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Gand

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Everything posted by Gand

  1. Thank you. I cleaned things up and now have only a few warnings left. What did I do wrong if tree LOD does not fully load? --> Example: This hill has no trees when I'm far away: As I get closer, tree LOD pops in: How can I prevent this?
  2. lol you didn't have to do me so dirty I don't quite understand how vanilla Skyrim does not crash. Has it something to do with how DynDOLOD does things (that makes these deleted references actually crash the game when using DynDOLOD, when before it did not)?
  3. You are a saint, thank you. What baffles me is that the vanilla game files seem to have deleted references..? Can this be correct?
  4. I am sorry. I redid my setup and am now using Cathedral Landscapes as the main texture mod. Textures which are not included there, I get from Skyland, Pfuscher and the new "every single texture upscaled" mod. I run DynDOLOD and those are some errors and warnings. Which of those might cause crashes and what am I supposed to do about it? Deleted Reference: File not found meshes: File not found textures: Large Reference Bugs: Root block:
  5. I have a RX 6900 XT with 16GB of video memory and 32GB RAM. I have only installed texture packs with 2K textures max. Could Ultra Tree LOD be affecting this?
  6. OK, so I generated LOD with DynDOLOD and it is stunningly beautiful. Thank you for providing such an elaborate tool! I have an issue, however. All my objects (or at least all I notice) do have a LOD model, but when I come near them (approx. at grass rendering distance) the LOD fades. Then, for about 2 seconds, the cells there are barren (no objects at all). After that the normal object models pop into existence. Is there any ini setting or similar I can change to make the transition less obvious (or did I do something wrong during generation)? Thanks in advance for your help! Gand
  7. Thank you. I was not able to fix the problem but I did create mesh rules for the hay stacks and some other objects and now the missing grass is not as noticeable anymore. Thanks for all the help!
  8. The adventure did take place today lol I got the nif and will add it to the mesh list. However, as I went closer, I saw that the other things not spawning in, is grass: https://imgur.com/dQJJwRi What could cause this? Apparently grass around this patch is displayed as LOD just fine - just those patches (see screenshots from last post) are barren until the player is close enough.
  9. Thank you. That will be an adventure for another day^^
  10. Thank you all. I have run xLODGen, TextureGen and DynDOLOD resulting in way better looking LOD. The only problem left is that some objects (like straw piles on fields) pop into existence about like half a kilometer away from the character. When in woods or a city, that doesn't really hit the eye, but if I stray around farmlands, it is very noticeable. So two questions: Under which categories do most of these objects fall? I went through the DynDOLOD list and intuitively I could not point a finger on a certain one. I saw the "windowglow" category in the list. Does this on actually make windows glow when far, far away (like looking from a mountain down on a small village)? Edit: Here are screenshots of what I mean: Before it loads: https://imgur.com/fqiFJIB After it loaded: https://imgur.com/EIbjcW6
  11. Thank you. So much to read here Any advice on Terrain LOD settings?
  12. Thank you both. I generated the grass cache and am now onto LOD Generation from scratch. I tried xLODGen for Enderal (Terrain) and have no option for generating Terrain Textures. What am I missing?
  13. Thank you. I just downloaded the SKSE v2.2.2 and re-packed the "scripts" folder into its own .zip. This one I dragged into Vortex and the error was gone. Am I allowed to ask another question in this same thread? What settings do I have to set in order for objects to not pop into existence and for the terrain LOD to be more appealing? (I generated using these from STEP: https://stepmodifications.org/wiki/SkyrimSE:2.2.0#Run_DynDOLOD) Picture (embedding somehow doesn't work)
  14. OK, I went step by step: SKSE log says: "plugin DynDOLOD.DLL (00000001 DynDOLOD DLL 00000001) loaded correctly (handle 4)" Log: "Use the latest versions" -> can't do concerning SKSE, since I need the version for Enderal SE GOG (i am using SKSE 2.2.2 and the DynDOLOD Log recognizes it) DynDOLOD Log: There are no log files in .../Data/DynDOLOD or .../Data/SKSE/Plugins/DynDOLOD_Data. Do you need the generation logs also? The ConsoleUtil log: In the papyrus log I found the following line: [07/21/2024 - 07:25:23PM] DynDOLOD requires SKSE 69 65 -> What is SKSE 69 65? Thanks and best regards, Gand
  15. Hey dear DynDOLOD-Community, first off - THANK YOU for providing these great tools which help us enhance our game's visual fidelity by quite a bit! I have used DynDOLOD on Skyrim, Skyrim SE and FNV already. Recently I have started modding and playing Enderal SE on GOG. My GOG version of Skyrim (and Enderal) is 1.6.659.0 and SKSE as well as Engine Fixes (and some other things) come bundled with the Enderal installation out of the box. I have gone through the standard process of installing the requirements (DynDOLOD Ressources + Scripts and DLL, as well as PapyrusUtils and Address Library). Everything completes fine, but when I load my savegame, I get prompted with "DynDOLOD needs SKSE". The DynDOLOD Log recognizes my SKSE version and I can call it via the console ingame, so it IS installed. I have tried multiple versions of the DynDOLOD DLL (as well as the NG version, which combines both scripts and the DLL), but all pop the same prompt, unfortunately. How does DynDOLOD check, if SKSE is installed? (maybe I can debug my way out of this mess with a little help of you fine folks) Best Regards, Gand
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