Irregulator Posted January 19, 2018 Posted January 19, 2018 (edited) Hi sheson, I'm glad to see you're active and helping folks out. I'm getting this error from DynDOLODx64.exe, using MO2 for SSE: [0300A92D] < Error: Could not be resolved >The thing is, the plugin at 03 is HearthFires.esm. Also, searching for the formID 0300A92D doesn't show anything in SSEEdit. Any advice?Here's the full log if you need it: https://drive.google.com/open?id=11n4PrNYvN6Sqt4HbypDCIhrx8JXaIk1- Edited January 19, 2018 by Irregulator
sheson Posted January 19, 2018 Author Posted January 19, 2018 Hi sheson, I'm glad to see you're active and helping folks out. I'm getting this error from DynDOLODx64.exe, using MO2 for SSE: [0300A92D] The thing is, the plugin at 03 is HearthFires.esm. Also, searching for the formID 0300A92D doesn't show anything in SSEEdit. Any advice?Here's the full log if you need it: https://drive.google.com/open?id=11n4PrNYvN6Sqt4HbypDCIhrx8JXaIk1-FAQ: Exception in unit xxx line xxx: [xxxxxxxx] A: There is a plugin in the load order that links to a non existing form id. Check the load order for errors with xEdit.exe before generating LOD. Fix all errors. See this video for help. The form with the ID 0300A92D is missing, but a plugin is trying to use it. Doing the suggested error check in xEdit usually reveals the plugin. The plugin may have its masters confused.
Irregulator Posted January 20, 2018 Posted January 20, 2018 FAQ: Exception in unit xxx line xxx: [xxxxxxxx] < Error: Could not be resolved > A: There is a plugin in the load order that links to a non existing form id. Check the load order for errors with xEdit.exe before generating LOD. Fix all errors. See this video for help. The form with the ID 0300A92D is missing, but a plugin is trying to use it. Doing the suggested error check in xEdit usually reveals the plugin. The plugin may have its masters confused.Thank you, I found the culprit. Turned out to be Verdant for SSE.
alt3rn1ty Posted January 22, 2018 Posted January 22, 2018 (edited) Hi Sheson I found an issue that I dont think you can do anything about, nor anyone else really, but you may wish to add it to your FAQ if you haven't already : Launch the game by launching SKSE64 first - Note, Steam client is not starting with windows in my setup, so needs to get running as a part of the chain of launchers, this I believe is the problem and causing a timing issue. So I imagine when I launch SKSE64, that in turn launches the game, which also in turn finds the Steam client not running so that then gets kicked into action before the game loads .. I dont know the exact sequence here but imagine it to be something similar. Whenever I launch the game this way I will always see DynDOLOD reporting that "DynDOLOD needs PapyrusUTIL v3.3 or above" (or a message similar to this I didnt write it down) PapyrusUTIL v3.4 is installed correctly. Now if I quit to desktop, then launch SKSE64 again to chain load Skyrim SE and plugins .. It all works fine and there is no message from DynDOLOD claiming that I need PapyrusUTIL to be installed The difference - Steam client is already running in the background on the second launch, when that is true, there are no issues when DynDOLOD looks for PapyrusUTIL, so everything runs fine. I dont know if you would have a better insight as to where this could possibly be solved (Maybe a timing thing for SKSE64 to wait for the Steam Client to fully load up first ?), but for now anyway any issues from users seeing the same message tell them to get the Steam Client loaded first. (its probably going to be a rare thing because by default steam client sets itself to be yet another background process always loaded by windows, and not everyone will object to that always happening enough to go turn the option off and just load it when required). Edit : I posted also for the attention of IanPatt on the nexus forum topic, but dont know if he still pops in there to check posts. Edited January 22, 2018 by alt3rn1ty
