Tacocat Posted January 5, 2019 Posted January 5, 2019 Is there a changelog for the new 2.54 resource files, or did you just match the version numbers?
sheson Posted January 6, 2019 Author Posted January 6, 2019 Is there a changelog for the new 2.54 resource files, or did you just match the version numbers?Just unfold Changelog DynDOLOD 2.54 on first post.
Tacocat Posted January 6, 2019 Posted January 6, 2019 Just unfold Changelog DynDOLOD 2.54 on first post.Oops, didnt see that. Thanks :D
SirenBrink Posted January 11, 2019 Posted January 11, 2019 (edited) Getting "Fatal: Could not open registry key: \SOFTWARE\Bethesda Softworks\Skyrim\" I did try rerunning the Skyrim SE launcher via steam and launching the game after the recent update, but I have no idea what to do about this error message. What does it mean by "Verify game is starting in the desired game mode"? Does it think I'm running VR? Nevermind, need to pass "-sse" argument so it looks for Special Edition instead of LE Edited January 11, 2019 by SirenBrink
nanashi Posted January 11, 2019 Posted January 11, 2019 Install a better matching billboard or create your own. The log will show the path and filename of the billboard texture. The way LOD works and it transitions is hardcoded into the engine. AFAIK there are no INI settings that can change that.I finally realized what it was. It was the Lightweight Grass Overhaul mod. I didn't realize it until I checked for mod updates and saw the changelog for it. Author had accidentally included his LODGEN files for the PineTrees which are the exact trees I had issues with. I really miss that MO2 can't check for conflicts in BSA files. If this was MO1, I would have spotted this. But since MO2 doesn't look inside BSA files and I was using vanilla trees, I never realized this unintentional conflict by the LWGO author existed.
zilav Posted January 12, 2019 Posted January 12, 2019 Press Ctrl+F3 in xEdit to open Assets Browser and look for a file, it will show in which containers (BSA and Data folder) this file is contained.
sheson Posted January 12, 2019 Author Posted January 12, 2019 I finally realized what it was. It was the Lightweight Grass Overhaul mod. I didn't realize it until I checked for mod updates and saw the changelog for it. Author had accidentally included his LODGEN files for the PineTrees which are the exact trees I had issues with. I really miss that MO2 can't check for conflicts in BSA files. If this was MO1, I would have spotted this. But since MO2 doesn't look inside BSA files and I was using vanilla trees, I never realized this unintentional conflict by the LWGO author existed.Typically billboard downloads come as loose files. The LOD generated by DynDOLOD is loose files. Loose files win over files in BSA. MO has a data tab that shows the winning loose files and from which mod they are. For everything else there is the well known xEdit Asset Browser Zilav already mentioned.
reddvilzz Posted January 12, 2019 Posted January 12, 2019 Hi sheson, Do you have any clue why with DynDOLOD enabled my racemenu paint section is all emptied? Removing DynDOLOD esp restore it back. Also when I have it activated, I keep CTD every time I entered the load screen whenever I use the carriages to fast travel no matter where it is or where it goes the CTD always happened 3 around 3 secs after the load screen started. Sent from my ONEPLUS A5010 using Tapatalk
sheson Posted January 12, 2019 Author Posted January 12, 2019 Hi sheson, Do you have any clue why with DynDOLOD enabled my racemenu paint section is all emptied? Removing DynDOLOD esp restore it back. Also when I have it activated, I keep CTD every time I entered the load screen whenever I use the carriages to fast travel no matter where it is or where it goes the CTD always happened 3 around 3 secs after the load screen started. Sent from my ONEPLUS A5010 using TapatalkIf something does't work with racemenu my first guess would be memory problems. In regards to CTD after fast travel - which I assume is not limited to fast travel by carriage only but any fast travel - is most likely due to a invalid or missing mesh. The FAQ entry about CTD points to specific troubleshooting tips in the readme.
reddvilzz Posted January 13, 2019 Posted January 13, 2019 (edited) If something does't work with racemenu my first guess would be memory problems. In regards to CTD after fast travel - which I assume is not limited to fast travel by carriage only but any fast travel - is most likely due to a invalid or missing mesh. The FAQ entry about CTD points to specific troubleshooting tips in the readme.All the other options are working though, but not the body textures / overlay features. Any idea on how to fix it? Fast travelling using console command doesn't give CTD, only by carriages and it's not after fast travelling but it happens when I hop on to the carriage and then the load screen shows up, 3 seconds later CTD. So it is not even completed yet. I've tested it, the papyrus log doesn't show up anything though regarding the CTD. Sent from my ONEPLUS A5010 using Tapatalk Edited January 13, 2019 by reddvilzz
sheson Posted January 13, 2019 Author Posted January 13, 2019 (edited) All the other options are working though, but not the body textures / overlay features. Any idea on how to fix it? Fast travelling using console command doesn't give CTD, only by carriages and it's not after fast travelling but it happens when I hop on to the carriage and then the load screen shows up, 3 seconds later CTD. So it is not even completed yet. I've tested it, the papyrus log doesn't show up anything though regarding the CTD. Sent from my ONEPLUS A5010 using TapatalkDynDOLOD plugins do nothing to racemenu directly. The readme has more suggestions what to do than just checking the papyrus log. However, it should make no difference if the loading was initiated after entering a carriage or after manual fast travel. Edited January 13, 2019 by sheson
reddvilzz Posted January 14, 2019 Posted January 14, 2019 DynDOLOD plugins do nothing to racemenu directly. The readme has more suggestions what to do than just checking the papyrus log. However, it should make no difference if the loading was initiated after entering a carriage or after manual fast travel.Okay I'll try and look for the logs of the created DynDOLOD as per readme. Sent from my ONEPLUS A5010 using Tapatalk
blo0dik Posted January 14, 2019 Posted January 14, 2019 Hello Sheson. You can make Dyndolod 2.54 support esl. I have 308 plug-ins, of which 70 are esl, and within a couple of seconds after launch textgen, an error flies. There is no error if the total number of plug-ins does not exceed 254. With the version 2.49 Dyndolod, there was no such thing, he supported esl.
sheson Posted January 14, 2019 Author Posted January 14, 2019 Hello Sheson. You can make Dyndolod 2.54 support esl. I have 308 plug-ins, of which 70 are esl, and within a couple of seconds after launch textgen, an error flies. There is no error if the total number ofplug-ins does not exceed 254. With the version 2.49 Dyndolod, there was no such thing, he supported esl.From first post: Starting with 2.44 there is now full ESL and ESPs flagged as ESL support for Skyrim SE - based on the latest xEdit updates. I suggest to carefully read the error message instead of letting it fly away.
blo0dik Posted January 14, 2019 Posted January 14, 2019 From first post: Starting with 2.44 there is now full ESL and ESPs flagged as ESL support for Skyrim SE - based on the latest xEdit updates. I suggest to carefully read the error message instead of letting it fly away.Dyndolod is working for me now, after that I can once again run the texgen with all the plugins in order to recreate the error and copy the log here.
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