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sheson

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Everything posted by sheson

  1. I am impressed. You must have worked very hard to not read the update post, not watch the video, not read the MCM and not RTFM. Post the exact error messages. Check the MCM for the last message and pay attention to any preceding messages. Messages repeat when moving around in the exterior world. Make sure the esp and json files belong together and no old versions overwrite anything. Check MCM Information page that the bunch of numbers matches. Redo the clean save and use a save cleaner to remove any renaming data/scripts if there are any.
  2. Great that you were able to fix. Hopefully this will be not a problem anymore with Skyrim SE, though it probably will take a while to have all the needed mods available. if you say "change DefaultHeapInitialAllocMB and ScrapHeapSizeMB" I am afraid you are not doing it correctly. ScrapHeapSizeMB is not supposed to be changed ever. See FAQ: Skyrim: ILS or CTD and really verify with Memory Blocks Log that the patch actually works and is high enough.
  3. Oh yes, It won't say "none" but stay empty instead. So you good.
  4. Give it some more time before going inside after turning it off. Make sure not to cross an exterior cell border while going to the door. In case it still shows it checked. Check MCM Information page that "Current Activator" says "none". It is fine then.
  5. Use pastebin.com or third party file service if a need comes up again. What tool did you use to merge?
  6. Already answered in FAQ: Skyrim: ILS or CTD
  7. FAQ: Skyrim: ILS or CTD Check here for a French translation, maybe these guys can better answer questions in your native language.
  8. You need to update the LOD texture atlas. This can be done for existing LOD without having to generate or update everything again. Like most things this is explained in the included manuals. Look in ../Docs/DynDOLOD_TexGen.html under the section 'Update Texture Atlas'
  9. If you remove files from DynDOLOD Resources you will have to generate LOD again to see the changes. However removing LOD resource files will not make things better. The icebergs in the distance use vanlla LOD pre-rendered textures like textures\lod\glacierendlg01lod.dds or textures\lod\iceberglargelod.dds and many more included in Skyrim - Textures.bsa. Those textures were probably missing while the texture atlas was created. When DynDOLOD starts it prints a list of BSA that are loaded. Make sure Skyrim - Textures.bsa is among them. Disable MO archive management. Also check the log for texture not found messages.
  10. I could not imagine how the data in DynDOLOD.esp that is completely unrelated to NPCs and clothing could cause this. Removing the data from DynDOLOD seems to verify that. The only data I could be remotely imagining to interfere would be the Quest for MCM and then MCM doing something odd. Check master plugin order if your plugin priority order was changed in the meantime. In xEdit.exe right click DynDOLOD.esp and click Sort Masters. Next double check if there are memory issues depending on the memory manager you are using.
  11. Usually the crash fixes form id report is spot on. Check ..\DynDOLOD\Logs\TES5Edit_log.txt for if missing nifs were reported.
  12. 000EEA8B is a reference in Skyrim.esm for a fence. So maybe you have a mod replacing architecture\Farmhouse\FenceWoven01.nif
  13. Obviously you need to fix the corrupt or missing nif file referenced/defined by these form ids. Use xEdit to look up those form ids to find out the nif.
  14. Uncheck 'Fake lights selected world' when generating. The short bright thing happens because the fake glow LOD nif gets illuminated by the true light before it can unload.
  15. If the old LOD object was dynamic LOD: If you are proficient with xEdit, find the base record of the dynamic LOD reference and update its model data directly. Otherwise generate from scratch. If the old LOD object was static LOD: Update the worldspace by starting DynDOLOD.exe with the DynDOLOD.esp in the load order. Then overwrite everything with the new files form the output. The papyrus scripts were not updated to 2.x. Reinstall the required DynDOLOD Resources.
  16. I love it when things solves themselves
  17. What version of DynDOLOD is this? See if this helps
  18. Mesh = spherecenturionstatic.nif LOD4 = Full Model LOD8 = empty or Full Model LOD16 = empty or Full Model VWD Only = not set Grid = Far LOD Reference = Unchanged
  19. Go close to tree, open console, click tree with mouse. Take note of the number, the form id of the reference (if you use mfg console it will also show the form id of the base record). Enter the reference form id into xEdit top left FormID field and hit enter to bring up the reference. In the right window find the row NAME - Base and CTRL + Click on the data entry TreeSomething [TREE:XXXXXXXX] This is the base record (if you have its form id from mfg console type that into the field top left and skip above step) In the right window find the row EDID - Editor ID with the name and MODL - Model FIlename with has the path to file.nif With all that info you should be able to indentify the tree
  20. Use the mod manager to not load the weather mod when starting DynDOLOD.exe and generating LOD. They typically do not add objects with LOD, however they usually are one of the last mods to update world and cell records which DynDOLOD needs to copy in order to add objects with LOD.
  21. Those messages relate to billboard textures. Read ../Docs/trees.ultra/tools/DynDOLOD_CreateStaticTree.html for more information and what messages in the log to look for.
  22. Trees that can not have tree LOD because of tree LOD limitation get static LOD. The lighting of these static LOD trees matches the tree LOD trees lighting. Change the LOD levels of the 'tree' mesh rule near the bottom to your needs accordingly. For example set Billboard to empty in LOD level 16. Load your load order in xEdit and enter form ID 040176E8 into the top left field and hit enter. If it exists check its data in the right window for the same error. If the record does not exists, check all mods for errors. No need to check Skyrim.esm + DLC. Mark everything else in the left pane, then right click, check for errors. Check the resulting report for that error message. Check the mentioned form ids data by entering their numbers top left. if you find a mod/record with the same error fix it by updating the entry to a valid form id.
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