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EnderProtix

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  1. Hey, sorry for the delayed response on this, was sick the past few days and just got a chance to check it. I thought I had attached the logs, but it was fairly late when I made the post, so I must have forgotten, sorry about that. As for the generation issue, switch to LODGenx64.exe remedied the problem. Thanks for your help!
  2. Hey, I recently switched out some smaller mods in my load order (mostly lighting, EFLX -> Lux), and needed to regenerate my LODs due to some issue I was running into in Riften. I updated to the newest version, I had been using a build from a few months back, not sure which one though. I also updated Resources and the DLL, but the LOD generation has taken significantly longer than expected. When I used to run it, it would take around 2 hours to complete, however now, I'm currently 20 hours into generation, and it seems to be crawling through the Tamriel Object Lod generation. Yesterday morning I thought I had maybe done something wrong, so I reset the process, but the issue is persisting. I've noticed the main holdups are the Tamriel and Solstheim. Where there any changes made in recent builds that would cause this to happen? I might have missed a setting or something, but I'm not sure what to look for. Edit: forgot to add this, but Tamriel has specifically been working on LOD lvl 4 for 16 hours out of the 20.
  3. Ah okay looks like I accidentally overwrote my old DynDOLOD_SSE.ini, it had been a second since I had regenerated the LOD data so I forgot that was something I needed to check. LODs working when uLockedObjectMapLOD is set back to 32 now. Thanks for your help!
  4. Setting uLockedObjectMapLOD=16 in A Clear Map of Skyrim's ini seems to have caused the LODs to reappear, however I do recall generating level 32 LODs, specifically setting tree to Billboard6 and \ to Level0, so I'm a bit confused as to why it wasn't working when uLockedObjectMapLOD was set to 32. This is a screenshot of the settings I used during generation:
  5. Quick update, just tested on a new save, got the same result. Also tried switching from papyrus to the DLL, still got the same result. Unsure how to troubleshoot beyond that.
  6. Here's the Debug log: https://ufile.io/wzznsvdz. One another thing I noticed is the LOD loads when a save in is initially loaded while outside, but it doesn't dynamically change, so when I fast travel or just walk farther away, the LODs don't unload, and I end up with trees overlapped by lower quality versions. Also tried editing the tree and object LOD distances, didn't see a change.
  7. I've recently added some mods to my load order that add objects to the main worldspace, so I went to update DynDOLOD. Followed the instructions for uninstalling the old version, created the new TexGen and DynDOLOD outputs, and reloaded the save I made. The mod says it initialized, but when I go outside, there are no billboards, just empty space. I've tried rerunning it a few times, with no changes in results. Anyone know what I'm doing wrong here? DynDOLOD_SSE_log.txt and bugreport.txt here: https://paste.ee/p/YBgan
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