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Dynamic Distant Objects LOD - DynDOLOD

 

Finally I can see my house from here

 

You know the price for my mods: blood, sweat and tears. Oh, and your first born.

If you want to help other authors of quality mods then donate to them directly.


For latest information and instructions see the DynDOLOD 2.18 UPDATE POST


What is this?

DynDOLOD is a set of tools based on TES5Edit and TES5LODGen to automatically create a Skyrim mod based on the load order which adds distant LOD for objects to Skyrim. By combining DynDOLOD with TES5LODGen users can create drastically enhanced traditional static LOD plus tree LOD and the new, optional dynamic distant object LOD in a few 'simple' steps.

DynDOLOD is meant for enthusiast modders who are familiar with using TES5Edit. Enthusiast modders have a general knowledge of computers, folders and files, especially Skyrims 'Data' folders and how to install mods safely with a manager or manually.

To fully expand the visual experience and use the additional features offered by TES5LODGen the DynDOLOD package comes with over 1000 new or updated LOD models for objects that were badly missing from the original game like the Skyhaven Temple or landscape features like roads, smaller rocks and dirt cliffs that simply make the distant landscape look much more natural and alive.


What does it do?

It makes Skyrim look like this

59721-1-1427159829.jpg59721-2-1427159829.jpg59721-1-1427289504.jpg59721-4-1427159830.jpg

59721-1-1427419467.jpg59721-2-1427419467.jpg59721-3-1427419468.jpg59721-4-1427419468.jpg

59721-1-1427465578.jpg59721-2-1427465579.jpg59721-3-1427465579.jpg59721-4-1427465579.jpg

59721-1-1427470182.jpg59721-2-1427470183.jpg59721-3-1427470183.jpg59721-4-1427470183.jpg

59721-1-1427470235.jpg59721-2-1427470235.jpg59721-3-1427470235.jpg59721-4-1427470236.jpg

 


Requirements

SKSE

PapyrusUtil 2.8 or higher

DynDOLOD Resources - Make sure to use DynDOLOD Resources version only with matching or higher DynDOLOD Standalone versions but never with older versions.

Vanilla Skyrim LOD Billboards from TES5LODGen or Indistinguishable Vanilla Tree Billboards. If using tree mods that do not include billboards, check TES5LODGen for ready-to-use tree LOD billboards for some tree mods. For STEP users all billboards are included in STEP Texture Compilation.


Download

Download standalone and resources from Nexus or use Mega links from the update post

There are quickstart instruction in the main folder. Also check the folder called 'docs' for additional information. See the update post for latest installation information and guides.

CC BY-NC-SA

=======================================================================

Updating DynDOLOD

=======================================================================

Read the update posts for each new version for version specific information and update instructions.

Also read the manual how to update an existing save game, watch the video or check DynDOLOD SkyUI MCM.

[spoiler=DynDOLOD-Changelog.txt]

=======================================================================

DynDOLOD - Dynamic Distant Objects LOD - Sheson

=======================================================================

  Reveal hidden contents

 

 

 

Credits

 

TES5Edit Team in general

 

Ehamloptiran and Zilav for TES5LODGen and LODGen for trees

 

Bethesda for the game, models and textures

 

NifTools

 

DynDOLOD includes LOD assets based on models and/or textures from:


 

Holy Cow I fixed Skyrim - Sheson

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Recommended Posts

  • 0
Posted

A bit late posting since I'm giving up hope on it with SFO 2.2 haha, I got a few papyrus logs, but unfortunately they don't seem to all stop at the same point. 3 and 4 are from the same location, but 4 was loading an autosave since on 3 I'd started inside.

https://www.dropbox.com/s/dvh1knedjzkprua/Papyrus.0%20-%20Copy.zip?dl=0

 

It seems a bit weird to be happening everywhere, doesn't sound like a corrupted mesh or anything ;p

  • 0
Posted (edited)
  On 5/14/2015 at 7:42 PM, Obliterator2 said:

A bit late posting since I'm giving up hope on it with SFO 2.2 haha, I got a few papyrus logs, but unfortunately they don't seem to all stop at the same point. 3 and 4 are from the same location, but 4 was loading an autosave since on 3 I'd started inside.

https://www.dropbox.com/s/dvh1knedjzkprua/Papyrus.0%20-%20Copy.zip?dl=0

 

It seems a bit weird to be happening everywhere, doesn't sound like a corrupted mesh or anything ;p

 

It could very well be a nif that is used several times throughout the world. It can be fine if used as static object, and only cause crash when used as neverfade, we had that happen before.