sheson Posted January 22, 2018 Author Posted January 22, 2018 (edited) Hi Sheson I found an issue that I dont think you can do anything about, nor anyone else really, but you may wish to add it to your FAQ if you haven't already : Launch the game by launching SKSE64 first - Note, Steam client is not starting with windows in my setup, so needs to get running as a part of the chain of launchers, this I believe is the problem and causing a timing issue. So I imagine when I launch SKSE64, that in turn launches the game, which also in turn finds the Steam client not running so that then gets kicked into action before the game loads .. I dont know the exact sequence here but imagine it to be something similar. Whenever I launch the game this way I will always see DynDOLOD reporting that "DynDOLOD needs PapyrusUTIL v3.3 or above" (or a message similar to this I didnt write it down) PapyrusUTIL v3.4 is installed correctly. Now if I quit to desktop, then launch SKSE64 again to chain load Skyrim SE and plugins .. It all works fine and there is no message from DynDOLOD claiming that I need PapyrusUTIL to be installed The difference - Steam client is already running in the background on the second launch, when that is true, there are no issues when DynDOLOD looks for PapyrusUTIL, so everything runs fine. I dont know if you would have a better insight as to where this could possibly be solved (Maybe a timing thing for SKSE64 to wait for the Steam Client to fully load up first ?), but for now anyway any issues from users seeing the same message tell them to get the Steam Client loaded first. (its probably going to be a rare thing because by default steam client sets itself to be yet another background process always loaded by windows, and not everyone will object to that always happening enough to go turn the option off and just load it when required). Edit : I posted also for the attention of IanPatt on the nexus forum topic, but dont know if he still pops in there to check posts. This is something to troubleshoot and solve between SKSE64 and PapytusUtil (potentially any other DLL plugin probably), so it is good you reported this to Ian. I would also check the SKSE logs for clues. The script in DynDOLOD simply uses PapyrusUtil version check to see if it is there. If it fails it means the new papyrus functions from PapyrusUtil are not registered (or returns a too low value - which is unlikely in this case) Edited January 22, 2018 by sheson
alt3rn1ty Posted January 23, 2018 Posted January 23, 2018 Thanks Sheson, I have now appended all logs over there, and a difference of what is produced in SKSE64_Steam_Loader.log when the steam client has not been pre-loaded
godescalcus Posted January 24, 2018 Posted January 24, 2018 Lods generate fine in general but with error messages in logs: ============================================================Skyrim Object LOD Generator 1.8.8.0Created by Ehamloptiran and ZilavUpdated by Sheson Log started at 05:30:17Game Mode: SSEFix Tangents: False, False, False, FalseGenerate Tangents: True, True, True, TrueGenerate Vertex Colors: True, True, True, TrueMerge Vertex Colors: True, True, True, TrueMerge Meshes: TrueGrouping: FalseRemove Faces under Terrain: TrueRemove Faces under Water: TrueRemove Faces Z-Shift: 10Use HD Flag: TrueIgnore Materials: FalseAlpha DoubleSided: FalseUse Alpha Threshold: FalseUse Backlight Power: FalseUse Decal Flag: FalseGlobal scale: 1.00Specific level: NoSpecific quad: NoOutput: F:\Steam\steamapps\common\Skyrim Special Edition\DynDOLOD\DynDOLOD_Output\Meshes\Terrain\qaarlworld\ObjectsError accessing parsing line 1023 Index was outside the bounds of the array.31078DE5 00000000 31453.287110 -11896.249023 85.015038 0.0000 0.0000 76.1579 1.0 ShackWallDoor01 00000000 meshes\architecture\shackkit\shackwalldoor01.nif