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DeathByDestiny

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Everything posted by DeathByDestiny

  1. Boom! That's how it's done. :D
  2. Oh yes, the sail. The building I have no issues with https://pastebin.com/tfy46kfJ This is the log from my most recent generation. I removed some mods from the load order I use for DynDOLOD Notably Skyfalls and no snow under the roof are gone. Make sure to remove Skyfalls compat from SMIM if you are still working with my stuff. I don't use Live another life to generate, but I do use it in play, I pick the house option for Whiterun and just go outside and see what it did. I'll have some time tomorrow afternoon to test more though. It makes me wonder, if this could happen to a simple windmill, what could happen if I were to build a Hearthfire house. DynDOLOD would start showing it in LOD at that point right? I wonder if it would be invisible to me too.
  3. DUN DUN DUN Good News! I tested out 13 and 2 out of 3 of the windmills are WORKING outside Whiterun as are the waterfalls coming from Riverwood! What happened to the other windmill? It blew away! The one at Chillfurrow farm is missing even if I stood against it it's not there. So, progress :D Now I generated Tamriel first before anything, I'm not sure if my theory about the order of them matters still but doing it first seemed to do something. I tested with Live Another Life, no stack dumps at all. I don't have time right now to test on a normal new game at the moment so I'll get back to you on that
  4. I see you uploaded something new. I have not yet had a chance to test with 12, so I'm going to go ahead with 13 Anything new?
  5. Question, would building all worlds tax the script more than just having Tamriel? I wonder if that has anything to do with it not dumping for me lately as well.
  6. So the thought is that the dumping may have something to do with the dynamic portion not functioning for me? Breaking it shouldn't be too hard, after all it's done it without me even trying :p I'll see what I get
  7. For Skaldafn, no error message, just the no cells changed message. But that's the thing though it SHOULD be adding stuff right? I mean it does when I generate it any other way. I always make sure to see that message when I load, actually, for easy testing on new games I use Live Another Life to quickly get me to where I need to be. It starts me in an interior cell. My latest logs do not have any stack dump related spew, I think it could have been a one time thing. Then again I am using Live Another Life instead of the vanilla start as well for now to test. Though I'm not sure if that matters. I have trimmed the mods I use for generating a bit, I have not added anything new. Always medium with remove unseen faces on Tamriel and Solstheim. HQ Hi Rez Lods and textures for Tamriel. I remove all generated object BTO files and all DynDOLOD related cache before generating and use a fresh esp.
  8. Sorry to post for the forth time in a row, this is getting awkward :P More observations: I have witnessed this behavior with waterfalls too now, so I don't think it's SMIM anymore. The way they pop in and out of appearance at almost random distances and times, it's as if it can't decide to display them or not or something is interfering with the dynamic scripts ability to do it's job. At least for me anyways. I seem to have fully committed myself to testing this now, so if you have anything for me to test or do, I seem to be the one to make these odd things happen.
  9. Default medium settings, generated without skymills. No windmills again. So it's not the instructions themselves, something else is going on Edit: I think it's SMIM, it adds windmill meshes, going to test this further Edit 2: Confirmed, I think it will need some special trickery for SMIM too
  10. One last try at the Skuldafn issue. Try generating on medium in this order: Tamriel Sovngard Skuldafn It pooped out when I did this
  11. Not sure if it did before. I only happened to check the logs for an unrelated reason. The dumps happened on medium settings, and only at the start of a new game when all my mods scripts barrel through to getting setup. It didn't happen anymore after that point in the game. No worries, playing a game like Skyrim on a weak computer puts hair on your chest. And for a female that is quite a feat!. I played Oblivion on an even older computer than this, same thing.
  12. Are you saying my heap settings set in skse.ini should be higher than default? I can give it a shot. It wont fix the problem really, it wont make my weak gaming laptop any faster :p Hell, before starting my newest game, I had stack dumps from Dyndolod and other mods in my papyrus logs. Not the fault of the mod but my weak cpu can't keep up at all. If you didn't find anything with your order testing, I guess I was wrong on that. I'm not really sure, it seems random I followed the first set of rules to the letter, I'm not really sure what happened. I'm using option two right now and I will report how it works for me. I think I will opt to drop Skymills the next time I generate. As you say it is obsoleted by it
  13. BBBBBUG REPORT TIME This is an odd one, because I think your dynamic trickery script is doing more than just making LOD object pop in and out. It's making non-lod objects do the same. As you can see, there is something missing from this picture. They seem to pop in and out, but mostly out. :p Medium settings as usual It looks like when it should be popping in, it doesn't and so we are left with a windmill without it's most important functioning part Edit: A note, this is using the second option for skymills and skyfalls. I have since switched to the first option which works as expected
  14. So, good news. I'm about 90% certain I found the cause of the vanishing Bleak Falls Barrow issue My first test to generate everything on high almost melted my computer when I ran Skyrim, ILS and what-not. I'm sure now I wont be able to test with those settings :) My second test was to remove No snow under the roof, that for sure fixed the problem. I suspect some special trickery will need to be put in place for that
  15. Well, it did work once with those settings and load order and then i started from scratch to fix the missing Bleak Falls Barrow from my earlier post, and then thats when it happened I'll see if I can clear it out again and see Edit: Yep, it's good now not sure what happened. I'm going to be generating on high settings for everything now to see if that will help with my other issue as stated above :p Edit 2: It;s refusing to generate for Skuldafn again, this is on high settings now Edit 3: I'm starting to wonder if the order at which I generate worlds matters, I restarted again and generated Skuldafn first and it worked fine
  16. Lodgen freaking out again This is generating for MarkarthWorld using high settings, happens right after lodgen starts or finishes, I can't tell as it's a small worldspace and takes no time to do
  17. Screenshots of missing objects you say? Got one for you, and pretty noticeable too :P This is with Medium settings and remove unseen faces. Take a guess what's missing from this picture And I'm wondering if it has anything to do with no snow under the roof, which touches that mesh quite a bit
  18. I find that happens when you load your ENTIRE load order and then run the script. Don't do that :P Just stuff that you might think add objects to the landscape and such
  19. Processing them during initial generation or in game? I try and balance performance and quality as much as I can
  20. My preset is based on medium settings. Nothing to worry about then I assume?
  21. With all the odd stuff happening lately, I figured i'd post this to be sure I just generated objects for Skuldafn worldspace, and while it DID generate BTO files, it seems that it didn't add any of the scripted trickery to the worldspace like all the others as seen in the screenshot
  22. There is an issue with lodgen when using unpacked lod with the forgotten vale worldspace in dawnguard and using the remove unseen faces option. Unless that was recently fixed? What is the benefit for using that option? Performance i'd assume
  23. When building for Tamriel worldspace, I get this
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