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moonandstar99

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Everything posted by moonandstar99

  1. Oh, I had not realized that mod was outdated. I will try to narrow down the cause of that mesh, and I have lodgen running now. In the meantime I will check out the CTD issue. Thanks for your help, by the way. Yep, it appears that mod was preventing static lod creations!
  2. Ah I see. After rescanning for errors, only unrecognized flags remained! However, I do still get a guaranteed ctd when entering the cell directly south of northwatch keep with this patch active.... But maybe that's skyrim sorcery.... Does anything stand out to you about the cause of object generation not working? The lodgenlog mentions it fails to find a certain file a few times.... I'm not sure what file this is from, or why it seems to insist on loading it.
  3. Here: https://www.dropbox.com/s/akx0kt94aeuc0oo/LODGen_log.txt?dl=0 https://www.dropbox.com/s/dwvmtkicxavy54u/TES5Edit_log.txt?dl=0 I also included the error check of the patch after lod gen was complete. Again, no object generation for the Tamriel worldspace. This was with the new 1.26 update. And here's my load order in an easier to view format:
  4. Okay, so I've discovered a little more about the problem: apparently, there is no object lod being generated for the Tamriel worldspace. Tesvedit goes through the whole process, takes about 25 minutes, but only generates trees and the dyndolod files. Some other worldspaces have object lod that's being generated properly (and I'm assuming the other ones that do not do not have any lod that requires generating), but Tamriel obviously should have objects being generated for it, yet there are none. I'm not sure what the cause of the problem is; I've tried just doing tamriel worldspace on its own, but I only get the same result. Are there any logs or files I could look at that might help narrow this down? Edit: also, I just attributed the cause of a persistent CTD in a particular exterior cell to the built dyndolod esp. There are also a lot of errors being detected by tesvedit in the dyndolod patch--the ones that read "could not be resolved"--not merely the errors about the unknown flags.
  5. Unfortunately, no, it's all in the right place. Are you saying that I should at least be able to see better looking distant objects than before? I hadn't looked at existing distant lods very closely, I just noticed that there was nothing new present. The only thing that I can think of is that I'm running this mod: https://www.nexusmods.com/skyrim/mods/57353/? Could this mod's textures work around be an issue? I did just notice that new dragonborn hearthfire and dawngaurd .ini's had been created today, which this mod tries to delete. Also interesting to note, but when I load it into an existing save, the MCM menu shows it as deactivated and "DynDOLOD is not activated for this world." However, the same file on a new game (all in the tamriel worldspace btw) shows as activated in the MCM menu; same end result either way, though.
  6. Hi, I'm having trouble getting this mod to work: I've gone through all the steps and tried everything I could think of, but nothing is showing up in game. Dyndolod is shown as active in MCM, and I've copied and pasted the output files to my skyrim directory (since I do not use MO), but everything is just same old same old in game. Am I missing something?
  7. I do have file extensions enabled--it really is just skse.ini. Although I'm not using MO, I do have the -forcesteamloader in my skse shortcut, and it is being called properly as it shows up in the skse log. It sure feels like it's skse.txt though..... I tried checking war paints in game but they dont give me issues atm, even when skse.ini is removed entirely; what could I do to check to see if the other settings are functioning? EDIT: Actually, minidumps aren't being created either, so I would imagine it isnt being recognised at all. EDIT 2: Porblem resolved--I had my ini in the plugins folder
  8. Okay, so I've been modding since morrowind. I thought my skse tweaks were working, but I recently found out that they haven't been. I don't know what's going on, but my computer just WILL NOT read the SKSE ini memory tweaks. I've gone through this whole thread and tried everything short of using MO, because I've never used MO before and I'm used to wyre bash; yet, skse just will not change the memory blocks. The force steam loader line shows up in the skse log, but the steam loader log makes no mention of memory heaps being changed. I've tried everything I can think of and it just dosen't seem to be working. I can use SSME instead, but I also want the other skse tweaks to work. Is there any way I can easily check to see if at least those tweaks (invalid registrations, container categorization, etc) are being read?
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