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Citachi11

Citizen
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Everything posted by Citachi11

  1. I discover that the 32 Object Lod of the west island of Cold Habour is still missing,which could be seen on the map and from the unloading Lods.
  2. Certainly I can test but as what you said I may wait until you provide Unslaad's and Glenmoril's. edit: At least Viligant's works.
  3. But these ini really works.After using the lines I have I never got a single CTD when entering interiors.
  4. Can we have the similar 32 BTO for Unslaad and Glenmoril?
  5. I tried the same modlist on another better-GPU computer,this error don’t occur again.But it's triggered stablely.
  6. https://mega.nz/file/KswyxA7Q#nuYQ6ynYMDj8FWteiatoibc3lACo97yjJAAgndtWI7U
  7. [Window Title] DynDOLOD [Main Instruction] Error: OpenGL: B4118CB2 framebuffer objects unsupported. [Content] Click on this link for additional explanations and help for this message Clean install the latest recommended/WHQL (not optional and not beta) graphics drivers only without any bloatware. If the issue persists, posts a problem report on the official DynDOLOD support forum. [Exit DynDOLOD] [Footer] Online Help | Support Forum | Copy message to clipboard [28:27] [Tamriel] Executing "D:\common\Skyrim Special Edition\Tools\DynDOLOD\Edit Scripts\LODGenx64Win.exe" --inputfile "D:\common\Skyrim Special Edition\Tools\DynDOLOD\Edit Scripts\Export\LODGen_SSE_Export_Tamriel.txt" --logfile "D:\common\Skyrim Special Edition\Tools\DynDOLOD\Logs\LODGen_SSE_Tamriel_log.txt" [28:46] [Tamriel] Creating texture atlas D:\common\Skyrim Special Edition\Tools\DynDOLOD\DynDOLOD_Output\textures\DynDOLOD\LOD\DynDOLOD_Tamriel.dds 16384 x 8192 [29:07] [Tamriel] Creating texture atlas D:\common\Skyrim Special Edition\Tools\DynDOLOD\DynDOLOD_Output\textures\DynDOLOD\LOD\DynDOLOD_Tamriel_Glow.dds 1024 x 1024 [29:09] Error: OpenGL: B4118CB2 framebuffer objects unsupported. [29:26] The message dialog has been copied to the clipboard [29:48] User says "Exit DynDOLOD"
  8. My temporary solution is to have INI settings like these: [General] uInterior Cell Buffer=0 bPreemptivelyUnloadCells=0 They do fix all the exactly random crashes on loading a cell like Dragonsreach. Only the Interior-cell-buffer = 0 is not fixing that.I guess to set it as "0" is just to make cell buffer amount be minimal instead of none.
  9. I have read the famous reddit post named"perhaps the most important discovery about random light crash"and tried uinterior cell buffer = 0 but I still receive some random crashes only in Dragonsreach and the Blue Palace. The crash type are very similar as they are always like this:at 0x7FF66A6031A2 SkyrimSE.exe+14231A2 mov rcx, [rax+0x28].I have searched here and there to find nothing helpful about "14231a2".The detailed crash log always link to "BSLightingShaderProperty" and a random mesh nif file , which varies from staics mesh to Npc's face mesh and book's mesh.I believe things are not due to these nif themselves so I get very confused on all these.If anyone help my appreciation would be as great as it can.
  10. The problem is clear as it said. First,Winterhold Ghost Trunk is a vanilla occlusion data bug.As many mentioned,it is just like there's an empty chunk in the ghost sea when looking far in Winterhold. Second,Dyndolod's recounting Occlusion data should fix this bug as it says. Finally,I still met this bug even after Dyndolod.I am sure I checked the Occlusion's generating option and its quality is 0.
  11. As title mentioned,I generated New Occlusion Data and still got a single Ghost Sea chunk in some worldspace-cells(not all cells and not just in a single cell) near Winterhold.And I use TGC+COTN Winterhold.(The detailed position is at the gate of TGC's Winterhold.) Need support for Occlusion Generation.
  12. As title mentioned,I generated New Occlusion Data and still got a single Ghost Sea chunk in some worldspace-cells near Winterhold.And I use TGC+COTN Winterhold.
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