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blueetenicolet

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  1. Hello, noticed that vigilant mod have add into ignore list to skip its lod generate, but I have a retexture mod for vigilant and got texture mismatch between near landscapes/buildings and lod. Is there any way to generate object normally for vigilant ? I tried delete the worldspace from ignorelist.txt, but seems texgen not generate new lod texture for those buildings, and the lod dyndolod generated have only 5 bto files.
  2. Simple tested, the bug won't happen and Dyndolod installed successfully. I think it is fixed !
  3. I 'm going on business trip now, i can test it about 2 days later.
  4. I remember being in a similar situation: I can't start the sence that Balgruf lead you to Farengar to talk about bleakfall. Balgruf should lead you to meet Farengar, but he do nothing after dialogue, finally i found it was a guard mod caused that. One guard is considered doesn't matter and was disabled by the author, but in fact he's one Alias in a quest, and it caused that quest cannot run, then caused the bleak fall quest broken. Maybe this is the same? Some largeReference is Alias in some quest and was disabled by LargeReference workaround, so caused other quest damaged?
  5. Ur, that still happens
  6. txt here: Mega And In the log of SSEEdit, it seems only read from some esm plugins, not all esm.
  7. Well, still couldn't help testing it. Test 1 : Delete Tamriel, still happen. Test 2: Delete all world space, still happen. Test 3: Delete Anything, make it a empty plugin, not happened. Test456789... Finally i found when i reserve "Game Setting" only(fLargeRefMinSize [GMST:00000F92], DynDOLOD.esm is 1 overwrite 512 in skyrim.esm), the bug will happen. And delete it only from plugin, the bug will not happen. I have checked no other plugin edited this record. I'm really going bed now XD , see you tomorrow
  8. Ok, i'll do that tomorrow
  9. Yes.Test with Resources and DLL NG scripts installed, DynDOLOD.esm,DynDOLOD.esp and oclusion.esp disabled, that will not happen.
  10. Tested. That still happends.
  11. I'm not sure the previous logs is with version 2 DLL or NG. I re-tested to repeat the bug with NG DLL. Here's the log. skse64.zip Here's log test with version 2 DLL skse64 Version2 DLL.zip
  12. here MO2 tree.zip
  13. I have tried read the "damaged" save with version 2 DLL, the quest target pointer still not displayed, so i think the bug is happend when save the game.
  14. Oh and the crash log is created when i use version 2 DLL.
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