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elwood612

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  1. Hmm ok, makes sense. I don't think the Fallrim Resaver touches the SKSE co-save, does it? I definitely cleaned unattached instances after uninstalling Dyndolod for the clean save. The thing is, the clean save doesn't work, the windmill still disappears. I finally found it in SSEEdit (it was hiding in the persistent cell data), and the only thing overwriting it is Lux Orbis (just overwriting emittance data, nothing else). I'm not sure why Dyndolod being loaded or not should affect it at all if Dyndolod doesn't overwrite it. I guess maybe a rogue script or something. EDIT: it's the Lux Orbis ESM that's overwriting it. Anyway, thanks for your help!
  2. Ok, thank you. Apologies again, I missed the line about uploading the zip file. Here is the zipped up Logs folder (again, Dyndolod has been run several times since the output I'm currently using was generated): https://ufile.io/wcwb0fhe I went ahead and found the windmill object in my current save using the `prid` command. It was in fact disabled (see attached screenshot, top left). So a temp fix for my current save is just to enable that object and keep playing. However, I would like to understand what happened there if possible.
  3. Ok, thank you very much. Attached is the latest log, although I have re-run Dyndolod several times recently to try and fix this. Not sure how relevant it will be. The debug log is 127MB and too big even for pastebin, let me know if that's an issue. Also apologies for posting in the wrong place. Gotta say, your response time is unbelievable lol. To be clear, the issue is that the windmill disappears when I get close. Therefore, in the previous screenshots, one of them was taken before the LOD had faded away, and one after. Those screenshots were taken like 2 seconds apart, same load order. I did try a new game, and lo and behold, you were right - the issue is fixed. So something probably went wrong with my clean save procedure (I've done it a bunch though!). Question: when disabling Dyndolod in the MCM, then closing the MCM, am I supposed to get a notification in the top left, or a message box popup? I could have sworn it used to be the latter, but I only got the former when I made the latest clean save. Attached is also a screenshot of the console and the windmill in question. This was taken on the new save, so of course no issues. This screenshot was impossible to take on my current save, since the building disappears. Thanks! DynDOLOD_SSE_log.txt
  4. Yeah, I'm a bit lost on this one. In the screenshots, you can see what I mean. As soon as I load into that save (IE, get close to the building), I take a screenshot, and the windmill building is there. After a second, the game loads in objects that are close to me, and for some reason that windmill disappears. It's all 3 windmills in that area, actually. As you can see in the close-up screenshot, it's probably been flagged as disabled. Now, this 100% was not an issue before. I did recently update (clean save + rerun, as per the Update page on Dyndolod.info) my Dyndolod installation, and it's possible that I inadvertently changed some of my settings. Specifically, I cannot remember what I had previously checked for Upgrade NearGrid Refs, Large Refs workaround, and Downgrade FarGrid Refs. My uLargeRef size is 9 btw. When I disable & uninstall Dyndolod, the issue goes away. I did try to check out the building in question in SSEEdit, but I cannot for the life of me find it. I can find it in the Creation Kit, but I cannot find that RefID, or even BaseID, or EditorName anywhere in SSEEdit. So once I manage to find that I'll update this post. In the meantime, what did I do wrong? Based on intuition and not much else, I suspect I messed up when I updated Dyndolod, and changed some of the NearGrid and FarGrid refs. I've just never encountered the situation where the LODs were fine but the base object was disabled. I'm sure the load order is correct, at least in terms of that building. Again, this is 30 hours into this playthrough and I'm 100% certain this didn't use to be an issue. Thanks! And thanks to Sheson for this amazing mod, I'm sure I'll figure it out eventually.
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