-
Posts
79 -
Joined
-
Last visited
-
Days Won
1
Everything posted by Bluegunk
-
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!
- 2,309 replies
-
Dynamic Distant Objects LOD - DynDOLOD for Skyrim and Enderal 2.98
Bluegunk replied to sheson's topic in DynDOLOD & xLODGen
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.- 470 replies
-
- SKYRIMLE
- DynDOLOD 2
-
(and 4 more)
Tagged with:
-
Dynamic Distant Objects LOD - DynDOLOD for Skyrim and Enderal 2.98
Bluegunk replied to sheson's topic in DynDOLOD & xLODGen
I wonder if you can help me please? I'm running SSE, using MO2, latest game, Papyrus Util and SKSE versions (etc), and have used Dyndolod in the past with no issues. On a new game today, using version 2.44 (clean install, old Dyndolods removed) and with all the required files up to date, I generated Texgen and Dyndolod output in hat appears to have been a successful process. The process also gave me the ESM and ESP which I used LOOT to sort as normal. On running my game I get an error box telling me: Dyndolod requires Dyndolod plugins version 2.30 [OK]. On going outside I get a warning "Dyndolod can not find master data in Dyndolod_Tamriel.json". There is no MCM starting, either. I looked on the FAQ and can see something relevant to this but can't think of a solution given I'm using MO2. I ran the ESP and ESM through SSEEdit and they seemed fine, returned no errors. I had a look at logs and they seemed OK, but I am not sure which ones you would need to see so do let me know if you need any of them. LOD does seem to be in place and working, ni fact improving my framerate a bit, too. Thank you in advance for any support you can give!- 470 replies
-
- SKYRIMLE
- DynDOLOD 2
-
(and 4 more)
Tagged with:
-
Brilliant! You are such a grand help - thank you Sheson!
-
Skyrim SE, Bruma. I notice there were issues with Bruma static LOD ('Oldrim' Bruma forum), and you recommended generating tree LOD only for the region. How do I omit the Bruma static LOD using the DynDOLOD interface, please? Or do I need to do that at Mod level? I unpacked the Bruma SE BSA to access tree LOD. Thanks!
-
Ultra Tree Project; pop-in and unfinished logs
Bluegunk replied to Bluegunk's question in DynDOLOD & xLODGen Support
Thank you for your patient help, Sheson! I pulled back from the Ultra Trees by switching off the Full Replacement, cleaned up Bruma where I had some issues, and a couple of other mods generating errors, and I had a completely successful run of Dyndolod. All good now and looking great. Many thanks! -
Ultra Tree Project; pop-in and unfinished logs
Bluegunk replied to Bluegunk's question in DynDOLOD & xLODGen Support
I'm glad to realise the boxes aren't stalled - just extremely busy. Thank you. I've been cleaning a few mods and tidied my Bruma installation, too. I'm hoping these will help. I'll try again, now, with a scaled back operation. -
Ultra Tree Project; pop-in and unfinished logs
Bluegunk replied to Bluegunk's question in DynDOLOD & xLODGen Support
Thank you for replying, Sheson. Kind of you to take the time. I didn't know where the "ArnimaDuplicate" came from. Since it is the author then I'll happily ignore it. I'm worried about the incomplete logs and the empty Falskaar one: [spoiler=From end of main log:]Waiting for LODGenx64.exe to finish ... [00:35:35.920] [00:35:35.933] LODGenx64.exe for DLC2SolstheimWorld completed succesfully [00:35:35.946] [00:35:35.961] LODGenx64.exe for MarkarthWorld completed succesfully [00:35:35.977] [00:35:35.992] LODGenx64.exe for DLC01SoulCairn completed succesfully [00:35:36.008] LODGenx64.exe for