Tirencia Posted June 24, 2015 Posted June 24, 2015 ohh ok I read a post earlier that said something about using stable instead of beta. But then again once I get into modding, my insomnia kicks in lol. got the first part working now I'm on the second part that takes a bit lol.
EssArrBee Posted June 24, 2015 Posted June 24, 2015 Yeah, the beta version of SKSE is actually as stable as the current stable version. It's been in beta for months and there haven't really been any issues with it. You also need the beta to run Racemenu properly.
TechAngel85 Posted June 24, 2015 Posted June 24, 2015 Yeah, the beta version of SKSE is actually as stable as the current stable version. It's been in beta for months and there haven't really been any issues with it. You also need the beta to run Racemenu properly.I was getting crashes using the Beta in Windows 10 while doing that testing...which I still need to finish. Haven't tried it with Windows 7.
Tirencia Posted June 24, 2015 Posted June 24, 2015 Ugg guess I might have issues come July when I get Windows 10
Tirencia Posted June 24, 2015 Posted June 24, 2015 I'm looking over shesons post on DynDOLOD but kinda lost, when I start a new game I get several messages saying can not read data from DynDOLOD_Worlds.json. I checked the Mod Organizer\mods\TES5LODGenOutput\skse\plugins\StorageUtilData folder and I have DynDOLOD_Worlds.json but its so small maybe something went wrong. I tried to find a way to attach my file but I can't seem to find a way.
Silverpanther34 Posted June 24, 2015 Posted June 24, 2015 If I Moved a couple of mods, 1 esm and 2-3 esps can I just, TES5Edit-Sort Masters, for DYnDOLOD.esp or do I have to re-install and rebuild DynDOLOD? Also since I am here, can I do the same for STEP Extended Patch since LOOT reorders the masters and STEP Extended Patch.esp grumbles in Wrye Smash?
EssArrBee Posted June 24, 2015 Posted June 24, 2015 Yeah, you can reorder masters with the STEP Extended patch. For DynDOLOD it shouldn't matter as long as the masters are ahead of it. You won't be running your bashed patch with DynDOLOD active, so it won't matter if the masters are out of order.
Silverpanther34 Posted June 24, 2015 Posted June 24, 2015 Yeah, you can reorder masters with the STEP Extended patch. For DynDOLOD it shouldn't matter as long as the masters are ahead of it. You won't be running your bashed patch with DynDOLOD active, so it won't matter if the masters are out of order.Great thank you.
hapau3 Posted June 26, 2015 Posted June 26, 2015 (edited) Hey, I did a complete STEP Extended install with MO. Except Dyndolod, everything works. The TexGen script does not work for me, I get an unkown expection error while "working on 34". After that, there are about 10 file in the output folder (apart from the temp folder). Using the "DynDOLOD_TexGen_noalpha.txt" from the other forum thread, I hang during "working on 243" , xEDIT is inactive (no error) and no files are in the output folder (apart from the temp dir). I am quite sure I followed every detail of the STEP guide. PS: The "DynDOLOD Worlds" script seem to work (runs 20 min, about 1 gb output). *Update* It seems that I was too impatient, using the modified DynDOLOD_TexGen_noalpha.txt it just worked. You have to let the app run longer than 10 min and ignore the inactivity status of windows task manager. [00:00:00.000] DynDOLOD TexGen by Sheson, starting...