 

There is quite a few messages from other mods. I suggest to first create a new MO profile only with the bare essentials. Skyrim.esm, Update.esm, SFO and DynDOLOD.

Generate LOD for that. Obviously the cause may be another mod ... try to remove as many as possible while still having the CTD.

 

If it is indeed a nif causing the CTD you will have to find it with the info based for the log since this data is generated for your load order.

 

Based on the newest Papyrus.0 - Copy (4).log start with the last form id xx007D77 (xx is the load order number of DynDOLOD.esp)

Start TES5Edit  enter the form ID top left and hit enter.

The right window now shows the reference. Find the row NAME - Base and CTRL+Click on the entry.

It opens the base element in the right window. Find the row MODL - Model Filename and take note of the path\to\mesh.nif

You could either change the entry to a non existing nif here and save the updated esp, or rename the nif file name so it doesn't load it next time the game runs.

Start the game see if it still CTD.

If it still CTD, open the latest papyrus log find last entry form and repeat.

If the cause is indeed an invalid nif it should be one of the last few in the log (within the same second)

Edited by sheson
  • 0
Posted (edited)
  On 5/14/2015 at 11:53 AM, sheson said:

As the manual says:

Put DynDOLOD.esp last in the load order, or specifically it needs to load after the last mod that contains objects in the world for which LOD is going to be created.

Once DynDOLOD.esp contains data from other mods LOOT sorts it properly based on its masters.

 

Regarding the TES5LODGen tree LOD generation: It is normal to have missing shrubs and bushes and whatnots. We only want to generate LOD for trees.

(If you create billboards for the shrubs and bushes you will start to notice how much they impact performance, because draw distance is high for LOD trees - if anything they should be done as static LOD in level 4 only)

Alright, thank you. One more thing, I checked my loadorder through with xEdit's 'Check for Error' function, this came up for DynDOLOD.esp.

 

 

  Reveal hidden contents

 

 

Is there something I can do about those? And I also found 5 ITMs within DynDOLOD.esp:

 

Removing: SKHFApiary "Apiary" [CONT:190264D0]
Removing: DBTortureVictimContainer3 "Hollowed-Out Rock" [CONT:00064922]
Removing: DBTortureVictimContainer1 "Hollowed-Out Rock" [CONT:0006491F]
Removing: DIntGate01 [ACTI:03003D68]
Removing: DragonMoundBase [ACTI:000CAF75]
[Removing "Identical to Master" records done] Processed Records: 37458, Removed Records: 5, Elapsed Time: 00:00
https://abload.de/img/itm_1d3lgk.jpg

https://abload.de/img/itm_2rez31.jpg

https://abload.de/img/itm_3lpxr4.jpg

https://abload.de/img/itm_4muz46.jpg

https://abload.de/img/itm_5u6bky.jpg

Edited by pStyl3
  • 0
Posted (edited)

So let me get this straight - after the STEP 2.2.9.1 guide is officially released and instructions are put out for the DynDOLOD mod in the guide, all of the other LOD mods will be removed from the guide in favor of this mod, since this mod dynamically will create custom LODs for any unique object with a unique texture in any load order - so other LODs from other mods are no longer really of any use?

Edited by oqhansoloqo
  • 0
Posted
  On 5/15/2015 at 12:07 AM, oqhansoloqo said:

So let me get this straight - after the STEP 2.2.9.1 guide is officially released and instructions are put out for the DynDOLOD mod in the guide, all of the other LOD mods will be removed from the guide in favor of this mod, since this mod dynamically will create custom LODs for any unique object with a unique texture in any load order - so other LODs from other mods are no longer really of any use?

Objects and trees, yes. Terrain, no.
  • 0
Posted

TES5Edit_090515, LODGen 3.1.1 r1915, MO 1.3.4

 

Immediately after completing as en extended install, ran the DynDO procedure as specified by the GP video. All looked well until the very end. The script in the black window had a seizure although TESEdit showed no errors and indicated successful completion. The handoff back to MO not as graceful... what looks to be a complete tree of directories/files ended up in overwrite but couldn't say for sure, too new at this.