DLC2ApocryphaWorld completed succesfully [00:35:36.020] LODGenx64.exe for SkuldafnWorld completed succesfully [00:35:36.035] LODGenx64.exe for Sovngarde completed succesfully [00:35:36.051] LODGenx64.exe for ArnimaVoid completed succesfully [00:35:36.066] LODGenx64.exe for DeepwoodRedoubtWorld completed succesfully [00:35:36.082] LODGenx64.exe for DLC1HunterHQWorld completed succesfully [00:35:36.098] LODGenx64.exe for Blackreach completed succesfully [00:35:36.114] LODGenx64.exe for arnimaTheHollow completed succesfully [00:35:36.126] LODGenx64.exe for ArnimaDagonRealm completed succesfully [00:35:36.136] LODGenx64.exe for DLC01FalmerValley completed succesfully [00:35:36.144] [00:35:36.153] LODGenx64.exe for JaphetsFollyWorld completed succesfully [00:35:36.163] LODGenx64.exe for Kirkmore completed succesfully [00:35:36.171] [00:35:36.179] There were errors in one or more LODGen logs (see report above) resulting in incomplete static object LOD. [00:35:36.188] Check the LODGen logs and fix cause of errors. [00:35:36.195] Switch to expert mode and try re-running LODGen.exe for these wordspaces with the already exported LOD data. [00:35:36.204] [00:35:36.212] DynDOLOD Worlds completed successfully. [00:36:25.882] [37:11] Saving: DynDOLOD.esm [00:36:27.724] [37:12] Saving: DynDOLOD.esp [00:36:28.461] [37:13] Done saving. [00:36:28.471] Saving: Settings [00:36:28.493] Saving: Logs The incomplete logs look like they stalled in DOS boxes. I hear what you are saying: let them run through. I'll see if I can trace what's stalling them. -
Ultra Tree Project; pop-in and unfinished logs
Bluegunk posted a question in DynDOLOD & xLODGen Support
Generally I seem to get on OK with the Ultra Tree Project but please may I beg some help to clear up some log issues, pop-in and confusion (I'm getting on a bit, sorry). Detail: using the Skyrim SE latest Dyndolod and Resources, MO2, Win 10, files away from C Drive, Admin Permission on, Antivirus exception made for the folders. First up, tree pop-in. I have 3 pictures showing pop-in of mid range (I assume beyond U-Grids 5) trees. I did not have this when I built an earlier Ultra Tree project. Hopefully the pictures will speak for themselves. They were captured above Lakeview House, "air-walking" towards Riverwood. I have the pictures here: https://postimg.org/gallery/1dsgjarrq/ and a screenshot of my mods in use for the Ultra Project - https://postimg.org/image/53av4k391/ There are no texture / mesh overwrites from this point on in my load order apart from the Texgen and Dyndolod files. Please, how can I manage the LOD generation project so this does not happen? Secondly, Log File Funnies. I've 3 logs that do not terminate, giving me the long wait for Dyndolod64.exe waiting to close (I have to force close in the end). To try and cure the issue, I cleaned two of the mods: Bruma, Arnima. Arnima came up clean(why is it "Duplicate"?), Bruma had some trees that came up in the cleaning process. Weirdly, the Tamriel one cuts off for no reason; isn't that Skyrim.esm? I attach the logs. Also, my Falskaar Log is completely empty so either it did not generate or there is nothing in the mod to generate? I attach the main overall log (Zipped to fit in). In this log, at 26:00.656 there is an odd Obsidian reference to cloud that I can't quite fathom. The information and knowledge is a huge mass, and I can't quite understand why these logs are not closing. I am working through things to try and find what is going on. But I would be grateful for any help that can be offered. Thank you! LODGen_SSE_arnimaDUPLICATE003_log.txt LODGen_SSE_BSHeartland_log.txt LODGen_SSE_Tamriel_log.txt DynDOLOD_SSE_log - Copy.7z -
