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Posted
9 minutes ago, ikonomov said:

The "Information and Discussion" link on the nexus for 3.0 are still pointing to the old url forum.step-project.com and it's not redirecting properly anymore to this thread.

Fixed. Thanks.

Posted

On the subject of mentioning insignificant things, I'm not sure if this is intentional, but in the .ini files for DynDOLOD (DynDOLOD_SSE.ini and the others) I've noticed Open Cities Skyrim;OpenCities for WarnModFileName, where previously in v.2.x it was just Open Cities Skyrim.

Posted (edited)
15 hours ago, sheson said:

Enderal SE is a mod for Skyrim Special Edition, so of course it does. This question already answered itself.

ok you say in your instructions. you need no grass on objects mod for it to work. am i supposed to install that and key in the settings as explaind on the mod page or do i just install it and use the settings in your explination. also  am i supposed to precach the grass before or after generating textgen and DynDOLOD. thanks

Edited by domjam
Posted
On 3/26/2021 at 1:58 PM, epx said:

https://postimg.cc/gallery/DG0XKhq/175513e7

 

Hello, good afternoon, I have this problem any ideas?
It only happens with snow mountains.

That's the only problem I have, otherwise everything works fine.

 

Screen-Shot135.png

 

Help please.

I believe this is a snow shader issue.

I've never been able to actually fix it myself but the workaround for me is to disable the snow shader from the record affecting that nif in xEdit. In game it will look normal again, but it won't have the "snowed-on" effect that it was intended to have by whatever mod applies it to that placed object...

Posted
9 hours ago, domjam said:

ok you say in your instructions. you need no grass on objects mod for it to work. am i supposed to install that and key in the settings as explaind on the mod page or do i just install it and use the settings in your explination. also  am i supposed to precach the grass before or after generating textgen and DynDOLOD. thanks

The second post, which is a copy of ..\DynDOLOD\docs\help\GrassLOD.html, explains the requirements, settings and instructions to generate grass LOD.

For example: Grass LOD generation requires a warmed precache from No Grass In Objects for the current load order. It uses the *.CGID files found in the ..\Data\Grass\ folder.

3 hours ago, SuzanoSho said:

I believe this is a snow shader issue.

I've never been able to actually fix it myself but the workaround for me is to disable the snow shader from the record affecting that nif in xEdit. In game it will look normal again, but it won't have the "snowed-on" effect that it was intended to have by whatever mod applies it to that placed object...

We already determined this happens because a plugin from a mod was not part of the load order when generating LOD. If the plugin is added to the load order later, The DynDOLOD plugin(s) need to be updated to have these changes carried forward. Either by manual conflict resolution or by generating LOD the new load order.

Posted

Can anyone give me an opinion on how the snow in the distance is going to have significantly whiter chunks of snow that stick out of the ground, I use the snow of the cathedral, the majestic mountains, and generate the underside

Posted
1 hour ago, WYH77787980 said:

Can anyone give me an opinion on how the snow in the distance is going to have significantly whiter chunks of snow that stick out of the ground, I use the snow of the cathedral, the majestic mountains, and generate the underside

How is this related to DynDOLOD 3 alpha version? Is the mentioned snow in any way different than with DynDOLOD 2.x?

 

Posted
5 hours ago, WYH77787980 said:

It seems that what I have encountered is not the same problem as what you have given.I use dyndolod3.33.

https://postimg.cc/QH8ZcmbW

https://postimg.cc/pyBgV8HV

If this is just outside the loaded cells, this could be large reference bugs. Turn off large references and see if one of two snow drifts overlapping each other goes away. If it is the case check the DynDOLOD log for lines about overwritten large references and which references/plugins cause them.

Posted
1 hour ago, sheson said:

If this is just outside the loaded cells, this could be large reference bugs. Turn off large references and see if one of two snow drifts overlapping each other goes away. If it is the case check the DynDOLOD log for lines about overwritten large references and which references/plugins cause them.

I turn off large references and the problem is still there.

Posted
41 minutes ago, WYH77787980 said:

I turn off large references and the problem is still there.

This is in loaded cells?

Does this go away when typing tll in console to turn LOD off?

How is this related to DynDOLOD 3?

The screenshot shows a vanilla reference. Check which is the last plugin to overwrite the vanilla reference.
If there are two references overlapping each other, also find out the reference form id of the second object.

 

Posted

still having problems getting this to work with grass.. i did the pre cach step with "no grass on objects" with my current load order and there was no problem..but when i try to use texgen to generate   it stops after a while with this error. I dont know why. what am i doing wrong?

 image.thumb.png.98ece7a997b5a2b4e215ec052e09b8cb.png

Posted
1 hour ago, domjam said:

still having problems getting this to work with grass.. i did the pre cach step with "no grass on objects" with my current load order and there was no problem..but when i try to use texgen to generate   it stops after a while with this error. I dont know why. what am i doing wrong?

 image.thumb.png.98ece7a997b5a2b4e215ec052e09b8cb.png

Read the first post what logfiles to provide when making an error report.

Do not post screenshots of text. Instead use the Copy message to clipboard link to copy and paste the text.

Use forum search to find similar posts and threads.

The message "The system can not find the path specified" means that the OS told the program that the path does not exist. In case it actually does, it typically means the OS, UAC, anti vir or some other crapware prevents access.

Posted (edited)

Ok sorry i missed that part but it wont let me use paste bin as the file is to big. i dont know any other way besides we transfer

Link to log files

My UAC is already off and i dont have any crap ware on my computer. I should also mention that iv generated Dynolod just fine preivously but that was without the grass and hd tree boxes checked and for whatever reason  now its throwing me this error messege regardless i dont no whats going on. the only thing thats different was adding a few more mods and updating MO2. but i disabled those new mods and left it as the original mods that worked when i used DynDOLOD but still its throwing me that error. Any ideas?

Edited by domjam
Posted
8 hours ago, domjam said:

Ok sorry i missed that part but it wont let me use paste bin as the file is to big. i dont know any other way besides we transfer

Link to log files

My UAC is already off and i dont have any crap ware on my computer. I should also mention that iv generated Dynolod just fine preivously but that was without the grass and hd tree boxes checked and for whatever reason  now its throwing me this error messege regardless i dont no whats going on. the only thing thats different was adding a few more mods and updating MO2. but i disabled those new mods and left it as the original mods that worked when i used DynDOLOD but still its throwing me that error. Any ideas?

The message "The system can not find the path specified" means that the OS told the program that the path does not exist. In case it actually does, it typically means the OS, UAC, anti vir or some other crapware prevents access. See the threads.

 

 

 

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