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Everything posted by dunc001
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Dynamic Distant Objects LOD - DynDOLOD 2.27
dunc001 replied to sheson's question in DynDOLOD & xLODGen Support
Hi Sheson, this isn't a DynDOLOD specific question so please excuse the intrusion here, but I figured you were probably the best person to ask. What exactly happens when you enter the Tamriel worldspace cells which contain one of the cities with it's own seperate worldspace? I ask because I am crashing in Tamriel as soon as I try to cross into any of the cells in which Windhelm sits. Doesn't matter which cell I approach from, with tb consoled to show the cell boundaries as soon as I get to any of the cells containing part of the city I crash. Everywhere else the game plays perfectly, including the other big cities, so I am pretty sure it's not memory related. If I coc into Windhelm itself it also crashes, so I am assuming it's something in the WindhelmWorld worldspace that's causing it. I was just wanting to understand what the 'loading in' process is as you enter those exterior cells to try and give me some idea of what I should be looking for (or at least what I can discount from my search in terms of NPCs etc within Windhelm, etc). -
Dynamic Distant Objects LOD - DynDOLOD 2.27
dunc001 replied to sheson's question in DynDOLOD & xLODGen Support
OK, so rerun TexGen, then run DynDOLOD to only generate the texture atlas. Gotcha, thanks -
Dynamic Distant Objects LOD - DynDOLOD 2.27
dunc001 replied to sheson's question in DynDOLOD & xLODGen Support
Can I just check (because I'm having a brain fart and can't think straight...) - if I am only updating landscape and tree textures and not actually changing load order or adding any new plugins do I only need to rerun TexGen to get the changes to apply to LOD, or do I need to rerun the whole DynDOLOD process? -
Dynamic Distant Objects LOD - DynDOLOD 2.27
dunc001 replied to sheson's question in DynDOLOD & xLODGen Support
So are those the two lod textures I'd need to edit? -
Dynamic Distant Objects LOD - DynDOLOD 2.27
dunc001 replied to sheson's question in DynDOLOD & xLODGen Support
i'm having a problem with the College of Winterhold. I'm using the Sexy Winterhold College retexture but for whatever reason TexGen/DynDOLOD aren't picking up the new textures so as I approach from a distance the College is dark grey, and as I get closer the black and white textures begin to flicker in until I get close enough and the complete retex takes over. What do I need to do or check to make sure the textures are correctly applied to the LODs? -
Dynamic Distant Objects LOD - DynDOLOD 2.21
dunc001 replied to sheson's question in DynDOLOD & xLODGen Support
Just thought I'd drop by and let you know that I have now succeeded in breaking the persistent limit even with Temporary=1 😎 I am getting round it by deactivating two mods which add new worldspaces (Dreamborne Isle and Darkend). With them disabled I can generate DynDOLOD and play away to my heart's content. With them included in DynDOLOD the instant crash on new game is back. I wasn't intending this build to be another monster but, well, you know! I'm actually quite proud of my accomplishment 😂 I must stress I am not posting because I am asking for any help with this, only because I figured you may be interested. -
stuck large reference lod in classic
dunc001 replied to jdsmith2816's question in DynDOLOD & xLODGen Support
That would explain the 'overlap' I had when exiting through that east wall door and ending up with LOD walls and rooves all around me. Presumably they are LODs for the buildings added in the child workspace in that expanded area? I'll try and upload some screenshots shortly. -
stuck large reference lod in classic
dunc001 replied to jdsmith2816's question in DynDOLOD & xLODGen Support
Just thought I'd chip in here as I'm testing exactly the same loadout as JD and have exactly the same LOD issues as he's having. Funnily enough following on from the last issue you helped me with in the main DynDOLOD thread there is also a floating rock in the sky above Bleakwind. Weird thing is, this time the is nothing in any plugin in 0,0 (only two disabled cabbages :P ), the FormID I get when I console it relates only to DynDOLOD.esp. other than that there are sticking LODs for walls, rooves, and ground in the areas directly outside the city walls. I've run DynDOLOD with Temporary=1, makes no difference. What should we be checking? -
Unlevel leveled lists using at-quickchange
dunc001 replied to dreadflopp's question in Mator's Utilities Support (archived, read-only)
Out of interest what is your thinking behind delevelling everything in this manner? -
