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Is it absolutely neccesary to include Bashed Patch/Smash Patch?


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I have been having issues getting this to work right with my modded Darkladylexy + Open Cities setup. The game works fine without Dyndolod and I tested it for quite some time, no random CTD's. However after trying the Dyndolod process several times, I am not able to get it to stop random ctd'ing. I have a feeling the process I am using isn't optimal.

 

Basically after creating the bashed patch and smash patch I run the TexGen with everything loaded. Then I disable Open Cities and everything dependent on it.

But here is the problem. A lot of merged patches (as I have patches for open cities merged with others that are fine to merge), plus the Bashed Patch and Smash patch is dependent too. So I am ending up with lots of disabled stuff in that.

 

Alternatively, I tried to run Dyndolod just once without open cities disabled (with a created bashed patch and smash patch for this without OC), and then do the .ini thingy and redo the bashed patch and smash patch with OC. And do the last part with everything loaded.

 

I am not sure what is the best way to deal with this?

3 answers to this question

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Posted (edited)

If there are CTDs, then there are issues with the load order one way or the other. They are most often caused by invalid or missing NIFs. Read the readme how to troubleshooting that.

 

To generate LOD the load order should be finalized first. But this finalization is just as two staged as the LOD generation process is:

 

In the first pass static object and tree LOD is generated. For this the placed references (position/scale of objects in the world), their base records (defining the models/textures) and the NIF and DDS files need to be final so that it all matches.

 

For the second pass, all of the plugin data has to be finalized, so the winning records can be forwarded and the correct masters are added to the plugins as required.

 

The merge patch needs to be done before the second pass, but it is not required for the first pass, because merging should not change position/scale, models/textures etc. of the objects and trees.

Edited by sheson
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Posted (edited)

I see, thanks for the feedback. Will have to tweak around the load order a little bit then. This Open Cities thing is a little tedious, but I can't play without it.

 

An example of what I was unsure about: I have Books of Skyrim, and the OCS version. I can not activate it the first run (static, texture atlas, trees) because it is dependent on Open Cities. Thus I can only activate it on the 2nd (Dyndolod gen) run together with Open Cities and everything dependent on it.

 

Same thing with a few of my Merged Patches (CLARALUX patches, Palaces and Castles Enhanced Patches, KIC + RWT Patches Merged) etc.

Edited by Geo92
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Posted

Since the static object and tree LOD can be generated without Open Cities those patches are not needed either.

 

For the second pass of course everything needs to be active and finalized.

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