 

 

 

Here's MO's error:

 

  Reveal hidden contents

 

Here's windows app log #1:

 

  Reveal hidden contents

 

 

Here's windows app log#2:

 

  Reveal hidden contents

 

 

I have also attached MO's hook.dll.dmp(.txt) if it helps. Also filed a report at MO's bug tracker but the upload option is disabled.

 

Not sure if any of this is helpful to you folks. I'm not a dev or anything, just know how to find dumps and logs and forward them to smarter people than I.

hook.dll.dmp.txtFetching info...

  • 0
Posted
  On 5/14/2015 at 11:14 PM, pStyl3 said:

Alright, thank you. One more thing, I checked my loadorder through with xEdit's 'Check for Error' function, this came up for DynDOLOD.esp.

 

 

  Reveal hidden contents

 

 

Is there something I can do about those? And I also found 5 ITMs within DynDOLOD.esp:

 

Removing: SKHFApiary "Apiary" [CONT:190264D0]
Removing: DBTortureVictimContainer3 "Hollowed-Out Rock" [CONT:00064922]
Removing: DBTortureVictimContainer1 "Hollowed-Out Rock" [CONT:0006491F]
Removing: DIntGate01 [ACTI:03003D68]
Removing: DragonMoundBase [ACTI:000CAF75]
[Removing "Identical to Master" records done] Processed Records: 37458, Removed Records: 5, Elapsed Time: 00:00
https://abload.de/img/itm_1d3lgk.jpg

https://abload.de/img/itm_2rez31.jpg

https://abload.de/img/itm_3lpxr4.jpg

https://abload.de/img/itm_4muz46.jpg

https://abload.de/img/itm_5u6bky.jpg

 

Record Header \ Record Flags -> are normal

REFR \ XEMI - Emittance -> [XXXXXX] will be fixed next version

Any other errors, save DynDOLOD.esp first then reopen before checking for errors

 

 

They are not ITMs. They have flag Unknown: 15 set.

This is the 'Has Distant LOD' flag which makes sure objects with static LOD do not show full models in adjacent non-loaded cells. CK only exposes the flag on STAT records. But the game engine uses it on other types of base elements nonetheless.

 

  On 5/15/2015 at 3:51 AM, StrvnMrvn said:

TES5Edit_090515, LODGen 3.1.1 r1915, MO 1.3.4

 

Immediately after completing as en extended install, ran the DynDO procedure as specified by the GP video. All looked well until the very end. The script in the black window had a seizure although TESEdit showed no errors and indicated successful completion. The handoff back to MO not as graceful... what looks to be a complete tree of directories/files ended up in overwrite but couldn't say for sure, too new at this.

 

 

 

Here's MO's error:

 

  Reveal hidden contents

 

Here's windows app log #1:

 

  Reveal hidden contents

 

 

Here's windows app log#2:

 

  Reveal hidden contents

 

 

I have also attached MO's hook.dll.dmp(.txt) if it helps. Also filed a report at MO's bug tracker but the upload option is disabled.

 

Not sure if any of this is helpful to you folks. I'm not a dev or anything, just know how to find dumps and logs and forward them to smarter people than I.

The output path should be outside of the game folders and Mod Organizers virtual file structure. Do not generate into 'overwrite'.

  • 0
Posted
I'm trying to make the switch from my half-assed collection of LOD mods to DynDOLOD, but I can't for the life of me get it to work. I've made sure I'm running the latest version of TES5Edit, I have the billboards installed for both the vanilla game and SFO; DynDOLOD.esp is at the very bottom of my load order, and I've tried running the script with my bashed patch both enabled and disabled with not change. 
 
I've followed the instructions *exactly* how they're given in the mod's description page, but the script consistently fails while (as near as I can tell) generating LODs for the Forgotten Vale. I must be missing *something*.
 
The exact error message is: 

 

  Quote
Exception in unit functions line 1021: Error in unit 'userscript' on line 333 : Type mismatch**
 