meshes\lod\shackkit\shackwalldoor01_lod_0.nif Error accessing parsing line 1137 Index was outside the bounds of the array.312651F5 00000000 33492.847656 -8889.541993 49.539292 91.8668 89.9720 182.0000 1.0 ShackWall02 00000000 meshes\architecture\shackkit\shackwall02.nif meshes\lod\shackkit\shackwall02_lod_0.nif Error accessing parsing line 1243 Index was outside the bounds of the array.31D086CB 00000000 2146.565186 1611.945679 792.988220 7.8541 359.7534 2.6677 0.640000 RockPileM03Rocks_HeavySN 00010800 Snow meshes\landscape\rocks\rockpilem03.nif meshes\lod\rocks\snow\rockpilem03snow_lod_0.nif Error accessing parsing line 454 Index was outside the bounds of the array.310665F1 00000000 32468.847656 -9273.540039 689.539306 0.0000 0.0000 270.0000 1.0 ShackFrameLMid01 00000000 meshes\architecture\shackkit\shackframelmid01.nif meshes\lod\shackkit\shackframelmid01_lod_0.nif Error accessing parsing line 63 Index was outside the bounds of the array.310345F0 00000000 -1985.828003 1131.214355 1105.100830 340.2368 350.9681 127.0364 1.150000 RockL01Snow 00010800 Snow meshes\landscape\rocks\rockl01.nif meshes\lod\rocks\rockl01_lod_0.nif Error accessing parsing line 565 Index was outside the bounds of the array.31066660 00000000 32468.847656 -8761.540039 689.539306 0.0000 0.0000 0.0000 1.0 ShackFrameTurnCorner02 00000000 meshes\architecture\shackkit\shackframeturncorner02.nif meshes\lod\shackkit\shackframeturncorner02_lod_0.nif Error accessing parsing line 795 Index was outside the bounds of the array.31066764 00000000 34324.847656 -8249.544922 289.223816 0.0000 0.0000 180.0000 1.0 ShackFrameLEnd01 00000000 meshes\architecture\shackkit\shackframelend01.nif meshes\lod\shackkit\shackframelend01_lod_0.nif Error accessing parsing line 342 Index was outside the bounds of the array.3103A740 00000000 740.599792 3358.013428 738.389831 15.7979 350.3583 162.0516 1.0 RockPileS02Rocks01Snow 00010800 Snow meshes\landscape\rocks\rockpiles02.nif meshes\lod\rocks\cobble\rockpiles02cobble_lod_0.nif Error accessing parsing line 229 Index was outside the bounds of the array.310385F9 00000000 4772.000000 5166.000000 242.000000 0.0000 0.0000 139.9244 1.0 ShackWallR01 00000000 meshes\architecture\shackkit\shackwallr01.nif meshes\lod\shackkit\shackwallr01_lod_0.nif Error accessing parsing line 678 Index was outside the bounds of the array.310666E9 00000000 30559.714844 -9017.655273 351.535034 0.0000 0.0000 180.0000 1.0 ShackFrameTurnCorner01 00000000 meshes\architecture\shackkit\shackframeturncorner01.nif meshes\lod\shackkit\shackframeturncorner01_lod_0.nif Error accessing parsing line 908 Index was outside the bounds of the array.310667F2 00000000 31146.013672 -10722.325195 179.409379 0.0000 0.0000 93.3465 1.0 ShackFrameREnd01 00000000 meshes\architecture\shackkit\shackframerend01.nif meshes\lod\shackkit\shackframerend01_lod_0.nif Error accessing parsing line 57 Index was outside the bounds of the array.31034576 00008000 -4020.560059 7601.630860 1.000000 0.0000 0.0000 329.9201 0.880000 IceFloesSolid02 00008000 meshes\landscape\ice\icefloessolid02.nif meshes\lod\ice\icefloessolid02_lod_1.nif meshes\lod\ice\icefloessolid02_lod_1.nif Error accessing parsing line 116 Index was outside the bounds of the array.310347E2 00000000 1225.764526 1399.789428 909.202027 0.0000 0.0000 30.0805 1.0 RockS02Snow 00010800 Snow meshes\landscape\rocks\rocks02.nif meshes\lod\rocks\rocks02_lod_0.nif Log ended at 05:30:18Code: 767 ============================================================Skyrim Object LOD Generator 1.8.8.0Created by Ehamloptiran and ZilavUpdated by Sheson Log started at 05:25:40Game Mode: SSEFix Tangents: False, False, False, FalseGenerate Tangents: True, True, True, TrueGenerate Vertex Colors: True, True, True, TrueMerge Vertex Colors: True, True, True, TrueMerge Meshes: TrueGrouping: FalseRemove Faces under Terrain: TrueRemove Faces under Water: TrueRemove Faces Z-Shift: 10Use HD