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sheson

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Everything posted by sheson

  1. Buy the game via Steam, start the game through Steam. It will start the games launcher which will detect the graphics card and then create the INIs in the default INI location, which is C:\Users\[username]\Documents\My Games\Skyrim Special Edition\Skyrim.ini for Skryim Special Edition. Alternatively the INI path can be set with the -i:"c:\Path\to\game.ini" command line parameter.
  2. If the Overwrite folder contains LOD files, which should be overwritten by the output from DynDOLOD anyways, they can be deleted, as they serve no purpose. Typically the Overwrite folder of MO should be treated like a temporary folder. As mentioned, new files end up there after running an executable from within MO. Typically the files should be moved into mod folders or be deleted. It entirely depends on the files and how they go there. Only you know and decide. Ask questions how to use a specific mod manager or its features at the appropriate forum for the mod manager or refer to its documentation.
  3. That means the output from DynDOLOD is overwritten by whatever files are in the MOs Overwrite folder. Probably from an earlier LOD generation with xLODGen without using the -o argument. There should be really no files in MOs Overwrite folder. MO will put new files written to the "Data" folder by tools or mods into the Overwrite folder. Once they do they should be moved into a suitable mod folder. Not a single file from the DynDOLOD output should be overwritten by anything.
  4. Those image links do not work. If you disable DynDOLOD the LOD is not working "fine". Then the full model of the museum defined by the Legacy of Dragonborn plugin is shown again. This is fully expected. Since the museum is in the export file, now do the second check I already suggested that LODGen had no errors. If LODGen had no errors, in MOs right window data tab, open meshes\terrain\Tamriel\Objects\Tamriel.4.-16.24.bto with nifskope and check if the museum can be seen.
  5. Test if hiding the static object LOD meshes\terrain\dlc2solstheimworld\objects\ makes a difference. If doesn't change anything put it back. Then disable just DynDOLOD.esp and see if that makes a difference. If it does open DynDOLOD.esp in xEdit and right click remove the worldspace DLC2SolstheimWorld and see if that changes anything. If not do the same with DynDOLOD.esm. If non of it changed anything the problem is caused by something else.
  6. All SKSE DLL plugins need to be installed into the games data\SKSE\Plugins\ folder. The download archive already contains the correct folder structure like any other mod. Simply use the (manual) installation function of the mod manager you are using.
  7. It is not an issue with script files. This is all about static object LOD. If the static object LOD was not generated correctly because LOD assets were missing or the LODGen process did not complete without error, then static object LOD needs to be generated again. If something should not be overwritten by anything it means it should load after those anything that conflicts. Something having the highest priority in MO loads last, so that will accomplish that,
  8. Check if DynDOLOD\Edit Scripts\Export\LODGen_SSE_Tamriel.txt contains a line like xxxxxxxx 00000000 -55314.347656 100706.976563 -8728.261719 0.0000 0.0000 135.0000 1.0 DBM_MuseumBuilding 00000000 -LargeRef meshes\dbm resources\architecture\museum.nif meshes\lod\dbm\museum_lod.nif meshes\lod\dbm\museum_lod_1.nif meshes\lod\dbm\museum_lod_2.nifIf not, then DynDOLOD Resources Core Files might not be fully installed, like an incomplete download or the archive was not fully extracted. Check the installed DynDOLOD Resources Core Files have meshes\lod\dbm\museum_lod.nif If that seems fine check if DynDOLOD\Logs\LODGen_SSE_Tamriel_log.txt last line is Code: 0 The DynDOLOD\Logs\DynDOLOD_SSE_log.txt should have LODGenx64.exe for Tamriel completed successfully near the end. If all that seems fine, make sure that all files from output folder are installed and none are overwritten by other mods.
  9. Game version, version of Legacy of the Dragonborn, version of DynDOLOD, version of DynDOLOD Resources.
  10. The error above the exception: no Minion for 18_42 moonpathesp_056F9A_DynDOLOD_LOD [REFR:B706A326] (places CandleLanternwithCandle01_DynDOLOD_LOD [STAT:11008476] in GRUP Cell Persistent Children of [CELL:0A0A7646] (in BSHeartland "Tamriel" [WRLD:0A0A764B]) at 18,42)For some reason the reference was placed into the wrong worldspace and the coordinates are all wrong. Not sure right now how this can even happen. I was not able to replicate it yet. Check if anything is overwriting xx056F9A in moonpath.esp. xx is the hex load order of the plugin, so probably 3F056F9A Check both DynDOLOD.esm and DynDOLOD.esp for errors.