The final section of my TES5Edit log:
  Reveal hidden contents
[00:04:53.270] Generating tree LOD for DLC01FalmerValley  with brightness set to 0
[DLC01FalmerValley] Generating LOD
<Note: DLC1BushDeadSnowH01 [TREE:0300B55D] LOD not found Textures\Terrain\LODGen\Dawnguard.esm\DLC1BushDeadSnowH01_0000B55D.dds>
<Note: DLC1FallenBranchSnowH01 [TREE:0300B55E] LOD not found Textures\Terrain\LODGen\Dawnguard.esm\DLC1TreePineFallenBranch01_0000B55E.dds>
<Note: DLC1TreePineForestSnowHeavy01 [TREE:03009670] LOD not found Textures\Terrain\LODGen\Dawnguard.esm\DLC1TreePineShortHeavySnow_00009670.dds>
<Note: DLC1TreePineForestSnowHeavy02 [TREE:0300B55F] LOD not found Textures\Terrain\LODGen\Dawnguard.esm\DLC1TreePineShortHeavySnow01_0000B55F.dds>
<Note: SnowGrassMound01 [TREE:03003AC6] LOD not found Textures\Terrain\LODGen\Dawnguard.esm\SnowGrassMound01_00003AC6.dds>
<Note: SnowGrassMound02 [TREE:03003AC7] LOD not found Textures\Terrain\LODGen\Dawnguard.esm\SnowGrassMound02_00003AC7.dds>
<Note: SnowGrassMound03 [TREE:03003AC8] LOD not found Textures\Terrain\LODGen\Dawnguard.esm\SnowGrassMound03_00003AC8.dds>
<Note: TreeDeadShrub [TREE:000A731C] LOD not found Textures\Terrain\LODGen\Skyrim.esm\DeadShrub01_000A731C.dds>
<Note: TreeDeadShrubSnow [TREE:000A731D] LOD not found Textures\Terrain\LODGen\Skyrim.esm\DeadShrub01Snow_000A731D.dds>
<Note: TreeFloraHangingMoss01 "Hanging Moss" [TREE:000BB94F] LOD not found Textures\Terrain\LODGen\Skyrim.esm\FloraHangingMoss01_000BB94F.dds>
<Note: TreeFloraHangingMoss02 "Hanging Moss" [TREE:000BB950] LOD not found Textures\Terrain\LODGen\Skyrim.esm\FloraHangingMoss02_000BB950.dds>
<Note: TreeFloraSnowberry01Snow "Snowberry" [TREE:000BCF34] LOD not found Textures\Terrain\LODGen\Skyrim.esm\FloraSnowberry01Snow_000BCF34.dds>
<Note: TreePineShrub01Snow [TREE:0009DAA2] LOD not found Textures\Terrain\LODGen\Skyrim.esm\PineShrub01Snow_0009DAA2.dds>
<Note: TreePineShrub02Snow [TREE:0009DAA1] LOD not found Textures\Terrain\LODGen\Skyrim.esm\PineShrub02Snow_0009DAA1.dds>
<Note: TreePineShrub03Snow [TREE:000A7313] LOD not found Textures\Terrain\LODGen\Skyrim.esm\PineShrub03Snow_000A7313.dds>
<Note: TreeReachBush01 [TREE:000B8A57] LOD not found Textures\Terrain\LODGen\Skyrim.esm\ReachBush01_000B8A57.dds>
<Note: TreeReachBush02 [TREE:000B8A69] LOD not found Textures\Terrain\LODGen\Skyrim.esm\ReachBush02_000B8A69.dds>
<Note: TreeThicket01 [TREE:000A7329] LOD not found Textures\Terrain\LODGen\Skyrim.esm\Thicket01_000A7329.dds>
<Note: TreeThicket01Snow [TREE:000ABD65] LOD not found Textures\Terrain\LODGen\Skyrim.esm\Thicket01Snow_000ABD65.dds>
<Note: TreeWinterAspen01 [TREE:03003AC5] LOD not found Textures\Terrain\LODGen\Dawnguard.esm\WinterAspen01_00003AC5.dds>
<Note: TreeWinterAspen02 [TREE:03003AC9] LOD not found Textures\Terrain\LODGen\Dawnguard.esm\WinterAspen02_00003AC9.dds>
<Note: TreeWinterAspen03 [TREE:03003ACA] LOD not found Textures\Terrain\LODGen\Dawnguard.esm\WinterAspen03_00003ACA.dds>
<Note: TreeWinterAspen04 [TREE:03003ACB] LOD not found Textures\Terrain\LODGen\Dawnguard.esm\WinterAspen04_00003ACB.dds>
<Note: TreeWinterAspen05 [TREE:03003ACC] LOD not found Textures\Terrain\LODGen\Dawnguard.esm\WinterAspen05_00003ACC.dds>
<Note: TreeWinterAspen06 [TREE:03003ACF] LOD not found Textures\Terrain\LODGen\Dawnguard.esm\WinterAspen06_00003ACF.dds>
TreePineForestSnow03 [TREE:0005C070] using LOD Textures\Terrain\LODGen\Skyrim.esm\TreePineForestSnow03_0005C070.dds
TreePineForestSnowL02 [TREE:0005D2DA] using LOD Textures\Terrain\LODGen\Skyrim.esm\TreePineForestSnowL02_0005D2DA.dds
TreePineForestSnowL02Dead [TREE:000EF59F] using LOD Textures\Terrain\LODGen\Skyrim.esm\TreePineForestDeadSnowL02_000EF59F.dds
TreePineForestSnowL03 [TREE:0005D2D9] using LOD Textures\Terrain\LODGen\Skyrim.esm\TreePineForestSnowL03_0005D2D9.dds
TreePineForestSnowL03Dead [TREE:000EF59E] using LOD Textures\Terrain\LODGen\Skyrim.esm\TreePineForestDeadSnowL03_000EF59E.dds
TreePineForestSnowL04 [TREE:0005D2D8] using LOD Textures\Terrain\LODGen\Skyrim.esm\TreePineForestSnowL04_0005D2D8.dds
TreePineForestSnowL05 [TREE:0005D2D7] using LOD Textures\Terrain\LODGen\Skyrim.esm\TreePineForestSnowL05_0005D2D7.dds
TreePineForestSnowL05Dead [TREE:000EF59C] using LOD Textures\Terrain\LODGen\Skyrim.esm\TreePineForestDeadSnowL05_000EF59C.dds
[00:04:55.813] Scanning DLC01FalmerValley *.BTT files in E:\~ Program Files\Steam\SteamApps\common\Skyrim\Data\meshes\terrain\DLC01FalmerValley\trees\ to build a list of trees with LOD
[DLC01FalmerValley] Trees LOD Done.
[00:04:55.854]  Found 74 trees with LOD
[00:04:55.857] Reading DynDOLOD.esp with 3696 records for DLC01FalmerValley
[00:04:56.110]    366 of 3696 done
[00:04:56.364]    736 of 3696 done
[00:04:56.611]    1106 of 3696 done
[00:04:56.834]    1476 of 3696 done
[00:04:56.927]    1846 of 3696 done
[00:04:57.019]    2216 of 3696 done
[00:04:57.111]    2586 of 3696 done
[00:04:57.205]    2956 of 3696 done
[00:04:57.298]    3326 of 3696 done
[00:04:57.391]    3696 of 3696 done
[00:04:57.394]  Read 6 existing records
[00:04:57.401] Building a list of LOD objects, please wait...
[00:04:57.514]  World DLC01FalmerValley
[00:04:57.517] Gathering references for DLC01FalmerValley "Forgotten Vale" [WRLD:03000BB5]
[00:04:57.552]    Filtering 6801 references in DLC01FalmerValley "Forgotten Vale" [WRLD:03000BB5] for LOD
[00:04:57.555]      0 of 6801 done
[00:04:58.393]      680 of 6801 done
Exception in unit functions line 1021: Error in unit 'userscript' on line 333 : Type mismatch
[Apply Script done]  Processed Records: 0, Elapsed Time: 05:10

