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archer

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Everything posted by archer

  1. Just another one: These distant white squares, isn't DynDOLOD able to handle this? I have no idea why they are there...
  2. I just have done this because of the infinite loading screen. And the Mem Block Log's last value was 512...
  3. so... with DefaultHeapInitialAllocMB=1024 it works! Sheson, many thanks for the hints!
  4. I will inestigate this when it (hopefully this time) occurs again. Will be back... EDIT: Same place, same error. You're right, Sheson, but why does it happen? Look at this: logging of blocks enabled logging max values only Timer disabled Block1 Block2 512MB 256MB 85 8 ... ... 512 168 So I will try 1024 instead of 768...
  5. Sorry, I can't confirm that! There are reasons beyond my/ our imagination that causes ILS. I've had such issue yesterday. After playing for over a hour without problems I entered an interior cell and when I tried to go back to the exterior cell I got the ILS, without any reason. Lucky me, I had done a save in the interior, so I restarted the game, loaded the save, got an ILS again when trying to step outdoors. Next try, load game to interior cell, then teleport spell to my Riverwood hunter cabin (outside), success! ??? I thougt to myself. I did some research but didn't find anything. But I remembered that some days ago I have had similar issues with saves in exterior cells. Whenever I have played for a longer time my approx. last 3-6 saves in exterior cells seemed to be corrupt (causing ILS). Okay, got to bed, it's too late to investigate further. Today's morning I started the game, load last save in interior, try to step outside and expect the ILS but no, everything works fine. This is very strange! What I have figured out is that sometimes it is a good idea to restart or even turn the PC off and after that the supposed broken saves are working again. But I have no idea why.
  6. Regarding my CTDs when entering exterior cells: Thanks Sheson, I've found the culprit. Three static meshes (Farmhouse Chimney's - Clay Stacks) from the mod "The Ruffled Feather" v4.2 are not being copied. After hours of stripping I got it.
  7. Back to my question about the StorageUtil.dll: Now I have the problem that the game crashes immediately whenever I try to enter an exterior cell. Because of that I have uninstalled Frostfall 3 and Campfire 1.4, have cleaned my savegame but still the same. When I deactivate Dyndolod.esp then I can enter exteriors as usual. Is it possible that this is because I've created the world LODs in TES5Edit when frostfall 3 and Campfire 1.4 where activated? BTW I've used the 3.1 version of the dll all the time. Any idea how this can be fixed? I'll do more testing and will update this posting. --- EDIT: Must I install the TES5LODGen.exe from TES5LODGen 3.1.2? I've still v3.1.1 installed, I'm only using the Vanilla Skyrim LOD Billboards. --- I've figured out that something in the content of the new dyndolod.esp makes the game crash. When I use the standard (small) esp it works. I know, no dynamic LODs with this file but I'v tested it to be sure that no other file of the output fromDynDOLOD Worlds.pas is responsible for that. Now it's the question what exactly is responsible for the crashes.
  8. A question about StorageUtil.dll: Cheskos Campfire and Frostfall mods are using this file but another size/ version. What is best to use?
