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DrMonops

Citizen
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Everything posted by DrMonops

  1. Thanks sheson! I just ran it again with 0.59.46 and no more invisible buildings.
  2. Sorry, I should have made it explicitly clear, but all of those tests used the vanilla texture version of ETAC. As far as I can tell, ETAC has the new nifs and custom textures contained in a BSA. If you select the vanilla texture version, it also installs the nifs as loose files, but they point back to vanilla textures. ETAC is still changing the base and the nifs used for those buildings though, and either way I end up with disappearing buildings.
  3. Thanks for this amazing tool (and also for the memory patch)! I've been experimenting with it for on and off now for several weeks and it works great. However, I have had one ongoing issue and yesterday I finally spent some time doing some testing and I believe I've isolated the problem. I apologize in advance if this has in fact been addressed before, but I've read all the supporting documentation and this entire thread a number of times and found no reference to it. Whenever I've had Dyndolod.esp active (and only with Dyndolod.esp active), certain towns (Dawnstar, Morthal, Falkreath) render fine at distance, but as soon as I get close, most (but not all) of the buildings disappear, leaving behind only doors and chimneys. The collision is still there, but the building is invisible and I cannot select it in console. Also when I get into the middle of these towns, surrounding terrain and other objects begin disappearing as I look around, but I believe this is because of occlusion in the invisible buildings; if I walk around an invisible building, the terrain and objects behind it will reappear. The invisible buildings persist if I enter a building and exit, but if I save and reload in town they reappear and everything looks normal. I'm currently using 0.59.31, but this has been occurring since I first tried Dyndolod back in February. Because of the towns affected, I suspected the problem was with Expanded Towns and Cities. Although the Dyndolod manual suggests it works out of the box with ETAC with vanilla textures, I have tried generating Dyndolod using ETAC with vanilla textures and using ETAC with custom textures, and in both cases I still had disappearing buildings. So yesterday I finally put the theory to the test, as described below. In all these tests I would generate Dyndolod.esp, make a new character, use LAL to start in the Sleeping Giant in Riverwood, and then run over to Falkreath. Medium setting, no special rules in Dyndolod. First I generated Dyndolod using my whole load order to confirm the issue still existed with 0.59.31. It did; I was still getting invisible buildings in Falkreath. Next I removed ETAC and all its patches and reran Dyndolod. This time everything was fine; no invisible buildings. But it occurred to me that maybe ETAC was conflicting with something else. So I removed everything except the DLCs, unofficial patches, LAL and ETAC, and reran Dyndolod. The problem came back; invisible buildings. By now I was fairly certain ETAC was the problem, but I still didn't know what was causing it. So I tried tweaking the properties of the Falkreath Lumber Mill in TES5Edt in various ways and reran Dyndolod a few times but the problem persisted regardless of what I did. (I should note I'm just talking about the lumbermill structure here; the rules for the waterwheel work great and it renders fine). At this point, it occurred to me that maybe the problem is that ETAC is changing the base of these buildings (it turns out all of the disappearing buildings have their base changed by ETAC); in the case of the Falkreath Lumber Mill (REFR:0004F4E3) the base is changed from FarmLumbermill01 (STAT:0001F200) to MJB_FalkreathFarmLumberMill. To test this, I loaded ETaC - Complete.esp as the active file in CK and duplicated the Falkreath Lumber Mill. I then set the original to initially disabled and buried it at Z -30000. This time, when I reran Dyndolod and walked over to Falkreath, the Lumber Mill was visible but all the other disappearing buildings remained. As this duplicate is in all ways identical to the original except that it doesn't have a vanilla REFR, to my untrained eye it suggests that Dyndolod may have a problem with mods changing the base of vanilla REFRs. I'm hoping this makes sense and someone can confirm or replicate my issue. I swear I'm not crazy!
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