  • 0
Posted (edited)
  On 5/15/2015 at 1:42 PM, Hyacathusarullistad said:

I'm trying to make the switch from my half-assed collection of LOD mods to DynDOLOD, but I can't for the life of me get it to work. I've made sure I'm running the latest version of TES5Edit, I have the billboards installed for both the vanilla game and SFO; DynDOLOD.esp is at the very bottom of my load order, and I've tried running the script with my bashed patch both enabled and disabled with not change. 

 

I've followed the instructions *exactly* how they're given in the mod's description page, but the script consistently fails while (as near as I can tell) generating LODs for the Forgotten Vale. I must be missing *something*.

 

The exact error message is: 

 

 

 

Exception in unit functions line 1021: Error in unit 'userscript' on line 333 : Type mismatch

 

Fixed in 1.26

 

Also fixed XEMI record errors reported by pStyl3

Edited by sheson
  • 0
Posted (edited)

Hey Sheson..  So I have a really weird problem. I just followed Gamerpoet's video to get DynDOLOD working, and it was a success. My game looks great. However there's a major problem. For some reason, for instance in the reach, I get like very blurry aspen and snowy tree LODs ( using SFO ) but when I get close to them they disappear. So basically, I get tree lods where there are no trees.. Even in the Tundra, I get like, a couple random aspen tree LODs which clearly don't belong. They disappear as I get closer.