  9. @SHESON Please have a look on it to prevent mistakes and confusion, I've done my best... @SinfulGroove I don't know what happened with your installation of DynDOLOD but I will try to make a short tutorial based upon the great video from GamePoet and my experiences. After that your LODs will work fine I think. 1. TES5Edit Download the latest version from https://www.afkmods.com/index.php?/topic/3750-wipz-tes5edit/ right now it's xedit 131015 From the downloaded archive copy TES5Edit.exe und Skyrim.Hardcoded.keep.this.with.the.exe.and.otherwise.ignore.it.I.really.mean.it.dat into your Skyrim base folder (where the TESV.exe is in). From the downloaded archive copy the folder Edit Scripts into your Skyrim base folder. 2. SKSE Install SKSE, latest version: From skse_1_07_03.7z copy the folder Data, skse_1_9_32.dll, skse_loader.exe, skse_steam_loader.dll into your Skyrim base folder 3. DynDOLOD For TES5Edit: From DynDOLOD 1.46-59721-1-46.7z/TES5Edit copy the folder Edit Scripts into your Skyrim base folder. Now the packages: For DynDOLOD I have prepared 3 folders. Each folder is used to create an installable FOMOD, I'm using NMM, not MO but that shouldn't matter. Folder 1 - named DynDOLOD MAIN 1a) from the archive PapyrusUtil - Scripting Utility Functions-58705-3-1.zip copy both folders into DynDOLOD MAIN 1b) from the current DynDOLOD archive DynDOLOD 1.46-59721-1-46.7z copy the content of the folder data into DynDOLOD MAIN 1c) from the archive Vanilla Skyrim LOD Billboards-62698-1-0.zip copy the folder textures into DynDOLOD MAIN 1d) copy the billboard textures from your mods that provide billboard files into DynDOLOD MAIN, keep the file structure (the billboards are packed in "texture" folders so you don't have to worry. You have to copy in the order of your mod priority. Example: I've installed Skyrim Flora Overhaul 2.3 and after that Realistic Aspen Trees. This means I first copy the tree billboards for Skyrim Flora Overhaul 2.3 and the the ones for Realistic Aspen Trees and overwrite the ones from Skyrim Flora Overhaul 2.3 because I want to keep the look of the new aspens. Now the first package is ready. Make a zip archive out of the folder and install it. Overwrite everything. Folder 2 - named TexGen generated textures In general start TES5Edit with arguments like this example: -l:german -IKnowWhatImDoing -o:"C:\Steam\#DynDOLOD Output"-l:german sets your language (which STRINGS are loaded) -IKnowWhatImDoing prevents the CAUTION requester to pop up when you start TES5Edit -o:"C:\Steam\#DynDOLOD Output" defines your output folder. Now after you've installed DynDOLOD MAIN open TES5Edit, check all ESMs/ ESPs, press and hold the SHIFT key and klick OK. Apply the script DynDOLOD TexGen. Wait until a message like this is been shown in the message window: Copy textures from C:\Steam\#DynDOLOD Output\ to game directory or to a new mod. Overwrite any vanilla or DynDOLOD LOD textures. Then run DynDOLOD Worlds.pas to generate LOD for world spaces. Quit TES5Edit. Go to your output folder and move the folder textures to TexGen generated textures Now the second package is ready. Make a zip archive out of the folder and install it. Overwrite everything. Folder 3 - named The LOD files In the last step we have to create the LOD files based on the textures we've installed in step 1 and 2. Open TES5Edit, check all ESMs/ ESPs, press and hold the SHIFT key and klick OK. Apply the script DynDOLOD Worlds. In the window under select Worlds left klick and select all. Click the preset button of your choice, I ever use High. If you have some mods installed the script doesn't like then a message shows you which ESM/ ESP has to be unchecked when starting TES5Edit. In this case you have to restart TES5Edit without these files. Okay, klick on High for example and wait. The generating process begins. Depending on the number of mods you've installed it may take some time, In my case I do some sports on go shopping ( no joke, it takes 50-60 minutes to me). When the scrits has ended quit TES5Edit. Go to your output folder and move the content to The LOD files. You can copy the DynDOLOD.esp which is much bigger in size now from your game's data folder to The LOD files too, so all relevant files are stored in one FOMOD. Now the third package is ready. Make a zip archive out of the folder and install it. Overwrite everything. -------------- When using a new version of DynDOLOD don't forget to clean \Steam\steamapps\common\skyrim\Edit Scripts\DynDOLOD\cache
  10. I have translated this scripts and installed them, the error message is gone. The numbers in the information screen are all the same, I think this is important. Don't know what kind of magic you did but many thanks for your support. Can this scripts been used in a future release of the mod or will these functions benn implemented in general?
  11. Last Message: DynDOLOD_Tamriel_Objects.json does not belong to this DynDOLOD.esp. I've checked the FAQ but everything is in place, I have no idea why this happens. Software used: DynDOLOD 1.46 TES5Edit 091015 with correct *.pas files from DynDOLOD Papyrus Util 3.1 I've used v1.45 before but have cleaned the cache folder before I've started generating the files with the new version of the mod. The mod seems to work fine but I'm not sure if something is missing because of this error. I only have translated/ recompiled the SHESON_DynDOLOD_Master and SHESON_DynDOLOD_MCM.
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