Dynamic Distant Objects LOD - DynDOLOD 2.21
dunc001 replied to sheson's question in DynDOLOD & xLODGen Support
Thanks again to your advice it was easy to identify the culprit(s). The main issue was caused by https://www.nexusmods.com/skyrim/mods/80987/? which I threw in for fun before Christmas. There are sooooo many wild edits in it, I can't believe it with the calibre of the team involved! Anyway, edits removed, DDL rerun, rock gone, happy :D I also took the opportunity having just upgraded to an 8Gb GTX1070 (previously 4Gb GTX970) to try running with DDL High and 3D tree LOD, along with BethINI Ultra. I am surprised to report that given the jump in quality my game is still playing smoothly even in locations like Riverwood and Falkreath. DDL took a LOT longer to generate this time compared to Medium and no 3d trees (twice as long - 28 minutes). But WOW, does it all make a difference in visuals. I'll see how it plays over the next couple of evenings but hopefully I can retain these settings moving forwards. Thank you again for your unerring support [doffs cap] -
Dynamic Distant Objects LOD - DynDOLOD 2.21
dunc001 replied to sheson's question in DynDOLOD & xLODGen Support
Excellent, thanks. Still confused though, if it's dynamic LOD why is it showing even though the base objects are disabled and not there when you get up close and the LOD unloads? -
Dynamic Distant Objects LOD - DynDOLOD 2.21
dunc001 replied to sheson's question in DynDOLOD & xLODGen Support
I am a little confused however. As the LOD is sticking around despite the base objects being disabled in game does that suggest this is static LOD? If so, how was I able to completely disable the LOD prior to this update? -
Dynamic Distant Objects LOD - DynDOLOD 2.21
dunc001 replied to sheson's question in DynDOLOD & xLODGen Support
Yeah I thought that the answer would be along these lines. So a couple of follow up questions if you don't mind. Is there any way I can identify the offending records from my existing save point given that the objects themselves are already disabled, or am I going to have to try and load a much earlier save and see if they are there to console and get IDs? Once I have the IDs how do I identify what needs to be fixed in xEdit (ie what sort of wild edit am I looking for)? -
Dynamic Distant Objects LOD - DynDOLOD 2.21
dunc001 replied to sheson's question in DynDOLOD & xLODGen Support
I think I already know what the answer is going to be so I'm not holding my breath, however I thought I'd ask just in case... Last night I had occasion to update Dyndolod. I was bouncing along on the 255 plugin limit again so I merged 6 minor location mods (non scripted, stuff like Dolmen Ruins, Snowy AF Windhelm, etc) to free up some space. I strictly followed the correct in game procedure, interior used was Breezehome. No errors in the log. Don't know if it makes a difference but I recently upgraded to an 8mb 1070 so this time I ran DDL on High for the first time. Other than that I didn't change any settings, and I'm still running the reduced persistent records setting. The problem I have is an enormous floating rock in the sky outside Whiterun: It is visible from both inside and outside of Whiterun. This problem was there the last time I ran DDL, and I fixed it in game by using TCL and running up to the floating objects and console disabling them. Doing this presumably had the effect of disabling the LOD from loading because I haven't seen them again since, until today after I updated DDL again. The objects, from memory, came from four or five different plugins - as well as the enormous rock and a few associated parts there were a couple of sections of fencing and posts, two weapons, and a section of wall all floating in the same area. I disabled everything including a couple of flat cloud/weather layers which weren't supposed to be there either. The issue I have now however is that I am only getting the LOD textures floating, as soon as TCL and run towards them the LOD unloads and there are no actual objects there (presumably because I have previously disabled them?). As an aside one strange thing is that the last time I ran DDL and had the issue initially I'm pretty sure it was a rock texture both on the LOD and actual object, this time it looks like an ice texture but the same shape! If it makes any difference I did not rerun TexGen as I haven't changed any textures recently. With the visible textures being LOD only obviously nothing shows up in console when I try to click on them. Is there anything at all that I can do to get rid of them because I really don't want to have to convince myself that some rogue mage is causing it to hover there... -
Good to know, thanks. BTW, you may want to remove the 'Dropped' flag from this thread.