 


Thing is, I noticed this problem even before I installed DynDOLOD but it seems more prevalent now. Back then I had Distant Object Overhaul, HighQualityLODs and SkyrimHighDefinitionLODs (yes, they all replace each other to some extent, I just wanted greater coverage) mods together with Distant Detail. I tried disabling them while using DynDOLOD but the problem still persisted. So I'm really at a loss. In a minute I will try disabling DyndoLOD and trying again, but if you guys have any suggestions or ideas, they would be much appreciated..


 


EDIT: It indeed was DynDoLOD. So now I am wondering if I did something wrong..


Edited by Jailhouseblues
  • 0
Posted

Updated to DynDOLOD 1.26, rechecked for errors.

 

 

  Reveal hidden contents

 

 

XEMI record errors are indeed gone. Thank you once again. ::):

  • 0
Posted (edited)
  On 5/15/2015 at 4:18 PM, Jailhouseblues said:

Hey Sheson..  So I have a really weird problem. I just followed Gamerpoet's video to get DynDOLOD working, and it was a success. My game looks great. However there's a major problem. For some reason, for instance in the reach, I get like very blurry aspen and snowy tree LODs ( using SFO ) but when I get close to them they disappear. So basically, I get tree lods where there are no trees.. Even in the Tundra, I get like, a couple random aspen tree LODs which clearly don't belong. They disappear as I get closer.

 

Thing is, I noticed this problem even before I installed DynDOLOD but it seems more prevalent now. Back then I had Distant Object Overhaul, HighQualityLODs and SkyrimHighDefinitionLODs (yes, they all replace each other to some extent, I just wanted greater coverage) mods together with Distant Detail. I tried disabling them while using DynDOLOD but the problem still persisted. So I'm really at a loss. In a minute I will try disabling DyndoLOD and trying again, but if you guys have any suggestions or ideas, they would be much appreciated..

 

EDIT: It indeed was DynDoLOD. So now I am wondering if I did something wrong..

"Thing is, I noticed this problem even before"

Then it isn't DynDOLOD. All tools involved only generate LOD for data that is actually there. If you post your load order we might be able to spot the cause. This sounds like combination of (tree) mods causing this.

 

 

  On 5/15/2015 at 4:52 PM, pStyl3 said:

Updated to DynDOLOD 1.26, rechecked for errors.

 

 

  Reveal hidden contents

 

 

XEMI record errors are indeed gone. Thank you once again. ::):

 

Great! Looks good. As explained before that Unknown: 15 (and only it) is expected.

Edited by sheson
  • 0
Posted (edited)

GamerPoets video states that the DynDOLOD and DynDOLOD Output folders should be placed at the top of the left pane window (after Vanilla Billboards).

Doing this I have over a thousand files being overwritten which seems to undermine the point of DynDOLOD.

 

Especially considering that this is the last step I take in finishing my setup (after Bash, DSR, FNIS etc.).

Also, considering that Skymills + Skyfalls should be above DynDOLOD.

Why wouldn't I just leave both folders at the bottom of the left pane window?

 

Also, while running the DynDOLOD script a "Confirm" window pops up and tells me LODGen.exe is already running.

Clicking Cancel will stop the lod from generating. Click yes when LODGen.exe has stopped running. I'm paraphrasing.

This may be a faulty TES5Edit installation. Am I supposed to install the LODGen from here https://www.nexusmods.com/skyrim/mods/62698/?

into my TES5Edit folder or leave TES5Edit as is because LODGen is already included?

I was extra confused by this be cause the lastes version of TES5Edit is newer and already does contain a LODGen.exe file

in the Edit Scripts folder.

Edited by Vulgar1
  • 0
Posted (edited)
  On 5/15/2015 at 1:29 PM, sheson said:

 

The output path should be outside of the game folders and Mod Organizers virtual file structure. Do not generate into 'overwrite'.

That makes sense now that you point it out. Oddly, lodgen/tesedit/MO behaved during a second go around with the same procedure.

 

 

EDIT: Having just re-installed DDL and re-watching GP's video, he has the user setting up an output directory inside Skyrim->MO->mods

Edited by StrvnMrvn
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