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By Drazo32
Apologies if I am not the best here. I haven't ever used a forum like this.
I've been getting back into Skyrim Modded lately and have built a extensive Mod List. While not fully done. (I was working patches, incompatibilities, ect) I was mainly looking at Capital Windhelm and city entrances windhelm with the proper patch
While working on this late at night I decided to install DynDOLOG, follow it's process and Gamer Poets Guide However It was revealed that in City Entrances has conflicts with DynDOLOG as some have reported in the posts and bugs section (and yes I did follow the guides posted there, didn't work)
The Issue resulted in these images https://imgur.com/a/0cx3vnt This also caused pretty much the same issues at Falkreath, and I would presume other holds if I went to them. So I chose ultimately I can do without DynDOLOG. So i initially followed this official guide for uninstall. Started new game (Used Alternate Life) started at Windhelm, tested and it remained. So I then went to the Official Manuals Guide
followed them to the T. Loaded in new game. Didn't work. I made sure I checked everything, and went on a mass hunt of any traces of DynDOLOG on the Computer. No matter what now. This issue remains and I'm pretty much stumped.
Load Order https://pastebin.com/Dg3EZGFg
This issue did not exist before installing DynLOGOG. And I did not install new mods during/after. So it can't be a mod issue to my knowledge.
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Just a heads-up to others who may be struggling as I was to fix the problem with low-res LOD trees showing up close in Whiterun when using Whiterun Ferns and DynDOLOD. After some digging I managed to come up with this thread which talks about the game bug where reused IDs in mods can cause this problem. I see the fix was actually incorporated into DynDOLOD for the mod in question (The Pines of Whiterun) as well as others like Whiterun Hold Forest. These fixes come in the form of rules located in DynDOLODSE\Edit Scripts\DynDOLOD\rules.
What I finally noticed after bashing my brain was that these rules are named with a prefix of the game they will apply to, which means even though the ID's haven't changed from supported mods converted to SSE through the CK, they still won't apply to SSE DynDOLOD unless you make a copy of them and rename the 'TES5' part of the name to 'SSE' so it is picked up during the processing.
After renaming DynDOLOD_TES5_whiterunfernsesp.ini and DynDOLOD_TES5_whiterunholdforestesp.ini to DynDOLOD_SSE_whiterunfernsesp.ini and DynDOLOD_SSE_whiterunholdforestesp.ini these rules were picked up by DynDOLOD and corrected the problem just as with Oldrim!
One thing I did want to ask is if someone more knowledgeable could explain to me a bit what is going on in some of these rules, specifically DynDOLOD_SSE_whiterunfernsesp.ini. I see that it takes all the ID's for trees added to the Tamriel world space and adds a formatted rule string for them. What I am curious about is, 1) why do you not have to do these with trees added to the local world space (WhiterunWorld, etc.), 2) why does WhiterunWorld not show up in the DynDOLOD options, 3) how do you know what things to add exceptions for? Like if I add shrubs why do they not show low-res LOD? I am guessing this bug only effects tree LOD?
Thanks Sheson for this amazing project!
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