Out of Memory Error Prevents LOD Assembly Finishing
Bluegunk replied to Bluegunk's question in DynDOLOD & xLODGen Support
Thank you once again. I used the 2.31 64bit version and, after a couple of tries, compiled the LOD. It seems Manny's Gray Cowl, and Japhet are doomed for me. But the rest has now wrapped up and completed. Thanks so much for taking the time out to assist! Very much appreciated. I'd send along my Firstborn, but she's out photographing a Hip Hop Club in Camden, London all night.- 3 replies
-
- DynDOLOD 2
- memory
-
(and 2 more)
Tagged with:
-
Out of Memory Error Prevents LOD Assembly Finishing
Bluegunk replied to Bluegunk's question in DynDOLOD & xLODGen Support
Thank you for your swift and helpful reply! I'll give those a go.- 3 replies
-
- DynDOLOD 2
- memory
-
(and 2 more)
Tagged with:
-
Out of Memory Error Prevents LOD Assembly Finishing
Bluegunk posted a question in DynDOLOD & xLODGen Support
I'm trying to use Dyndolod with the Ultra Trees, as recommended by the Wazalang video here: https://www.youtube.com/watch?v=i2uHZLNeXqo. I've a Win 10 set up with 16GB RAM, NVidia 6GB 980ti vcard, and an i7 processor. Skyrim SE is on a separate SSE drive well away from the Program Files In my very first run it all worked very well on a 512 Output. It looked great in game and was handled easily. But being greedy, I put that to one side (as a back up) and tried again for a higher, 2048 output. I set the worlds to Medium, 2048 output, set at -3 brightness. But now I am having repeated Out of Memory hangs. They are normally at: MannyGT's Gray Cowl of Nocturnal - various desert lod errors Japhet's Folly, ditto. I had some issues with iNeed Extended and Prometheus No Snow under Roof, so I unticked these two in my ESP list temporarily, deciding they are not necessary for LOD. Bashed patch is unticked, and its merged files ticked back on. Some landscape ESPs I have merged in my main sequence are also brought back into play. My error is very similar to this one posted by: Started By QuagaarWarrior, May 20 2017 08:38 AM Error - Out of Memory And this query has the same tree mod list, though not TedtoDefend's problems: Am I Doing Something Wrong? Skyrim SE - DynDOLOD Started By TendToDefend, Thursday 14 Sept, 07:24 PM I'm launching DynDOLOD through Mod Org2, using the 32bit Dyndolod 2.26 for SE. (64bit simply hangs.) 32bit Texgen has been run and is in the mod list. Am I simply trying to be too ambitious? If not - is there something I may have overlooked? I tried a restart on the PC to freshen up memory, and cleared out some background programs. My last log file is attached (7Z), plus some log snapshots from various attempts. I'd be most grateful for any ideas. Thank you! Dyndolod Log 1.txt Dyndolod Log 2.txt Dyndolod Log 3.txt Dyndolod Log 4.txt Dyndolod Log 5.txt Dyndolod Log 6.txt DynDOLOD_SSE_log.7z- 3 replies
-
- DynDOLOD 2
- memory
-
(and 2 more)
Tagged with:
-
Mod Organizer 2 Development Status
Bluegunk replied to LePresidente's question in Mod Organizer Support
Forget my request - I managed to retrieve the other server information! -
Recently my MO2 appeared to lose its list of premium servers, and I am left with CDN. Being a premium member I am stuck with the busiest public server. Is there any way I can reconnect MO2 with the list of Nexus servers so I can choose when downloading? Thanks. Oh - got it! I downloaded a mod and immediately went to the server box to find the list appeared. So I captured the servers I wanted. Hopefully fixed!