Flag: TrueIgnore Materials: FalseAlpha DoubleSided: FalseUse Alpha Threshold: FalseUse Backlight Power: FalseUse Decal Flag: FalseGlobal scale: 1.00Specific level: NoSpecific quad: NoOutput: F:\Steam\steamapps\common\Skyrim Special Edition\DynDOLOD\DynDOLOD_Output\Meshes\Terrain\dlc2solstheimworld\ObjectsError accessing parsing line 1663 Index was outside the bounds of the array.04025B1C 00008000 25228.853515 46805.730469 940.667725 0.0000 0.0000 209.5989 1.0 NorTowerRuins01 00008000 -LargeRef meshes\dungeons\nordic\exterior\towers\nortowerruins01.nif meshes\lod\nordicexterior\nortowerruins01_lod.nif meshes\lod\nordicexterior\nortowerruins01_lod_2.nif meshes\lod\nordicexterior\nortowerruins01_lod_2.nifError accessing parsing line 4979 Index was outside the bounds of the array.04039E6B 00000000 32157.703125 34747.488281 384.000000 0.0000 0.0000 60.0000 1.0 RedoranBaseStairs01 00008000 -LargeRef meshes\dlc02\architecture\ravenrock\redoran\redoranbasestairs01.nif meshes\dlc02\lod\redoranbasestairs01_lod.nif meshes\dlc02\lod\redoranbasestairs01_lod.nif meshes\dlc02\lod\redoranbasestairs01_lod.nifError accessing parsing line 647 Index was outside the bounds of the array.0401AE22 00000000 22293.281250 92270.835937 295.372467 0.0000 0.0000 67.3226 1.0 DockStepsDownEnd01 00000000 meshes\architecture\docks\dockstepsdownend01.nif meshes\lod\docks\dockstepsdownend01_lod_0.nif Error accessing parsing line 3470 Index was outside the bounds of the array.04031873 00000000 70527.554688 85095.007812 -708.813965 6.5223 28.4917 3.1218 1.0 RockPileL03WetCoastBeach01 00000000 -LargeRef meshes\landscape\rocks\wetrocks\rockpilel03wet.nif meshes\lod\rocks\wetcoast\rockpilel03wetcoast_lod_0.nif Error accessing parsing line 4536 Index was outside the bounds of the array.040378D6 00000000 77070.218750 82122.492188 246.812530 345.4101 348.8123 58.4744 1.0 RockPileM03WetCoastBeach01 00000000 meshes\landscape\rocks\wetrocks\rockpilem03wet.nif meshes\lod\rocks\wetcoast\rockpilem03wetcoast_lod_0.nif Error accessing parsing line 2406 Index was outside the bounds of the array.04028ECA 00000000 62133.027344 84846.125000 232.156616 0.0000 0.0000 319.8933 1.0 TundraPond01Snow01 00000000 -LargeRef meshes\landscape\tundra\tundrapond01.nif meshes\lod\tundra\snow\tundrapond01snow_lod_0.nif Error accessing parsing line 2215 Index was outside the bounds of the array.0402794D 00000000 21415.271484 80627.148437 2828.283692 354.2706 28.6479 0.0000 1.0 DLC2IcePileS03 00000000 Snow meshes\dlc02\landscape\glaciers\dlc2icepiles03.nif meshes\dlc02\lod\ice\dlc2icepiles03_lod_0.nif Error accessing parsing line 2981 Index was outside the bounds of the array.0402B82F 00000000 46046.386719 26939.716797 2376.794434 357.6014 15.5520 224.1572 1.0 DLC2RockPileL02VolcanicAsh01 00000000 Ash-LargeRef meshes\landscape\rocks\rockpilel02.nif meshes\lod\rocks\volcanicash\rockpilel02volcanicash_lod_0.nif Error accessing parsing line 5406 Index was outside the bounds of the array.2D2AC50B 00000000 14988.871094 -37581.015625 266.208862 17.1888 5.7296 0.0000 1.0 RockPileM02Dirt01 00000000 meshes\landscape\rocks\rockpilem02.nif meshes\lod\rocks\brown\rockpilem02brown_lod_0.nif Error accessing parsing line 1124 Index was outside the bounds of the array.0401F3DD 00008000 50741.261719 23547.437500 2722.916015 0.0000 0.0000 0.0000 1.120000 ImpExtBridge01 00008000 meshes\dungeons\imperial\exterior\impextbridge01.nif meshes\lod\imperial\impextbridge01_lod.nif meshes\lod\imperial\impextbridge01_lod.nif meshes\lod\imperial\impextbridge01_lod.nifError accessing parsing line 4060 Index was outside the bounds of the array.0403470C 00000000 36588.917969 12418.773438 391.021606 0.0000 0.0000 176.6537 1.0 StockadeWallStraight01 00000000 meshes\clutter\stockade\stockadewallstraight01.nif meshes\lod\clutter\stockade\stockadewallstraight01_lod_0.nif Error accessing parsing line 229 Index was outside the bounds of the array.040174BA 