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So just to clarify, for Oldrim users we need all three parts of the full 1.7 release, plus the 1.7 Original Update, plus the Dawnguard update?
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Even if you are not using an ENB and only intending to use ENBoost try installing all of the stock ENB files (you can always Shift+F12 in game to completely disable all ENB effects and save on performance). I had this issue ages ago, and there are many many reports in the SRLE Requiefied/YASH'd Up guides of users experiencing the same crash. Installing all the files fixes the issue. You can use either the stock ENB files or a full custom ENB, works either way.
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SRLE: Legacy of The Dragonborn Reqtified
dunc001 replied to paul666root's topic in Skyrim Revisited (retired)
I'd strongly recommend you stick with Win7 and let ENB manage your VRAM by setting AutoDetectVideoMemoryMb to true. Although you'll still only have the 4gb (or 3.5 useable as JD said) but ENB will extend the texture memory for preloading/caching textures using system RAM. In my case it provides nearly 12gb. My game is completely unplayable on Win10 and usually won't even load, but on Win7 is running at 45-60fps. -
Not quite sure what you mean by 'take them without taking them' but you may be referring to Sometimes Pick Up Books which adds a modifier key to allow you to either take or read.
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Maximum VideoMemorySizeMb
dunc001 replied to DavidLeClair's question in Guide Support & Bug Reports (retired)
For me Autodetect ALWAYS returns exactly the same figure (shown in the ENB startup text in Main Menu) as running the tool and means I can switch between Win7 and Win10 without having to edit the ini each time. -
SRLE: Legacy of The Dragonborn Reqtified
dunc001 replied to paul666root's topic in Skyrim Revisited (retired)
You may well find that only using the three files required for ENBoost will leave you unable to leave the Live Another Life start room - it will CTD as soon as you attempt to sleep in the bed. You may be lucky and not have this issue, however if you do then you will need to install a complete ENB (the stock ENB from Boris will suffice). You can then simply use Shift+F12 in game to disable the ENB completely (ENBoost still works fine). A fake dummy - two layers of xEdit deception :P -
SRLE: Legacy of The Dragonborn Reqtified
dunc001 replied to paul666root's topic in Skyrim Revisited (retired)
I'd just toggle god mode and kill them all (or use the console killall command) then toggle back off and progress... -
OK, so how do I unkill someone...
dunc001 replied to dunc001's question in General Skyrim LE Support
I realised the reason I wasn't getting the refID on the corpse was because it was floating in cave water and the ID I was getting was the static one for the water! Clicking on the corpse and lifting it out of the water was all that was needed to display the correct ID, and then recycleactor worked perfectly. I was able to kill them (again) and go on my merry way. -
Crash on entering Helgen or loading any Saves
dunc001 replied to Arabian_Knight's question in General Skyrim LE Support
How are you launching the game? Steam launcher or SKSE? Through MO/NMM? -
Crash on entering Helgen or loading any Saves
dunc001 replied to Arabian_Knight's question in General Skyrim LE Support
Sounds very like an issue I had four or five months ago. Try removing everything ENB/ENBoost related, then download the latest ENB files again just to make sure they're good, and now instead of just installing the three ENBoost files to your Skyrim directory install the complete (wrapper version) stock ENB. If this works you should then be ok to switch to whichever is your preferred ENB.

