Jump to content


  • Content Count

  • Joined

  • Last visited

  • Days Won


Bluegunk last won the day on February 10 2017

Bluegunk had the most liked content!

Community Reputation

1 Neutral

About Bluegunk

  • Rank

Profile Information

  • Location
    UK South East
  • Favorite Mod(s)
    Enhanced camera
  1. Shall do. I've tidied things up and done a re-run, but with exactly the same result. I'm calling it a day now (UK time) and will continue tomorrow. I've never faced this particular problem before, and it is proving really hard to track down what is going on. On your advice, I'll trawl through the logs again tomorrow and see what is going on with these billboards. Many thanks for helping. And also thanks for this awesome LOD generation tool. It never ceases to amaze me how cool it is, and the results are (normally) amazing. Until twits like me muck it up! I'll let you know how it turns out. Cheers! UPDATE: found the problem at last. SkyTest changes wind factors in the trees. It also uses vanilla tree models which were being picked up by Dyndolod. I decided to pull that mod and all is now good. I expect in previous play-throughs the tree mods loaded after it, which is why the problem didn't surface for me before. Thanks for your time! I appreciate it.
  2. Thank you for your help. I think I have spotted what is going on in SSEEdit. I have a Billboard for Skyrim 3D Plants and Trees that has been superseded with the mod's incorporated LOD, in a different folder structure too. Dyndolod is pulling in the older, wrong model. I'll go and sort this out, then let you know how much face-palming and head-hanging I had to do...
  3. Thanks for your quick reply! I just redid an entire LOD generation using Dyndolod V2 - no changes in LO, and still have this weird issue. Here's an updated set of pictures. Now, when running Dyndolod I understand I have to omit the Bashed Patch, and I also find the Window Shadows mod and its patches generates a Dyndolod error if active and stop the process. Would these being omitted cause the load order problem? Thanks for advice and patience. I'll rummage around SSEEdit for the moment, see if I can understand where I am going wrong.
  4. Hi folks! I've a bit of a mystery here. I'm using Dyndolod v2 and Skyrim 3D Plants and Trees, and here's pictures of how the mod's TreePineForest01/2/3.Nif comes out close up. You'll see the tree is reverted back to the vanilla mesh and texture. I use MO2, have done for years. Including using Dyndolod for ages. Now, no matter what I do to this 3D Trees mod, this tree type remains a blurry tex/mesh disaster. I made sure I removed any overwriting mod, checked I have the Billboards. Ran LodGen with SSEEdit. Ran Dyndolod with my usual set up. And.... (By the way I removed Jedi Trees and re-Dyndolodded since I took the screenshots). Only if I switch off Dyndolod (v2) in my load order does it suddenly revert to the modded tree I expect. I'm at a loss for ideas. I've not had this happen before on prior play-throughs! Why and how is this type of tree being stripped of its textures and reverted? All other LOD has generated pretty much as expected. I'm using the Ultra trees generation. I'll clean up and re-run the process in the mean time. Any help much appreciated. Thank you!
  5. Thank you, Sheson. I'll do that. I must have changed a setting and not though enough about it. Cheers!
  6. Might I please beg a quick bit of help in my 2.96 Dyndolod Output for Skyrim SSE? The attached screenshot shows the issue. I guess I'm missing something or load order is off? I've always used the same DYNDOLOD generation settings:, medium, 1024 tile and I don't touch the grids or anything. I run in this order: I'd really appreciate a pointer as to where I likely mucked up. I'm not at all sure why the LOD caves in at this distance. Hope you might be able to spare the time to slap me and tell me what I might have missed. Thank you!
  7. I've completed all my Lodding again (and it all went well, thank you for the tools you kindly provide). I waded through SSEEdit and compared any conflicting water records, but after a while my eyes started to melt. RW2 is at the end of my load order and wins, and I can't see any discrepancy over Skyrim and Update, and I lost the will to live after multiple columns. I have the variations in height caused by mod author actions all accounted for, so I don't get those mod-caused seams. Please don't waste any of your time on this; I was really looking for advice and you have kindly provided that thank you!
  8. Thank you. Yes, I forgot Dyndolod is the bits and pieces. I've since generated terrain and water LOD using xLODGEN but I still have the distant seams. Even on a vanilla game I get these 'patches' where the water detail and vanilla flow appear to change in a line with distance from player. Perhaps these can't be changed. Thanks for your help!