00000000 87555.335938 41603.816406 487.528870 5.4646 347.6345 288.2061 1.0 DLC2DweFacadeTower03 00008000 meshes\dlc02\dungeons\dwemer\facades\dlc2dwefacadetower03.nif meshes\dlc02\lod\dwemer\dlc2dwefacadetower03_lod.nif meshes\dlc02\lod\dwemer\dlc2dwefacadetower03_lod_1.nif meshes\dlc02\lod\dwemer\dlc2dwefacadetower03_lod_1.nifError accessing parsing line 241 Index was outside the bounds of the array.04017BE3 00008000 51634.628907 21932.441407 1480.758301 0.0000 0.0000 268.3268 1.0 ImpExtWall02 00008000 meshes\dungeons\imperial\exterior\impextwall02.nif meshes\lod\imperial\impextwall02_lod.nif meshes\lod\imperial\impextwall02_lod_3.nif meshes\lod\imperial\impextwall02_lod_3.nifLog ended at 05:25:41Code: 767 And this is just the end of the main output log: [00:21:42.720] [00:21:42.744] [00:21:43.054] LODGenx64.exe for Tamriel completed succesfully[00:21:43.086] <Error: LODGenx64.exe check the logfile for errors F:\Steam\steamapps\common\Skyrim Special Edition\DynDOLOD\Logs\LODGen_SSE_DLC2SolstheimWorld_log.txt>[00:21:43.115] LODGenx64.exe for arnimaDUPLICATE003 completed succesfully[00:21:43.165] LODGenx64.exe for MarkarthWorld completed succesfully[00:21:43.187] LODGenx64.exe for DLC01SoulCairn completed succesfully[00:21:43.227] LODGenx64.exe for DLC2ApocryphaWorld completed succesfully[00:21:43.256] LODGenx64.exe for SkuldafnWorld completed succesfully[00:21:43.284] LODGenx64.exe for WyrmstoothWorld completed succesfully[00:21:43.306] LODGenx64.exe for Dimfrost completed succesfully[00:21:43.340] LODGenx64.exe for Sovngarde completed succesfully[00:21:43.370] LODGenx64.exe for ArnimaVoid completed succesfully[00:21:43.392] LODGenx64.exe for DeepwoodRedoubtWorld completed succesfully[00:21:43.420] LODGenx64.exe for IcicleValleyWorld completed succesfully[00:21:43.444] LODGenx64.exe for QaarlBastardsWorld completed succesfully[00:21:43.467] LODGenx64.exe for aaaWereBalokDungeonWorld completed succesfully[00:21:43.489] LODGenx64.exe for DLC1HunterHQWorld completed succesfully[00:21:43.510] LODGenx64.exe for QaxeMorrowind completed succesfully[00:21:43.532] <Error: LODGenx64.exe check the logfile for errors F:\Steam\steamapps\common\Skyrim Special Edition\DynDOLOD\Logs\LODGen_SSE_QaarlWorld_log.txt>[00:21:43.555] LODGenx64.exe for QaarlLamaeWorld completed succesfully[00:21:43.582] LODGenx64.exe for QaxeRedRoadWorld completed succesfully[00:21:43.604] LODGenx64.exe for arnimaTheHollow completed succesfully[00:21:43.623] LODGenx64.exe for ArnimaDagonRealm completed succesfully[00:21:43.646] LODGenx64.exe for ShadowFalls completed succesfully[00:21:43.664] LODGenx64.exe for Blackreach completed succesfully[00:21:43.684] LODGenx64.exe for DLC01FalmerValley completed succesfully[00:21:43.703] LODGenx64.exe for JaphetsFollyWorld completed succesfully[00:21:43.725] LODGenx64.exe for Falskaar completed succesfully[00:21:43.741] LODGenx64.exe for FrostbiteGrove completed succesfully[00:21:43.757] LODGenx64.exe for Kirkmore completed succesfully[00:21:43.771] LODGenx64.exe for Ostrefjell completed succesfully[00:21:43.785] LODGenx64.exe for PalePass completed succesfully[00:21:43.798] LODGenx64.exe for LabyrinthianMazeWorld completed succesfully[00:21:43.811] LODGenx64.exe for CLUX completed succesfully[00:21:43.824] [00:21:43.845] There were errors in one or more LODGen logs (see report above) resulting in incomplete static object LOD.[00:21:43.862] Check the LODGen logs and fix cause of errors.[00:21:43.887] Switch to expert mode and try re-running LODGen.exe for these wordspaces with the already exported LOD data.[00:21:43.899] [00:21:43.910] DynDOLOD Worlds completed successfully.[00:29:20.778] [30:01] Saving: DynDOLOD.esm.save.2018_01_24_05_41_30[00:29:23.256] [30:03] Saving: DynDOLOD.esp.save.2018_01_24_05_41_30[00:29:24.463] [30:05] Done saving.[00:29:24.475] Saving: Settings Any ideas on how to fix the lod generation for those two worlds?
