d3monic Posted October 10, 2015 Posted October 10, 2015 (edited) I'm either missing something in the DynDOLOD steps, in the installation steps for the added mods or there's an unaddressed conflict that DynDOLOD World is catching. That time consuming part is figuring out which of those three is the case. EDIT: In my case, it was an unaddressed conflict. I'm glad I pursued it instead of giving up. Edited October 15, 2015 by d3monic
jprdrizzt Posted October 13, 2015 Posted October 13, 2015 All, I have finally figured why DynDOLOD was not working for me. As was pointed out previously, everyone's setup is slightly different. In my case the memory patch wasn't working as a result of SKSE not looking for it in the correct place. I followed STEP to the letter but I needed to add an argument to the executable in order for it to work. Now I am happy to report everything is working beautifully and DynDOLOD is truly gorgeous. Thank u for all the help.
plaGGy Posted October 13, 2015 Posted October 13, 2015 (edited) So, yesterday i found some time going through DynDOLOD's steps again and Setting it up from the bottom. I now have a Problem, im playing around with different Setups and in one im using purity and Laasts Trees. So i downloaded the LOD billboards for his trees from the Nexus. The Placement of the mods is (broken down): - STEP Stuff- Own mods (only Gameplay/Texture for Armor, Weapons)- Purity- LOD Billboards for Purity- DynDOLOD- STEP LOD Output (the the first "mod" you create in xedit)- DynDOLOD Output (the second, lengthy creating process) Yet i somehow have a Feeling of getting non-Fitting Tree LOD. They seem look better without DynDOLod than with, or so to speak... very different.Had not much time to look into it, since creating eats that much time, but i miss some Information about the Billboard Locations in the Load Order at least it seems so. The Video from gamerpoet seems to be a bit Different than STEPS loard order. Bonus question: What do i have to do if i dont want to use SFO, but instead stick with Vanilla trees/another tree mod. Do i have to disable/hide any files from the current STEP Version?Clarification: I didnt try it with SFO enabled, but only with Purity and the Billboards for his mod. DynDOLod does work! I get distant Details like flowing waterfalls without using SkyFalls, it just seems that the LODs from trees are off. Edited October 13, 2015 by plaGGy
EmberQuill Posted October 13, 2015 Posted October 13, 2015 the archive should NOT contain a "textures" directory but rather the contents of the textures directoryThis part from the "Generate LODs" section on the wiki page really needs to be changed or removed. The archive SHOULD contain a "textures" directory, rather than the contents of the textures directory. That's what you get if you follow the instructions, so when I got to the end of step 9 and saw this it really confused me.
TechAngel85 Posted October 14, 2015 Posted October 14, 2015 Z has been editing things without knowing what he's doing. I'll fix it.
d3monic Posted October 15, 2015 Posted October 15, 2015 (edited) Yeah, I just ignored that... EDIT: Also, if you know what you're doing you could skip archiving and just drop those files into a "Mod Organizer/mods/DynDOLOD Output" folder you already created. The error checking provided by MO when installing is nice, however. Edited October 15, 2015 by d3monic
navybrandt Posted December 19, 2015 Posted December 19, 2015 (edited) I meticulously followed all STEP 2.2.9.2 instructions and tried several (6) times to get DynDOLOD to work, but I kept getting an ILS unless I deactivated DynDOLOD. I even reinstalled everything from scratch just to be sure I didn't miss something. No errors during installation - just an ILS when starting the game. I know you say that you don't need to tick the HighRes TexturePasks and Unofficial High Resolution Patch .esp files in the MO Plugins tab before generating LODs and DynDOLOD (As described in the STEP DynDOLOD Detailed Instructions) but I tried it anyway. Now, it works beautifully! To be clear, I have all STEP Extended mods and only STEP Extended mods installed exactly as recommended. The only thing I had to do differently was tick those 4 .esp files before following the instructions here to get DynDOLOD to work. Thanks for the awesome work you guys do. You might want to add ticking those .esp files as an option if it doesn't work with them unchecked. It would have saved me days of frustration. Edited December 19, 2015 by navybrandt
Nebulous112 Posted December 19, 2015 Posted December 19, 2015 Huh, that's odd. In the Archives tab, did you have "Let MO manage archives" ticked? What about the High Resolution texture packs and the Unofficial High Resolution patch? Were these also ticked under Archives?
