
Mur4s4me
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Everything posted by Mur4s4me
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Greetings again! The issue is fixed by checking the seasons for Wyrmstooth. I knew it was an user error! Thank you for your time Sheson, and the wonderful update even if it's still in alpha form.
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Thank you and my apologies! I'm currently regenerating Dyndolod with the proper seasons settings to give it one more try, and then I'll go in-game for proper screenshots + MCM settings. I included the logs from my previous files generating though, which could still give an insight.
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Greetings. I seem to be running with some issues regarding Dyndolod and Wyrmstooth where LOD don't seem to be generating properly. Before I start, note that the following tests were done by using COC from the main menu directly to wyrmstoothstonehollow01 to check if there are issues. I also generated terrain with LODGEN following the guide, generated textures with Texgen, and then generated objects + trees with Dyndolod. Lastly, I'm using Dyndolod 3, so everything is generated through the tools and no exterior billboards\resources are used except for Majestic Mountains DynDoLod V 3.0 Lod pack created by Sheson himself (which I tried with and without, and made no difference). When I go to Wyrmstooth without Dyndolod active in my load order, the LODs look fine even if they don't match my textures (obviously) When I go to Wyrmstooth with Dyndolod active, the LODs are all low quality, and no objects appear in the distance (trees and others). When I go to Wyrmstooth with Dyndolod active, but disabled the checkboxes for Wyrmstooth, then the LOD will be empty and filled with holes. (I thought it would be a workaround to match point 1 in Wyrmstooth, but it didn't work). I went through the docs to see if I can find a solution, but so far I haven't found something about this situation. Maybe I searched wrong though, so if anyone could assist, I'd appreciate it. Dyndolod, everywhere else, is working fine. Everywhere I checked, Wyrmstooth seems to be listed as working out of the box, so there's definitely something wrong I'm doing. I'm currently regenerating everything again (LODGEN, Texgen, DynDOLOD) to try one more time. I'll take more proper screenshots when that's finished. EDIT: I noticed I forgot to double click Wyrmstooth in the Advanced tab for seasons generation. I will try that now and see how it looks. TFC screenshots coming when I finished my current DynDOLOD generation Logs EDIT: Issue is now fixed by generating with seasons activated on Wyrmstooth!
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Dynamic Distant Objects LOD - pre 2.xx
Mur4s4me replied to sheson's question in DynDOLOD & xLODGen Support
Thanks for the big help, and for initially suggesting me to come here to report anything I encounter when I was about to give up. I appreciate it! I will test this last one out and see how it works. -
Dynamic Distant Objects LOD - pre 2.xx
Mur4s4me replied to sheson's question in DynDOLOD & xLODGen Support
I tried generating the trees LOD with the Hjaalmarch mod by the same author (https://www.nexusmods.com/skyrim/mods/30734/?), since you provided the list of the extra files already for The Pale (thank you by the way, it seems to work), but I haven't located the extra files you're talking about. Generating the LODs for trees on both case (first time with Skyrim.esm and Update.esm; second with Hjaalmarchredux.esp and its masters) resulted in the same 345 *.bbt files, so I can't locate the extra files and make them empty like I did with The Pale. -
Dynamic Distant Objects LOD - pre 2.xx
Mur4s4me replied to sheson's question in DynDOLOD & xLODGen Support
Hm I see. That makes sense. I guess I just did that without thinking. I will try again. A question! What happens with mods that actually REMOVE items from the landscape? Is DynDOLOD made to recognize that so they will "permanently" remove the LODs from the landscape? I was suggested to go here by the author of this mod: https://www.nexusmods.com/skyrim/mods/59766/? , so I was wondering how it works here. Most of the mentions is how it "adds" but not how it "removes," even though it did say that it looks in your load order. One more question. When exporting the LODs, I assume I have to do that for DG and DB as well if I want the LODs for that mod, despite the video not showing it, right? EDIT: Another error popped up. "Error in unit 'process' on line 275: Missing operator or semicolon." Screenshot below. It seems to come from SFO Expanded Diversity so I'll try excluding that one from the list. EDIT 2: Excluding that single ESP worked! Now I'm currently exporting the LODs from Dawnguard and Dragonborn (their new locations) and add them to the Static LOD mod. EDIT 3: Okay I THINK I've gotten it working, and it seems that the mod removing trees is also working because I can't see the lingering-late-disappearing tree LODs anymore, but I can't confirm it completely yet, which is why I asked the question above about how this mod handles tree-removal mods. A little issue on my end though, and I'm thinking it's because I picked the "Medium" settings, but most of the trees' LODs seem to be scaled too small, and floating in space. I'm thinking it might be because I forgot to extract the trees LOD from SFO, but just in case, any ideas why? Thanks for the help so far. EDIT 3: Nope, the LODs for trees weren't updated to be removed with the mod that removes the trees unfortunately... Just a reminder of what mod I'm talking about: https://www.nexusmods.com/skyrim/mods/59766/? -
Dynamic Distant Objects LOD - pre 2.xx
Mur4s4me replied to sheson's question in DynDOLOD & xLODGen Support
Here are some pictures of the error. -
Dynamic Distant Objects LOD - pre 2.xx
Mur4s4me replied to sheson's question in DynDOLOD & xLODGen Support
Hi there. I have a few questions and one error to report on my end. First of all, I don't use Mod Organiser, so I had to do everything manually pretty much (using NMM which doesn't work as fluidly as shown in the video obviously). Questions: - During the Generate Tree LOD part of the video, do I need to load my whole load order? I assume I do since in the video, you do it as well (though the difference is that I have 200 esps so...) - Still during the above section, I received small errors saying that certain files could not be found, seemingly things from Skyrim Flora Overhaul. Is it fine or did I miss a step I had to do in a previous part? SFO doesn't use BSA, so there was nothing to unpack. - I also see in the video that you clicked on "High" in the settings. Do we have to, or is it based on what we want (for instance, clicking on "Medium" if we wish for a balance on performance and quality)? Major Error: - During the final phase where I have to Generate LOD in an Export Path, I get an error saying "Overflow" related to [LongWord]. I can't give the exact details yet, since I pretty much gave up earlier and uninstalled the whole thing, so now I have to reinstall in order to get the full report (which I will post here), along with a screenshot of the TES5Edit output (which I assume is all the lines written on the right after running the script). I load my entire load order during that part as well.