sheson Posted January 24, 2018 Author Posted January 24, 2018 Lods generate fine in general but with error messages in logs: And this is just the end of the main output log: Any ideas on how to fix the lod generation for those two worlds? See if executing LODGen.exe just for these two worldspaces again lets it run through. Change Expert=1 in ..DynDOLOD\Edit Scripts\DynDOLOD\DynDOLOD_SSE.ini Start DynDOLOD Select Worldspace Click Execute LODGen.exe button at the bottom If that still fails, upload/pastebin ..DynDOLOD\Edit Scripts\Export\LODGen_SSE_DLC2SolstheimWorld.txt and ..DynDOLOD\Edit Scripts\Export\LODGen_SSE_QaarlWorld.txt
DarkladyLexy Posted January 24, 2018 Posted January 24, 2018 hey Sheson Can you please confirm if I want to generate Ultra trees in DynDOLOD I need to: Delete the contents of DynDOLOD\Edit Scripts\DynDOLOD\cacheand in the DynDOLOD_SSE.ini I need to set TreeLOD=0 and TreeFullFallBack=1 Edit: Never Mind i worked it out.
godescalcus Posted January 24, 2018 Posted January 24, 2018 See if executing LODGen.exe just for these two worldspaces again lets it run through. Change Expert=1 in ..DynDOLOD\Edit Scripts\DynDOLOD\DynDOLOD_SSE.iniStart DynDOLODSelect WorldspaceClick Execute LODGen.exe button at the bottom If that still fails, upload/pastebin ..DynDOLOD\Edit Scripts\Export\LODGen_SSE_DLC2SolstheimWorld.txt and ..DynDOLOD\Edit Scripts\Export\LODGen_SSE_QaarlWorld.txtIt does run like you said. But then I end up with a meshes and a textures folder in the DynDOLOD Output folder. Do I simply need to add them to the rest I had generated earlier? No need for new plugins/json containers to be "generated"? Don't really know how that works, maybe the plugins are always the same and added in the end.
sheson Posted January 24, 2018 Author Posted January 24, 2018 It does run like you said. But then I end up with a meshes and a textures folder in the DynDOLOD Output folder. Do I simply need to add them to the rest I had generated earlier? No need for new plugins/json containers to be "generated"? Don't really know how that works, maybe the plugins are always the same and added in the end. Yes, you can just merge the folders with the already existing other ones. Everything else worked and generated correctly. You simply started LODGen manually with the very same data collected in the first run. It is the same thing. 1
El_Rizzo Posted January 26, 2018 Posted January 26, 2018 A quick question for you Sheson, I wanna create a bsa archive from my DynDOLOD output (at least the meshes and textures) and I was wondering, since there is both a DynDOLOD.esm and DynDOLOD.esp, which one would determine when the accompanying bsa gets loaded since they both have the same name?
sheson Posted January 26, 2018 Author Posted January 26, 2018 (edited) I have no idea how the game will chose priority in this case. My gut feeling would be first come first serve. I suppose you will find out if you have any other BSAs overwriting any of the LOD and if it is loaded after the esm but before the esp. Let me know what you find out. Because of BSA overwrite order (LOOTing would require manual oversight) and more importantly potentially loose LOD files from other mods, creating BSAs out of the output is not something I consider worth doing. Edited January 26, 2018 by sheson
El_Rizzo Posted January 26, 2018 Posted January 26, 2018 Yeah I guess I'll leave them as loose files then, I just started archiving my big texture mods to free up some ssd space and also due to the benefits of using BSAs instead of loose files and thought, hey lets do the same for the DynDOLOD output :D.
sheson Posted January 26, 2018 Author Posted January 26, 2018 Yeah I guess I'll leave them as loose files then, I just started archiving my big texture mods to free up some ssd space and also due to the benefits of using BSAs instead of loose files and thought, hey lets do the same for the DynDOLOD output :D. You could always use file and folder compression of the OS. At least some storage space benefit without the overwrite order problems.
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