-
Mod Organizer 2 Development Status
Bluegunk replied to LePresidente's question in Mod Organizer Support
Might I please ask a quick question? I see in MO2 that I have use of only one Nexus server now, which is CDN. Was that a Nexus change? Or have I broken something? Thanks! -
So far as I understand, iterations of MO2 before 2.0.8.3b had to have the default folders in Appdata. The current version has removed that requirement, and I have the default folders on disk in the same directory structure as MO2. I understand there may still be some difficulty with using directories out of MO2's directory structure (i.e. away on an other drive), but at least Appdata is not a necessity now. However, MO2 does use Appdata for a lot of its work. The MO2 STEP pages have a lot of current detail. https://forum.step-project.com/forum/102-mod-organizer-2-support/
-
Version 2.0.8.3b as publically available on Nexus that you link to. I believe he and the team are working to correct the problem with game saves and profiles. 2.0.8.3b is very good - close to the original MO and Oldrim. Just a few bugs to iron out.
-
OK I see. Well, setting my Custom ini to Read Only protected it with no problems so that's all sorted and I'll remember to do that for the future. The rest of the Bethini tool seems to work a dream even with working around MO2's 'clunkicity'. It's really easy to use and adjust. I originally acquired it for the shadow Bias setting so I'm off to twiddle with that now! I checked my game out and absolutely no issues with loading and running (not that I thought there would be). So thanks for such a handy utility! I'll check back here and on the mod page for any alterations. And thanks for such quick support!
-
Oh - I just discovered something! In my default Skyrim.ini and SkyrimPrefs.ini savegame folder that MO2 and Bethini are using, I also have a SkyrimCustom.ini which is used only for some settings for widescreen. Bethini took that as a version of my Skyrim.ini and erased my SkyrimCustom.ini settings, replacing them with Skyrim.ini ones but not changing the file name! I've now set that to read only. Fortunately I keep backups of backups of everything! Might be worth checking that out?
-
Oops - sorry. I went to the shops then fell asleep! Looks like you caught up on what you wanted. Let me know if I can help further. Looking at my Bethini ini file, it looks like it did not spot the Creation Kit, as that line is set to zero. Here's my log from initial run: https://pastebin.com/C79eHf4z and here's the second log from a glance at the Bethini set up just now: https://pastebin.com/qkFXk4cu
-
It appears to have worked well out of the box. Here are my observations: * The program selected my default game save folders (that MO2 is currently using) and completely ignored the MO2 profiles despite being given MO2's correct directory path. (It originally showed the MO2 path as "ERROR" but was happy to be pointed in the right direction.) * There is no indication it took any notice of the mods in the MO2 set up. At least one has a unique INI file: Verdant. * Bethini accepted most of my INI settings except for bFullScreen which it reverted to off (0). I need this set to "on" for my 21:9 widescreen utilities downloaded off Nexus. I would have preferred that setting to remain untouched. * Skyrim SE now uses uLargeRefLODGridSize=11 (I use 13 as recommended by Dolomite Weathers, 11 is default). Bethini still shows "uGridstoLoad 5" as the choice, though this line no longer exists in the SE inis. I made manual alterations to the Bethini files to set original settings on the above, so it was not a problem for me. The interface is great for Dumbos like me to make easy changes! Thanks for that. One little suggestion I'd like to make is where Screen Tips appear on settings, some more information on the ranges / fade range setting effects would help idiots like me to make sensible settings. I'll see what happens when I next play the game. Thnks for Bethini!
-
I was referred to Beth INI by a response to my query on Skyrim SE shadows. This looks excellent! One quick question: I use Mod Organizer 2 for my SE game, and whilst the Profile I use works, MO2 does not yet store game saves in the Profile. It still has to use the default Game Save folders. This leads to a silly situation where I have to make sure the INI files are identical in Profile and in Game Save locations because I can't tell which one is active, or if both are active! I know the MO2 team will be resolving this in a near update but what's the best advice on Beth INI before I try?
-
General enquiry - saving game to Profile directory
Bluegunk replied to Bluegunk's question in Mod Organizer Support
OK, thanks! -
General enquiry - saving game to Profile directory
Bluegunk posted a question in Mod Organizer Support
Quick question: with 2.0.8.3 I see saving game to profile does not work. The saves still go to the Skyrim default My Documents directories. Is this still an upcoming fix? Or am I an idiot and doing it all wrong? I use the Portable version. Thanks!