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Posted (edited)

Update: Adding `Tamriel` to that list did fix the issue. Not sure what other consequences may come of that though. I'll try the suggestions above and let you know!

 

Edit: This may prove tricky in general as NOTWL replaces a ton of the editorIDs. I wonder if there's a way I can accommodate all the new IDs without making destructive changes to the original INI files? Just adding new entries?

edit2: Ah I see it's a match-based thing. Maybe it could have `treeaspen` and `aspen`? Not sure how it does the expression matching.

Edited by clearing
Posted
32 minutes ago, clearing said:

Update: Adding `Tamriel` to that list did fix the issue. Not sure what other consequences may come of that though. I'll try the suggestions above and let you know!

 

Edit: This may prove tricky in general as NOTWL replaces a ton of the editorIDs. I wonder if there's a way I can accommodate all the new IDs without making destructive changes to the original INI files? Just adding new entries?

edit2: Ah I see it's a match-based thing. Maybe it could have `treeaspen` and `aspen`? Not sure how it does the expression matching.

Adding the mod to DynDOLOD_SSE_mod_world_ignore.txt is the correct fix, also for medium, high child to parent copies that are supposed to copy trees in general. No need to do anything about the editor IDs. By editing the file again you might have fixed something like a trailing space etc.

Posted

Finally done and confirmed everything works as expected with that change. Good to know about trailing spaces. Thanks so much for accompanying me on this journey lol, hopefully some good came out of it!

Posted (edited)

Hi, I've just updated a merge and so am updating dyndolod. Using the newer dyndolod (Alpha 180) an entirely unrelated merge is now giving me a range check error (If I'm reading the log correctly).

Here are the three logs in a zip: https://ufile.io/n3e8puq6

I hope this is helpful somehow:)

Edited by VraelNocturnal
Incorrect file
Posted
15 minutes ago, VraelNocturnal said:

Hi, I've just updated a merge and so am updating dyndolod. Using the newer dyndolod (Alpha 180) an entirely unrelated merge is now giving me a range check error (If I'm reading the log correctly).

Here are the three logs in a zip: https://ufile.io/n3e8puq6

I hope this is helpful somehow:)

Please upload Unmarked Locations Pack AIO - JK's Sinderion Lab Patch BOS_SWAP.ini

Posted
22 minutes ago, VraelNocturnal said:

https://dyndolod.info
Always use the latest versions. ... Do not waste time using older versions or reporting problems with older versions.

https://dyndolod.info/Installation-Instructions
Use 7-Zip to unpack the entire DynDOLOD Standalone archive into a new and empty 'DynDOLOD' directory that is outside of special OS folders like 'Programs Files' or 'Program Files (x86)', User, Documents, Desktop, Download and also not in SteamApps, game, Data or any mod manager folders. For example C:\Modding\DynDOLOD\. Ensure that the directory structure is preserved. See Updating how to update existing installation and save games.

Do not mix new/old versions. Properly install the latest version. If there is a problem with the latest version, upload new log, debug log and bugreport.txt.

Posted (edited)

Hi sheson, I have an issue with bruma. I've generated lods for it but it seems the lods are stuck with the full models.

image.thumb.png.352ef02092992587ec6989c67d81cd51.png

Logs https://ufile.io/7nev8wey 

Edit :  Okay I should've done more research. I didn't remove bruma from dyndolod's ignore list, my mistake.

Edited by leostevano
Posted (edited)

So about HITMEs, my Requiem for the Indifferent.esp (its the esp that comes out from the requiem patcher that adds keywords and modifies values like damage and armor rating etc to items and so on) has a bunch of them, which of course might be problematic on the long run.  I heard those happen because the generated plugin is in the 1.70 header version not 1.71 and that since I'm running on a 1.5 skyrim.exe it might cause CTDs(even with BEES). So I have a question, does saving the ESP in an up to date creation kit fix these as you mentioned in the manual? Is saving the ESp through CK the same as changing the header in xedit? How do I go on about fixing it? Cuz dyndolod keeps mentioning them during generation.

Edited by mostwanted11
Posted
On 9/1/2024 at 6:59 PM, mostwanted11 said:

So about HITMEs, my Requiem for the Indifferent.esp (its the esp that comes out from the requiem patcher that adds keywords and modifies values like damage and armor rating etc to items and so on) has a bunch of them, which of course might be problematic on the long run.  I heard those happen because the generated plugin is in the 1.70 header version not 1.71 and that since I'm running on a 1.5 skyrim.exe it might cause CTDs(even with BEES). So I have a question, does saving the ESP in an up to date creation kit fix these as you mentioned in the manual? Is saving the ESp through CK the same as changing the header in xedit? How do I go on about fixing it? Cuz dyndolod keeps mentioning them during generation.

Read the firs post and/or https://dyndolod.info/Official-DynDOLOD-Support-Forum#Post-Logs which DynDOLOD log and debug log to upload when making posts.

Read this https://dyndolod.info/Messages/Internal-File-FormID-Is-A-HITME
The reason why plugins contain HITMEs or the reasons why they are caused are unrelated to the header version or the header version being changed. Of course it always possible that a 3rd party tool has its own specific requirements to work correctly and create valid plugins.

Unrelated to HITMEs: Plugins that have records < 0x800 need to be version 1.71. Plugins that have only records >= 0x800 can be 1.70 or 1.71
If you want to use plugin of version 1.71 with older runtimes you need BEES for them to work.

Ask questions about xEdit on the xEdit discord. There will most likely be also knowledgeable folks that can answer questions about CK.

Posted (edited)

Hello,

I hope I can explain this correctly. I am having some landscape seam issues after running TexGen and Dyndolod. I use Tomato's Complex Landscapes, with Terrain Parallax Blending mod and Blended Roads. Everything looked pretty seamless until I ran Dyndolod. Now I have some crazy seams like this. Has anyone seen anything like this before? It got a little better after disabling blended roads but I sitll have some seams. Rerunning Dyndolod now. 

 

https://postimg.cc/v414g9Hh
https://postimg.cc/4m2KxwZn

 

 

Edited by brelyn96

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