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Forn

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Everything posted by Forn

  1. I'll redo the complete process since my load order has changed, but since we're using vanilla references I'm not sure if that makes a difference. I'll repost logs once that's done (may be up to a day or 2 depending on real life factors). The stacks being dumped are because I didn't initialize a mod (Requiem) because initializing it doesn't have anything to do with the issue on new game, but next time I'll let it initialize to reduce the file bloat. The only mod that I use as far as I know regarding DynDOLOD rules is https://www.nexusmods.com/skyrimspecialedition/mods/122201 "DynDOLOD The Little Things". It had you as a partial creator so I didn't question it but I'm not sure if that was false advertising. Could this be the culprit? I have a feeling there could've been something I changed that triggered the mod to cause this; will report back.
  2. https://ufile.io/oj8x4b7m I've attached logs and pictures.
  3. Hi, Randomly upon encountering chests: they will be completely invisible they can still be selected with console they are lockpick-able the open prompt appears but you can't actually open the container menu reloading your save while still in-game causes the chest to appear, then fade over a couple seconds (just like LOD fades) exiting to main menu first and then reloading your save (or alternatively quitting and relaunching Skyrim) will fix the chest and it will not fade while in the cell The chests affected are seemingly random. I cannot consistently make a chest invisible, but with enough attempts at entering the chest's cell it will be invisible. The specific chests that are affected are among the chests that are given LOD persistent records in Dyndolod.esp. Chests that do not require LOD and therefore are not in Dyndolod.esp, I cannot replicate this issue with. Disabling Dyndolod.esp specifically fixes this issue entirely. I've tested many times trying to force an invisible chest with and without Dyndolod.esp activated, and I'm no statistician, but I am confident that my findings aren't a coincidence. Each test was done by selecting new game and following a looped path encountering several chests along the way. I'm using the latest Dyndolod files available from nexus. If needed, I can provide DynDOLOD.log and Papyrus.0.log or whatever else you may need from when the bug is encountered. I'm not sure what is relevant honestly so please let me know. Here is a link to a short video clip of the bug randomly occurring in routine gameplay: https://www.youtube.com/clip/UgkxLd15KoQ5D1HLVf4aLaG4wgvKJ_-8weHD?si=xL8ULcdEn88mtCF1 You can see the invisible chest become visible on reload then fade away.
  4. Hi sheson, thanks for the quick reply. I'm aware I could overwrite the ini through my mod manager or copy paste the old one in, but that doesn't really solve my initial question on there being an update-proof way, as I would either have to check changelogs or use a text editor to check for changes in the ini. Based on your response, I'm going to assume there isn't a way I'm looking for and that there also won't be a way? Regardless, thanks!
  5. Hi, I'm looking for an update-proof way to disable loading screens. Manually changing the ini file every update is a bit annoying, as well as manually deleting the records from the esp/esm file that is generated. Making an esp dependent on the generated esp/esm that deletes it is also an option, but then has to be manually deactivated and reactivated every re-run of Dyndolod. Is there a way existing to do this or can a way be made? Thanks!
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