[00:00:00.005] [00:00:00.009] Creating some temporary files[00:00:02.637] Generating LOD textures to E:\modorganizer\TOOLS\TES5Edit\LODGENOUTPUT\[00:00:02.642] Working on 1[00:00:03.349] Working on 3[00:00:05.545] Working on 243[00:13:15.797] Almost done[00:13:15.810] Working on 7[00:13:19.185] Removing temporary files[00:13:19.777] [00:13:19.781] Failed to delete temporary dir: E:\Steampowered\steamapps\common\Skyrim\Data\DynDOLOD-temp[00:13:19.787] If you are using Mod Organizer delete 'DynDOLOD-temp' from 'Overwrite' manually[00:13:19.793] [00:13:19.799] Copy textures from E:\modorganizer\TOOLS\TES5Edit\LODGENOUTPUT\ to game directory or to a new mod.[00:13:19.806] Overwrite any vanilla or DynDOLOD LOD textures.[00:13:19.812] Then run DynDOLOD Worlds.pas to generate LOD for world spaces.[00:13:19.819] [00:13:19.826] Completed successfully[Apply Script done] Processed Records: 0, Elapsed Time: 13:19 Edited June 26, 2015 by hapau3
cult77 Posted June 27, 2015 Posted June 27, 2015 when i try to run DynDOLOD_TexGen i get an error[spoiler=error]date/time : 2015-06-27, 11:21:05, 368mscomputer name : CULT-PCuser name : cult registered owner : cultoperating system : Windows 7 x64 Service Pack 1 build 7601system language : Greeksystem up time : 2 hours 38 minutesprogram up time : 1 minute 56 secondsprocessors : 4x Intel® Core i5-4570 CPU @ 3.20GHzphysical memory : 3503/8120 MB (free/total)free disk space : (C:) 378,91 GBdisplay mode : 1920x1080, 32 bitprocess id : $1848allocated memory : 843,08 MBcommand line : "C:\TES5Edit_3_1_1\TES5Edit.exe" -o:"C:\TES5LODGenOutput"executable : TES5Edit.exeexec. date/time : 2015-05-19 11:41version : 3.1.1.0compiled with : Delphi XEmadExcept version : 4.0.5callstack crc : $0827ec98, $bce4f884, $d9d12d1cexception number : 1exception class : Unknownexception message : Unknown.main thread ($1574):0076d9f4 +0144 TES5Edit.exe Imaging 1550 +21 ResizeImage00a5384e +0326 TES5Edit.exe frmViewMain 4901 +35 TfrmMain.wbBuildAtlasFromAtlasMap00a7ee81 +1349 TES5Edit.exe frmViewMain 14949 +305 TfrmMain.JvInterpreterProgram1GetValue009aa90b +00c7 TES5Edit.exe JvInterpreter TJvInterpreterExpression.GetValue009ab4d1 +009d TES5Edit.exe JvInterpreter TJvInterpreterFunction.GetValue009af45c +001c TES5Edit.exe JvInterpreter TJvInterpreterUnit.GetValue009a9e9c +0164 TES5Edit.exe JvInterpreter TJvInterpreterExpression.InternalGetValue009ac30d +005d TES5Edit.exe JvInterpreter TJvInterpreterFunction.InterpretIdentifier009ab675 +00e5 TES5Edit.exe JvInterpreter TJvInterpreterFunction.InterpretStatement009ac445 +00b1 TES5Edit.exe JvInterpreter TJvInterpreterFunction.InterpretBegin009ab6bc +012c TES5Edit.exe JvInterpreter TJvInterpreterFunction.InterpretStatement009ac504 +0054 TES5Edit.exe JvInterpreter TJvInterpreterFunction.InterpretIf009ab6c5 +0135 TES5Edit.exe JvInterpreter TJvInterpreterFunction.InterpretStatement009ac445 +00b1 TES5Edit.exe JvInterpreter TJvInterpreterFunction.InterpretBegin009ab6bc +012c TES5Edit.exe JvInterpreter TJvInterpreterFunction.InterpretStatement009aca33 +01b3 TES5Edit.exe JvInterpreter TJvInterpreterFunction.InterpretFor009ab6e0 +0150 