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Everything posted by adelinadragonborn
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Hi, Sheson! I have a problem with Windmills not having Fans both in lods and full model, specifically in Whiterun area (Solitude Fans are OK). Regenerated Lods with current load order, clean save (started new game just to test), still no luck. Any advice?
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Is it OK that terrain in world map looks like this? My quality settings for terrain LOD meshes: LOD4 = 3, LOD8 = 5, LOD16 = 8, LOD32 = 10, Max vert = 32767
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Thanks, so much time passed and I completely forgot about xLODGen...
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Hello, Sheson! Thanks for your constant updates. Recently I was investigating issue with color mismatch on distant snow objects compared to distant land, and it turns out that textures \textures\terrain\tamriel\tamriel.x.x.x.dds are vanilla, so using brighter modded snow texture causes notable mismatch on distant land. Any advises?
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I have spent a whole day to figure out what's wrong with my modlist. It turns out fTreeLoadDistance was just too low for my current profile. Simple as that. I feel dumb now.
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Thanks for your help! fTreeLoadDistance doesn't change a bit, and I can't see any signs for occlusion planes (I checked this cell in xEdit and couldn't find any added objects in there). You're right, I don't have eFPS, so I have no clue what's going on. Good news is my old profile is working good and doesn't have such issues. Load order differ a lot though, but I guess eventually I will find out the root cause for this issue. Thanks a lot!
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Yes, it does Now I'm confused. Can't remember this issue before DynDOLOD. Any suggestions?
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Yes, it does.
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No, I don't have that mod.
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Here's what I mean
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I'm sorry for my ignorance Logs uploaded here. Update on this issue: 1. It happens on different cells/blocks. One example on screenshot below. 2. It doesn't matter if my char moving or stands still. When I zoom in-out in 3rd person view in particular places, lods pop-in and out. No borders are crossed. 3. Occlusion is the last in my load order and generated for current load order. If I disable Occlusion.esp and load the save - problem persists.
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Hi! Thanks for this brilliant tool! I have an issue with trees lods pop-in and out very noticeably. Any advice? Latest version of DynDOLOD, medium settings, normal trees.
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Yeah, finally it works, without Semi-Open Guard Helmets. But why, God, why? It's not "Semi-Open Cities Guard Helmets"
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1. "DynDOLOD Resources Core files are not installed completely" - Installed Resources for SSE (without extra options like Whiterun exterior for obvious reasons) 2. "Make sure to not generate static object LOD in the second pass." - Check 3. "The child worlds are scanned in the first pass when there are no plugins with "Open Cities" or "OpenCities" in the load order" - [00:00:00.475] Found Semi-Open Guard Helmets SE.esp. Automatically ignoring child world settings Damn it. Trying third time now
- 2,309 replies
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Hey, Sheson. Today I tried to build my lods just like you said in Funtastic Manual (and just like in the video except the "Comment out all lines under [skyrim Tamriel]"). But unfortunately, this doesn't help much. Tried 2 times... By the way, nice Easter Egg in loading screen
- 2,309 replies
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Hey, Sheson. First of all want to thank you for your incredible work. I have one issue at this moment with Whiterun's Dragonsreach Lod. [spoiler=Dragonsreach lod] But on the other hand, DynDOLOD fixed my other issue with the bleak falls barrow lod: [spoiler=Before] [spoiler=After] So, thank you so much for your hard work. P.S. Settings = High.
- 2,309 replies
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Dynamic Distant Objects LOD - pre 2.xx
adelinadragonborn replied to sheson's question in DynDOLOD & xLODGen Support
Holy cow! Thank you! -
MO 1.3.8 does not hook OBSE Plugins at all
adelinadragonborn replied to adelinadragonborn's question in Mod Organizer Support
Thanks, guys.- 10 replies
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MO 1.3.8 does not hook OBSE Plugins at all
adelinadragonborn replied to adelinadragonborn's question in Mod Organizer Support
I see. Is it possible to be fixed in future? What prevents .dlls from loading with MO?- 10 replies
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MO 1.3.8 does not hook OBSE Plugins at all
adelinadragonborn posted a question in Mod Organizer Support
Good day. Today I finally installed MO for Oblivion, but encountered a problem with *.dll plugins not loaded by MO. All the rest of the mods are loaded fine, except OBSE plugins. I have latest non-steam version of the game (GOTY), latest OBSE (0.0.21.4) and MO (1.3.8), tried to switch Load Mechanism to Script Extender, but nothing helps. I was forced to move Plugins folder directly to Oblivion Data folder to make it work. It is not a neat solution in this case. Although, MO shows all the plugins properly (in the right panel).- 10 replies
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Dynamic Distant Objects LOD - pre 2.xx
adelinadragonborn replied to sheson's question in DynDOLOD & xLODGen Support
Nope...Second fan still appears. -
Dynamic Distant Objects LOD - pre 2.xx
adelinadragonborn replied to sheson's question in DynDOLOD & xLODGen Support
I rebuilded DynDOLOD with 1.29 version. It seems to be OK, so no need to worry about. Must be something on my end... -
Dynamic Distant Objects LOD - pre 2.xx
adelinadragonborn replied to sheson's question in DynDOLOD & xLODGen Support
thank you :) -
Dynamic Distant Objects LOD - pre 2.xx
adelinadragonborn replied to sheson's question in DynDOLOD & xLODGen Support
1: [74] DynDOLOD.esp \ Worldspace \ 0000003C <Tamriel> \ 00000D74 \ Persistent \ 74005580 <SkyFallsSkyMillsDGDBesp_01037E_DynDOLOD_LOD> 2: [74] DynDOLOD.esp \ Worldspace \ 0000003C <Tamriel> \ 00000D74 \ Persistent \ 7400606C <DynDOLODesp_00330B_DynDOLOD_LOD>