufile.io/faqd986y This is the texgen debug txt... https://ufile.io/3btqw74d This is the dyndolod log txt... https://ufile.io/bpxrshq0
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Debug log is too large. Is there a section I can copy and paste? Its 165,502 kb.
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Same issue. I did wait for dyndolod to load successfully. Pics first. Dyndolod log. DynDOLOD_SSE_log.txt
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Here are the screenshots per request. I took 2 pics of Riverwood mill and 2 of Half-Moon mill. Hope this helps. No texgen or dyndolod outputs installed.
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Hi. Sheson. Waterwheel man here. I ran dyndolod 3 with latest versions of NG alpha 2, resources alpha 30 and dyndolod alpha 111. Ran with basic settings on texgen and same with dyndolod. Only selected areas and high setting, nothing advanced. Also ran with what I normally choose in advanced settings and same thing, no water wheels in both instances. Then I ran it with old method...2.82.4, dll skse64 plugin for 1.5.97, but did use latest versions of resources alpha 30 and dyndolod alpha 111. Water wheels were there in each instance. So something with NG is causing water wheels to not show up, at least in my game. Both NG alpha 1 and 2. The 2.82.4 and the 1.5.97 combo works. For dyndolod, the only difference between the combo versus NG is the large reference box to click on. That is the only setting or box I didn't use because its not an option with old method. Other than that, I chose the same settings and options. I looked thru large references, but only saw references for Ivarstead and Mixwater Mill. I included large references log. I could be wrong, but since one of the biggest changes I see is the large references box being added, I kind of believe that's the issue. Just not sure why though. I ran old method a few times and water wheels were there in all instances. Not sure if there is a way to use sseedit to clean those files listed. Than try NG again. Any suggestion would be helpful. Thank you large references.txt
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Thank you Sheson. I did run on the later versions and that's when I first noticed the issue. I went back to earlier versions, like 108 and ng 1 to see if same thing happened. I was trying to see when It first started, so I could let you know. That way you could see whatever was added to newer versions was causing this weird issue. I will re-run with newest versions again, but water wheels won't show up. Is there a part of log I could add to this forum, since it appears the whole log is too big. I thought about disabling mods and re-running dyndolod that way. I really love the way dyndolod looks in game, so I want to find the answer. I think it's amazing what you are doing.
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Ran version 108 with NG 1. Same thing. No water wheels. Went to 3 or 4 other locations and there wasn't a water wheel there either. Just the splashes as if it was there. Again, can walk thru it so its not actually there. Hitting command prompts doesn't help since it's not there. Keep getting fxrapids.nif cos its water there. I deselected terrain underside, "Large" and under rules...used defaults on "Tree" and "\". No difference. I would like to include logs for both dyndolod and texgen, but they say file too large. Which makes sense as I use a lot of mods. Is there something I can look for in the logs that I can just copy those parts and add here? Again when I use normal setup or add texgen, they are there. When I run dyndolod, they are not. Not sure how long this has been going on. Like what version of dyndolod caused it to do this. I did clean uninstall, so there isn't any left over stuff. Using Vortex with 1.5.97. Curious if this is happening with anyone else.
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Looked thru dyndolod log and no mention of any kind of water wheel. I wish I had alpha 109 to see if it was there. 110 and 111 it's not. I have 108, so going to try that.
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I did clean fresh delete. Reinstalled all mods except for Automated Static reload fix. The only mod that would have anything to do with water wheels. Same thing happened. No water wheel. I ran version 110.
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Ran versions 110 and 111. Use alternate start. I go to Riverwood from camping site or start in Riverwood. Fresh game. I run the game without dyndolod/texgen, it's there. When I run and add texgen, it's there. But when I run and add dyndolod, it's not. I try to hit console, but there isn't anything there. Only get fxrapids.nif with last change skyrim.esm or lumber mill cos its right below the actual lumber mill. I walk thru it like there was never a water wheel there. So it's not like it's invisible and I get blocked by invisible object. It actually removes the water wheel completely. Weird. I do have 1 or 2 mods that fixes the actual wheel so it moves correctly I will try removing it and see if that does anything. I included a pic from someone else who had a similiar issue without dyndolod. Mine looks the same except I have a stone block (fence base support) that is there from jks skyrim. Now, I'm also getting 2 new issues when I run it. Never have seen these messages before. Got them with 110 and 111. I'm looking into the below messages. I saw previous post with these errors. I don't use that mod...Veydogolt trees. I do see 3D hybrid LODs mod under this mod that has these missing meshes, but why when I don't use this mod. Never have. Weird. Warning: File not found textures\dyndolod\lod\trees\treepineforestbroken06_09e933e6_trunk_1.dds. Used by meshes\dyndolod\lod\trees\treepineforestbroken06_09e933e6passthru_lod.nif Dragonborn.esm DLC2TreePineForestBroken06 [STAT:0401D500] Warning: File not found textures\dyndolod\lod\trees\treepineforestbroken06_09e933e6_trunk_2.dds. Used by meshes\dyndolod\lod\trees\treepineforestbroken06_09e933e6passthru_lod.nif Dragonborn.esm DLC2TreePineForestBroken06 [STAT:0401D500]
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Hi. Using latest Dyndolod's...Resource 3.00 alpha 30, Alpha 111 for texgen/dyndolod and dyndolod ng scripts alpha 2. Issue I'm having is in Riverwood. Brand new save. The water wheel disappears, but you see the splashing in the spots where it would be. I ran texgen and it was there. However, when I run dyndolod, it disappears. Even tried to go to another town for 24 hours and come back. Was wondering if anyone else has had this issue. Didn't happen on previous versions. I included screen shot of what settings I use. I set it at high (top right corner). Thanks