TES5Edit.exe JvInterpreter TJvInterpreterFunction.InterpretStatement009ac445 +00b1 TES5Edit.exe JvInterpreter TJvInterpreterFunction.InterpretBegin009ab30e +0052 TES5Edit.exe JvInterpreter TJvInterpreterFunction.InFunction009af853 +00c3 TES5Edit.exe JvInterpreter TJvInterpreterUnit.ExecFunction009afb01 +0145 TES5Edit.exe JvInterpreter TJvInterpreterUnit.CallFunctionEx009af982 +0062 TES5Edit.exe JvInterpreter TJvInterpreterUnit.CallFunction00a5e89e +0226 TES5Edit.exe frmViewMain 6899 +43 TfrmMain.ApplyScript00a5f27c +0104 TES5Edit.exe frmViewMain 6998 +13 TfrmMain.mniNavApplyScriptClick00525e97 +00a7 TES5Edit.exe Menus TMenuItem.Click00527393 +0013 TES5Edit.exe Menus TMenu.DispatchCommand00528572 +0082 TES5Edit.exe Menus TPopupList.WndProc005284c1 +001d TES5Edit.exe Menus TPopupList.MainWndProc004c4e8c +0014 TES5Edit.exe Classes StdWndProc756e7885 +000a USER32.dll DispatchMessageW005b2133 +00f3 TES5Edit.exe Forms TApplication.ProcessMessage005b2176 +000a TES5Edit.exe Forms TApplication.HandleMessage005b24a1 +00c9 TES5Edit.exe Forms TApplication.Run00a8ffaf +005f TES5Edit.exe TES5Edit 77 +7 initialization75033378 +0010 kernel32.dll BaseThreadInitThunkthread $18b8 (TWorkerThread):7760f916 +0e ntdll.dll NtWaitForSingleObject753414a5 +92 KERNELBASE.dll WaitForSingleObjectEx7503118f +3e kernel32.dll WaitForSingleObjectEx75031143 +0d kernel32.dll WaitForSingleObject005d21e9 +19 TES5Edit.exe VirtualTrees 6308 +3 TWorkerThread.Execute00472cf7 +2b TES5Edit.exe madExcept HookedTThreadExecute004c21c6 +42 TES5Edit.exe Classes ThreadProc00407588 +28 TES5Edit.exe System 148 +0 ThreadWrapper00472bd9 +0d TES5Edit.exe madExcept CallThreadProcSafe00472c43 +37 TES5Edit.exe madExcept ThreadExceptFrame75033378 +10 kernel32.dll BaseThreadInitThunk>> created by main thread ($1574) at:005d20d1 +19 TES5Edit.exe VirtualTrees 6251 +1 TWorkerThread.Createthread $dac:776101a2 +0e ntdll.dll NtWaitForMultipleObjects75033378 +10 kernel32.dll BaseThreadInitThunkthread $1914:77611f8b +0b ntdll.dll NtWaitForWorkViaWorkerFactory75033378 +10 kernel32.dll BaseThreadInitThunkthread $1bd4:77611f8b +0b ntdll.dll NtWaitForWorkViaWorkerFactory75033378 +10 kernel32.dll BaseThreadInitThunkthread $1ad0:77611f8b +0b ntdll.dll NtWaitForWorkViaWorkerFactory75033378 +10 kernel32.dll BaseThreadInitThunk
TechAngel85 Posted June 27, 2015 Posted June 27, 2015 This is for STEP use and for STEP specific discussion. The other is used by Sheson in place of his Nexus thread.
oqhansoloqo Posted June 28, 2015 Posted June 28, 2015 Anyone missing the water wheel in Riverwood after installing DynDOLOD? I can see water effects (splashing) on the surface of the river below, but the water wheel is completely missing and I can walk right though the water where the wheel should be.
TorNyan Posted June 28, 2015 Posted June 28, 2015 (edited) Am I supposed to activate the DynDOLOD mod after I've added it? And the plugin remaining IN-active until the very end of the process? The instructions doesn't mention it. EDIT: Looking at the Nexus page, I assume that the mod should be activated immediately as well as the plugin, with the plugin remaining at the bottom of the (right-hand pane) load order. Edited June 28, 2015 by TorNyan
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