LordOfLA
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Everything posted by LordOfLA
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Hi Sheson, I've been noticing recently that DynDOLOD.exe (32bit) and LODGen.exe have been pegging my CPU at 100%. I don't recall them doing that before - at least not enough to prevent me moving the mouse for short periods and cranking all the fans in my tower up to an audible level. Additionally, when processing Japhets folly worldspace LODGen.exe will sometimes just hang (looks to be initial startup stage before it gets to the stage of "finished lod...."). Screenshots may be hard to produce due to PC being hard to interact with during the problem periods. Another factor that'll make this harder to track down is that it doesn't happen all the time and if I delete all the files from the install location and re-unpack it usually works just fine for a while. Any ideas?
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SRLE Extended: Legacy of The Dragonborn
LordOfLA replied to Darth_mathias's topic in Skyrim Revisited (retired)
I find it best to do things in this order: 1. Clean Masters 2. Sort Masters 3. Save & Exit 4. Fire up xEdit again 5. Proceed with work This avoids errors showing up for me. -
Hi all! I decided to go ahead and put together a categories.dat file for SRLE - Extended LoTD as I'm considering switching to using that as my base build going forward rather than SRLE original. This is the first revision if you spot any mistakes let me know but I think I caught them all before putting it on Pastebin. It contains some extra categories of my own but if you don't use them you'll only see them when adding categories to mods. Being an Englishman I used UK English spelling where appropriate. https://pastebin.com/Qp9XkFsW
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SRLE: Legacy of The Dragonborn Reqtified
LordOfLA replied to paul666root's topic in Skyrim Revisited (retired)
Just a query - I've googled and searched this thread, but I don't see the reasoning on switching from Atlas to map markers, just the suggestion it be made. Can I get the reasoning behind that please? -
Apply merge maps. Applying merge maps: [#-------------------------------------------------] 2.1% Done File "<string>", line 340, in <module> File "c:\miniconda-x64\envs\relinker\lib\encodings\cp1252.py", line 15, in decode <class 'UnicodeDecodeError'>: 'charmap' codec can't decode byte 0x81 in position 2: character maps to <undefined> There we go.
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I've been changing a lot - hence why I need to know the file name it died on. Error is similar to nb097 except it mentioned character 0x81. With no other output I can't tell if I need to reinstall something, remove something, re-merge something or provide you with any more details.
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Getting a unicode error message on my lastest run of Relinker. Anyway to get debug output or something so I can track down the issue?
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Dynamic Distant Objects LOD - DynDOLOD 2.21
LordOfLA replied to sheson's question in DynDOLOD & xLODGen Support
It was during actual play I noticied it initially. I thought it was just something unique to me until I mentioned it in the r/skryrimmods irc channel and someone else said they had the issue too. -
Dynamic Distant Objects LOD - DynDOLOD 2.21
LordOfLA replied to sheson's question in DynDOLOD & xLODGen Support
Looks to have fixed the floating lod issue. -
Dynamic Distant Objects LOD - DynDOLOD 2.21
LordOfLA replied to sheson's question in DynDOLOD & xLODGen Support
All world spaces. -
Dynamic Distant Objects LOD - DynDOLOD 2.21
LordOfLA replied to sheson's question in DynDOLOD & xLODGen Support
Okay - floating windows happens with this simple load order too: Skyrim.esmUpdate.esmDawnguard.esmHearthFires.esmDragonborn.esmUnofficial Skyrim Legendary Edition Patch.espFISS.espSkyUI.espDynDOLOD - Addons.espAlternate Start - Live Another Life.espDynDOLOD.esp Tested by coc windhelmexterior01 from main menu, enter windhelm, run up around to hjerim. Screen: https://i.imgur.com/KbzUjrR.jpg Edit: Further testing. Disabled Dyndo in MCM while looking at windows in screen and the faded away. Renabling caused the windows on the shattershield house to float in front of the actual windows. Leaving windhelm, waiting 12 hours, re-entering caused diffferent windows to float. -
Dynamic Distant Objects LOD - DynDOLOD 2.21
LordOfLA replied to sheson's question in DynDOLOD & xLODGen Support
I'll try with just legendary + usleep then add elfx to the mix. Here's the INI tweaks i apply with MO: https://pastebin.com/pVQQfdnQ The tweaks come mainly from step INI guides with shadow settings taken from the Bleak ENB readme. If anything is likely to cause said issues I'll remove/change values as needed. These are on top of the values from BethINI that you can see at https://modwat.ch/u/ArcaneEntanglement -
Dynamic Distant Objects LOD - DynDOLOD 2.21
LordOfLA replied to sheson's question in DynDOLOD & xLODGen Support
