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Aleanne

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  1. Are you sure that this LOD was generated by DynDOLOD ? In my game the texture path of the fort points to textures\dyndolod\lod\dyndolod_atlas_tamriel.dds. Maybe something in your mod list is overwriting DynDOLOD meshes ? Here is mine for you to compare. https://drive.google.com/open?id=0B2_a9qUrqFtbUDFkY3dBWjROamM&authuser=0
  2. Just wanted to say that I finally decided to give DynDOLOD a go. Everything worked smoothly, a quick test around Whiterun showed no glaring problem. Windmills are here, waterfalls are here, and I finally can look at the bridges of Skyrim Bridges from afar. And I removed 2 mods from my load order, which is always appreciable when you're running near the limit. Thank you (again) Sheson.
  3. Good tweak indeed. It worked well for me. Thanks.
  4. I just fixed this problem on my game. Like Wormheart says. Either get rid of your candle retexture and use Ruins Clutter Improved textures Or remove Ruins Clutter Improved Or edit the candle retexture to make it compatible. It's an easy enough texturing job.
  5. Windhelm (near the stables) is a good location to test for crashes. The road from Dragon Bridge to Solitude (after Meridia's Temple when going up north) used be a place of choice for CTD when I was using ugrids at 7. If you want to avoid a lot of frustration and hair pulling, get back to ugrids 5 (use the distant details mod), try to stay with 1K textures packs (maybe 2K for armor & weapons, 4K for character skins if you like to look at your toon) and get a good ENB. And avoid using every ini tweak floating around, a lot of them do more harm than good, IMO. Also, be paranoid about what you download. Small animals skin textures weighting 5 MB each, when you can barely see the thing moving, or 22 MB for clothes textures, everything is eating at your memory. Slap them with the ddsopt stick, you won't notice any difference.
  6. Test it with a vanilla follower in tow. Check if the follower is still here after sleep.
  7. I have the same problem. I looked at the mesh, it was one of the mountains one, using a texture also used by other meshes without any problem (something in \landscape\mountains). I think it's an UVMap problem rather than a texture problem. If I stumble upon one, I'll try to gather more accurate informations.
  8. Maybe it's common knowledge, but i noticed that ddsopt sometimes optimize planar textures (uniform color textures) into 1x1 textures. This caused purple textures to replace the optimized planar texture. Resizing these textures at 16x16 size solved the problem.
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