  11. Seriously? Read the message carefully and follow its hint and suggestions. Carefully read the installation instructions for the Skyrim version you are using.
  12. The skse64.log will never mention any game plugins like esm/esp plugins. Its content should look something like this SKSE64 runtime: initialize (version = 2.0.11 010503E0 01D48FA4893B1E03, os = 6.1 (7601))imagebase = 000000013F490000reloc mgr imagebase = 000000013F490000config path = C:\SteamLibrary\steamapps\common\Skyrim Special Edition\Data\SKSE\skse.iniminidumps enabledold exception filter = 00000001407F2F48plugin directory = c:\SteamLibrary\steamapps\common\Skyrim Special Edition\Data\SKSE\Plugins\checking plugin C:\SteamLibrary\steamapps\common\Skyrim Special Edition\Data\SKSE\Plugins\\DynDOLOD.DLLplugin C:\SteamLibrary\steamapps\common\Skyrim Special Edition\Data\SKSE\Plugins\\DynDOLOD.DLL (00000001 DynDOLOD 000000F5) loaded correctly If there are no lines for the DynDOLOD.DLL, then the file is not installed correctly.
  13. Hard to tell what went wrong without any information at all.
  14. >I have opened up the DynDOLOD resources file, replaced the scripts, and re-archived it, then installed it. That reads complicated and error prone and is not needed. Simply use a proper mod manager and install the DynDOLOD DLL papyrus scripts so that they overwrite or load after DynDOLOD Resources.
  15. Since this happens in a world in your game, you need to check the current x, y position right next to the problem. Divide player position by 4096 and round down to get the cell coordinates. Then find the level 4 quad [worldspace].level4.x[x].y[y].nif that contains that cell. Level 4 quads cover 4x4 cells. The cell coords of a quad NIF is the lower/left, so a cell with x = 6 and y = 2 is in file x4, y0 -> [worldspace].level4.x4.y0.nif. Open the nif in nifskope and check if you can see the anomaly. If the anomaly can not be found, it has another reason. Lookup the cell cords in xEdit with the Cell Browser CTRL + SHIFT + F. Check which plugins modify the CELL and the LAND record.
  16. FAQ: Game: DynDOLOD requires DynDOLOD.DLL A: If the intention is to use PapyrusUtil, make sure the papyrus scripts from DynDOLOD Resources are not overwritten by the papyrus scripts from DynDOLOD DLL. A: The DynDOLOD.DLL is not installed, outdated or not running at all. A: Make sure you have the correct DynDOLOD.DLL version for the current Skyrim and SKSE versions that is used and none of its file are overwritten by other mods. A: Check the c:\Users\[username]\Documents\My Games\[skyrim|Skyrim Special Edition|Skyrim VR]\SKSE\[skse|skse64|sksevr].log that the DynDOLOD.DLL was loaded correctly.
  17. Sounds like an issue. Maybe a plugin overwriting data in the LAND record confusing things. Check the generated terrain nif for the area if you can spot elevated terrain. Then check which plugins define / overwrite the CELL and LAND record where it happens so I might be able to test myself.
  18. You always round down. 1.x = 1 0.x = 0 -0.x = -1 -1.x = -2 You can also check DynDOLOD SkyUI MCM - You Are Here
  19. It is certainly not mostly fine with vanilla LOD. It just looks different because of the "skirts" and the way xLODGen optimizes LOD water down to 2 triangles per cell. Your screenshots (and mine) look like tcl is used. Check how things are with clipping enabled. Also the LOD distance settings in the INI might influence this. If anyone can point out what to change in vanilla LOD meshes to counter this, the same changes can be done in xLODGen. I already tried bigger MultiBound values but I did not notice any changes. I might give that another try.
  20. AFAIK that is the game engine being crappy with occlusion culling. It does it with vanilla water LOD too.
  21. Close enough. In one of the last update I somehow broke painting of vertex colors for cells without layers. That's why it shows the plain default textures. It is fixed in beta 34.
  22. So this is Fall Out New Vegas, so this is in WastelandNV around 36,4. I will have a look and see what I get.
  23. Can you check the terrain meshes / textures for the region. The terrain mesh [worldspace].level[4|8|16|32].x[x].y[y].nif for the area will most likely use the correct the correct terrain texture [worldspace].n.level[4|8|16|32].x[x].y[y].dds, but rather that the texture might contain the white / default texture area. Check/upload the logfile from xLODGen if it had messages about missing landscape textures or other errors. What game (vanilla/dlc/mods), worldspace, coordinates are the screenshots showing? Make sure to use latest version from first post.
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