Okay, as far as I can tell all the walled cities get floating windows - I'm not sure what triggers whole building lod sticking around. An interesting discovery - I'd left my test profile with a save looking at the Windhelm floating window, on loading the game the window slowly faded away. I have been able to replicate this behaviour in the other cities by following these steps: set gamehour to 10pm either with console or wait command. 1. Coc to <city>exterior01 2. Enter city 3. Disable Dyndo from mcm 4. Exit city 5. Wait a bit outside then re-enter 6. Watch lit windows fade away The exception to this is Markarth - I couldn't tell if this was happening at all there. Additionally, Solitude exhibited non-lit floating windows, and after a few cycles of the above procedure, the windows stopped fading out. I also notice in Solitude flickering lod ground textures for a few moments but this goes away after moving around some. I've not tested all walled cities for this but since windhelm, whiterun and solitude exhibit this, I can't tell with markarth, I'm thinking its safe that Riften will too. DynDO scripts are from resources 2.19 - the only version identifier I could see in the .psc files was if (NewVersion >= 147 && CurrentVersion < 147) from the mcm script. I'm guessing that what should be happening is that DynDO should be replacing unlit windows with lit ones? The json lines match your provided examples. -
Dynamic Distant Objects LOD - DynDOLOD 2.21
LordOfLA replied to sheson's question in DynDOLOD & xLODGen Support
Ok so had to re-build dyndolod - apparently running it after getting list index out of bounds errors causes incomplete things to happen :D The DynDOLOD ref id's changed but I wound up at the same 383c2 in skyrim esm. Can confirm only ELFX - Exteriors touches it. -
Dynamic Distant Objects LOD - DynDOLOD 2.21
LordOfLA replied to sheson's question in DynDOLOD & xLODGen Support
I did go right in but didn't have the issue. I then went outside windhelm, pressed T and waited until midnight ish and went back in to wander around. I've since rebuilt dydnlod (was going to build without elfx-exteriros but remembered my CR patch depended on it) so refs may have changed but will dig up the details you're asking for. -
Dynamic Distant Objects LOD - DynDOLOD 2.21
LordOfLA replied to sheson's question in DynDOLOD & xLODGen Support
Yes, generating windows high along with fx glow, candles and fake lights in child worlds. Medium rule set but manually setting tree lod4 to static over billboard. -
Dynamic Distant Objects LOD - DynDOLOD 2.21
LordOfLA replied to sheson's question in DynDOLOD & xLODGen Support
Not merged or renamed. Screenshot for details: https://i.imgur.com/VBxkBKm.jpg. File you mentioned exists and contains ELFX - Exteriors.esp=MarkarthWorld,RiftenWorld,SolitudeWorld,WhiterunWorld,WindhelmWorld -
Dynamic Distant Objects LOD - DynDOLOD 2.21
LordOfLA replied to sheson's question in DynDOLOD & xLODGen Support
ELFX - Exteriors.esp - I went and checked Hjermin and the house to its right (when facing Hjerim's door) and those are touched by ELFX - Exteriors too. -
Dynamic Distant Objects LOD - DynDOLOD 2.21
LordOfLA replied to sheson's question in DynDOLOD & xLODGen Support
It happened with a new game, did the coc to windhelm thing. During daylight it's fine, at night the weird behaviour happens. Screen with mfgconsole details: https://i.imgur.com/x31cwVq.jpg image is looking at blacksmith quaters in the market place. -
Dynamic Distant Objects LOD - DynDOLOD 2.21
LordOfLA replied to sheson's question in DynDOLOD & xLODGen Support
Sheson, I don't have a screenshot currently, but DynDOLOD seems to be behaving strangely with Windhelm - mostly up by Hjerim, the market, and Calixto's house. It'll leave certain lod objects in place - either windows floating a short distance in front of the parent building, or leave the lod textures up in front of the full model (meaning if I can walk or position the camera on the other side the full detail stuff is right there). Modlist, load order, ini's can be found at https://modwat.ch/u/ArcaneEntanglement if you need any other details let me know. -
SRLE: Legacy of The Dragonborn Reqtified
LordOfLA replied to paul666root's topic in Skyrim Revisited (retired)
Given that if you have the correct "load after" rules added to relevant ESPs and on occasion global priorities, I do not believe you will ever find an occasion where loot won't order things as desired. -
SRLE: Legacy of The Dragonborn Reqtified
LordOfLA replied to paul666root's topic in Skyrim Revisited (retired)
You can do it manually sure, Loot speeds the process up. People either seem to think its a magic wand that puts things in the right place all the time or that its the devils work and should never be used. Neither is the case. It will sort based on the rules in its master and user lists, by masters listed in the esp (so slaves always after masters) and finally for mods it knows nothing about yet, it will sort so you have the least amount of conflicts. You will need to help it along with meta data edits, but there is no good reason not to use loot. -
SRLE: Legacy of The Dragonborn Reqtified
LordOfLA replied to paul666root's topic in Skyrim Revisited (retired)
THats basically how I sort things after loot has done its thing, then i'll update loot rules, rinse & repeat until things end up where I want them.