  9. PS - I'm just sorting out using xLodGen so I might be on the path to sorting this... May I please ask for some 'good practice' advice? In the past I've happily generated LOD but vanilla issues such as distance seams in water have been an irritant. Here's what I mean: https://i.postimg.cc/hv4bg35L/Water-seams.jpg I use Real Water 2, and regardless of using vanilla water or this mod, these distant seams occur. The same in other large bodies of water and the sea. I believe they are a vanilla issue, and mods like RW2 only serve to show it up more. How should I best go about blending or hiding these seams? Can I use INI file adjustments? Achieve it through Dyndolod, or other mods? I'd like to get this right before running Dyndolod. I've searched for advice but I think here might be the best place for an answer. To be clear: I'm not talking about local seams caused by mods (Like TAWOBA)! I'm pretty much on top of those and familiar with them. I've also checked this Lakeview area for water variances. Any guidance would be most helpful. Many thanks!
  10. If the billboard txt files are missing, then the object bounds from the tree base record are used to determine the dimensions. It sometimes happen that the bounds are wrong. If the txt files exists and sets width= but does set a depth=, add a new line setting depth to same value as the width. I'm pleased to say your advice did the trick! Many thanks for that. It was a bit of a plod through the billboard texts adding the extra line, but the results justified the efforts! Thank you!
  11. Thank you! OK, I went through the billboards and all the text files have height and width (apart from one mod which adds a couple of tree models in the Reach). But no Depth. I'll add those and see what happens. (However, these are the same billboards and mods I used with success, previously.)
  12. Hi! May I please beg some help? I am building my next play-through, and I've hit a bit of an unusual brick wall with Wazalang's Ultra Trees approach. My previous build worked fine, and I have made no changes to it apart from swapping a couple of player houses.But when I updated Dyndolod to the latest iteration, I cannot get the process to generate the tree LOD I had before. I'm now getting this weird stretched texture for more distant trees in LOD: https://postimg.cc/k2QjFvQZhttps://postimg.cc/cr8k6Srd And further, some of the detail appears to be missing. I use 1024 in Texgen and Dyndolod and the ultra trees setting in the Dyndolod ini. I make no other changes in the Advanced set up other than brightness adjustment. I've also tried rolling back to the previous version of Enhance Vanilla Trees, from 2.0 to 1.9. It's like part of, or all of Dyndolod is not being applied in game, or something is lost in translation. I'm happy to dig around and find out what is going wrong, but please can someone offer a direction for me to look in? Have I broken an INI file? Missed a setting?I've previously run Dyndolod without a problem, and for several years. Thank you. My Trees set up in Mod Org 2 is thus: [spoiler=Trees install order]HD Lods Textures Terrain LOD Redone Bent Pines Enhanced Vanilla Trees SE 1.9 Enhanced Landscapes ELOS Oaks Mixed Greens Reach Tree Replacer Trees AddOn SE Enhanced Landscapes SE Green & Lush Aspen Trees SE Majestic Mountains Darkside LOD Pack Tree LOD Billboards for Beyond Skyrim Bruma (+hotfix) Enhanced Vanilla Trees SE Billboards for Dyndolod Reach Tree Replacer SSE Billboards Reach Tree Replacer SSE Dyndolod Ultra Trees Addon SE Billboards
  13. Thank you for your fast reply, Sheson. I ran Texgen on 512 tile size, Dyndolod on 2048. I have a hefty video card. I got the "Dyndolodic Poles" on two runs. But looking at my set-up I realise I need probably to use the extra billboard from EVT which I bet will have the Alphas. I'll re-run and I bet it will be good this time. If I have a problem I'll come back. But I should be OK. If not, I'll study the mip-maps. Thank you for the advice! Update - yes I'm all OK now thank you.
  14. I wonder if anyone can suggest what is up with my Dyndolod causing these tree 'poles'? https://i.postimg.cc/MTSCNLLX/Dyndolodic-Poles.jpg I'm on Skyrim SE, my main mods are Enhanced Vanilla Tress (lush, large), Majestic Mountains, and Trees in Cities. I don't have a lot else. I run Dydnolod on Medium, 2048, and use the 3D tree output. Thanks!
  15. Ignore my plea for help. I am a stupid clunker; I forgot to install the resources. Duh. All working perfectly now...of course! Thanks anyway and once again: thanks for a great resource.
  • Create New...

Important Information

By using this site, you agree to our Terms of Use.