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nicktheduke

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  1. Hey apologies for sending the wrong log. I had opened the app to check my settings and it seems my previous log was erased. However, I have a large mod list that takes 3-4 hours to generate the Dyndolod output. Unfortunately I don't have time today to regenerate a new log but looking at older outputs, the logs are very large files. A couple hundred MB due to the size of my mod list. Furthermore, I cannot select a building in the LOD using More Informative Console. If I could I would know exactly what mesh to look for. The mod that adds the buildings is https://www.nexusmods.com/skyrimspecialedition/mods/130952 I'm aware that there are special instructions where you have to deactive the interior modules. I ran Dyndo and everything was fine except the glow of the windows in the building LOD. I checked the LOD models provided by the mod but I cannot seem to fix anything. This is why I have reached out for help because I am not sure if it's a problem with a mesh or with my Dyndolod generation. I understand the need for process with me providing logs/screenshots, but I'm hoping you can answer the general question: what would cause a different color glow on the LOD models for buildings and how would one fix it?
  2. Hi again Here's my log: https://justpaste.it/bwtqg and debug: https://drive.google.com/file/d/1JUOdGsTrpgyZWhKNIfqCC739Y8NTUiul/view?usp=sharing The issue is that the far away lod model of the building windows has a different color than the up-close models. Cannot select using console since it's LOD. The mod adding the buildings uses BOS. Could that cause an issue with the glow? Or is it an issue with a mesh? Please see my terrible screenshots. The windows should all be orange but I'm getting blue-ish white
  3. Hi Sheson Sorry to bother you but I'm wondering how to extend window glow? Right now I have orange windows near and a white-ish blue in the distance. I'm using up to date Dyndolod and set everything to high, etc. How should I fix?
  4. Hi sheson No matter what I do, I keep getting this error. After years of never having an issue with Dyndolod. I have checked OS, UAC, 3rd party program + the other information listed in the manual. Any idea how to fix? Please see below: [Main Instruction] Can not copy resource textures\dungeons\imperial\impwood01_n.dds to D:\Wabbajack\Dyndolod\TexGen_Output\DynDOLOD-temp\textures\dungeons\ships\shipwood02_n.dds: [Content] The system cannot find the path specified.
  5. And I tried something different. I deleted Tamriel worldspace. The game loads. So: If I have just Tamriel, maaaaaybe a few other worldspaces = No Crash If I have no Tamriel, all worldspaces = No Crash If I have all worldspaces = Crash
  6. Well. I'm back! Been away for a few days haven't been able to play too much with Dyndolod. I am, however, trying to figure this out. I had a game going. Level 5. No big deal if I have to restart. I was playing with Dyndolod but with Tamriel worldspace only. No crashes out of the ordinary :P Opened a save in an interior without Dyndolod activated. Walked outside and back inside. Saved. Re-generated Dyndolod with all worldspaces and your script. Reloaded game. Crash on loading screen. Try new game. Crash on loading screen. When I open Papyrus, there is nothing SHESON or Dyndolod-related in the log.......................... !*$(&!@ I am not honestly not sure what to do. Rebuild the load order and start fresh? I have never seen this happen with Dyndolod... PS. Does it matter that it's # 255 in LO?
  7. Yeah. I can confirm deleting anything mod-related that's not Skyrim or DLC-related from Dyndolod.esp will avoid crash. Any tips? Should I just TES5LODgen the rest? Am I really pushing Skyrim to it's limits?
  8. So I generate Medium. If I delete/don't generate the following worldspaces, the game does not crash on load/re-entering Helgen Keep: + aaaWereBalokDungeonWorld - Staadomaar Template (Helgen Reborn.esp) + BSHeartland - Tamriel (BSHeartland.esm) + Dimfrost - Dimfrost (Wyrmstooth.esp) + NecroDragontailMountains - Dragontail Mountains (Undeath.esp) + WyrmstoothWorld - Wyrmstooth (Wyrmstooth.esp) + XJKislandWorld - Phalos (Darkend.esp) I am trying to re-add these and see if I can narrow down, except BSHeartland What's weird... Is that I've generated these before and never had a crash or freeze
  9. Generating with Medium and deleting everything mod-related from worldspaces (Wyrmstooth, Darkend, etc) allows me to exit and re-enter Helgen Keep
  10. Further testing: If I use Medium settings and delete everything but Tamriel, I can load the game and re-enter Helgen Keep without crash. I am going to try and delete anything mod-related from Dyndolod to see if it crashes. If it crashes after that, I will send you esp
  11. When chipping away at the Dyndolod.esp, should I remove the meshes from each worldspace? Rather, does Dyndolod store extra info in the SKSE about the worldspaces generated? EDIT: Idk why but when I delete 2 specific worldspaces (Deepwood Vale affected by Organic Factions + the dungeon added by Helgen Reborn) the game doesn't crash when re-entering Helgen Keep
  12. Ok so I re-generated a few times. I went from bottom of worldspace list (where Tamriel is) all the way up. Sometimes it crashes upon return to Helgen Keep, sometimes it doesn't. I tried generating everything (except Bruma) and deleting worldspaces from that, but I assume data is being stored somewhere that links to that worldspace thus it still crashes, which means I've re-generated a bunch. I thought I've narrowed it down to 3 worldspaces: Dimfrost from Wyrmstooth (never had a problem), Deepwood Vale (Organic Factions was added and affects that area), and the Dungeon added by Helgen Reborn. Usually I have never had any problems with Helgen Reborn. However, when not generating those worldspaces, I get a crash re-entering Helgen Keep. I am, however, able to enter Riverwood interiors.
  13. Yeah this is very weird. I've used Dyndolod for years now and I've never encountered any problems with it. Decided to reinstall Dyndolod just to be safe. Regenerated on Low with all worldspaces except Beyond Bruma. Ran game without Dyndolod at first. Saved in Helgen Keep. Everything good to go. Loaded game up with Dyndolod inside Helgen Keep. Everything still looks fine. I walk out. Dyndolod initalizes. Walk back into Helgen Keep. Crash on loading cell. Took your advice. Generated *only* Tamriel. The game loads. I exit Helgen Keep. Dyndolod initializes. I go back into Helgen Keep. No crash with all the cabbage and walls there. Any thoughts? Why does having the other worldspaces involved cause Dyndolod to CTD? Currently going to try turning off chunks of worldspaces being generated to see if that might fix it.
  14. So there was some Dyndolod "patches" for something I can't remember. I disabled and tried another new game using Low settings. Instead of entering Helgen Keep, the game crashes... Papyrus log: https://drive.google.com/open?id=1Tnp-aJjmdP2Kbja3K5xpgdFfzC8ziRks Edit: it was a Caranthir Tower Reborn and Lanterns of Skyrim patch that includes meshes/textures/scripts I am going to rebuild on Low without these and see what happens
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