navybrandt Posted December 19, 2015 Posted December 19, 2015 (edited) Yes, "Have MO manage archives" is (and was) ticked as well as all .bsa's (including HR texture packs and Unofficial HR patch). I did notice that the link on the DynDOLOD detailed instructions page for TES5Edit sends me to Release 3.1.1, but I actually used Release 3.1.2, which does have changes to LOD generation. Edit: The link to TES5Edit on the main Step 2.2.9.2 page sent me to the Release 3.1.2 download page, which is why I have that version. Edited December 19, 2015 by navybrandt
EssArrBee Posted December 19, 2015 Posted December 19, 2015 You should have every plugin ticked on the plugin list for TES5Edit. xEdit can only load .bsa's from plugins that exist. MO can load them into the game without the plugin, but no xEdit.
navybrandt Posted December 19, 2015 Posted December 19, 2015 Well, now I'm getting an ILS again and I've changed nothing! It worked once! Where can I find the "Memory Blocks Log" mentioned in an earlier post so I can post it?
EssArrBee Posted December 19, 2015 Posted December 19, 2015 Memory block log is a SKSE plugin by sheson to see if the memory patch is working. Get the mod from the nexus and then it will put a log in the Memory block log mod folder after you boot the game.
navybrandt Posted December 19, 2015 Posted December 19, 2015 Hmmm... my SKSE.ini file is as follows: [Display]iTintTextureResolution=2048[General]ClearInvalidRegistrations=1EnableDiagnostics=1[Memory]DefaultHeapInitialAllocMB=768ScrapHeapSizeMB=256 I assume that the "Block 1" setting discussed in forums is the same as "DefaultHeapInitialAllocMB" here?
EssArrBee Posted December 19, 2015 Posted December 19, 2015 Yeah, that's it. Memory block log will show you weather that setting is being applied.
navybrandt Posted December 19, 2015 Posted December 19, 2015 (edited) Behold! My Memory Block Log file! logging of blocks enabledlogging max values onlyTimer disabledBlock1 Block2512MB 256MB85 885 885 985 1085 1185 1285 1385 1485 1585 1685 1785 1885 1985 2085 2185 2285 2385 2485 2585 2685 2785 2885 2985 3085 3185 3285 3385 3485 3585 3685 3785 3885 3985 4085 4185 4285 4385 4485 4585 4685 4785 4885 4985 5085 5185 5285 5385 5485 5585 5685 5785 5885 5985 6085 6185 6285 6385 6485 6585 6685 6785 6885 6985 7085 7185 7285 7385 7485 7585 7685 7785 7885 7985 8085 8185 8285 8385 8485 8585 8685 8785 8885 8985 9085 9185 92102 92102 93102 94102 95102 96102 97102 98103 98103 99103 100103 101103 102103 103103 104103 105103 106103 107103 108103 109104 109105 109107 109108 109109 109110 109111 109112 109112 110113 110115 110116 110117 110118 110119 110120 110121 110122 110127 110133 110134 110134 111134 112134 113144 113144 114144 115145 115146 115147 115148 115149 115150 115151 115152 115153 115154 115155 115156 115157 115158 115159 115160 115161 115162 115163 115164 115165 115166 115167 115168 115169 115170 115171 115172 115173 115175 115176 115177 115178 115179 115180 115181 115182 115183 115184 115185 115186 115187 115188 115189 115190 115191 115192 115193 115194 115195 115196 115197 115198 115199 115200 115201 115202 115203 115204 115205 115206 115207 115208 115209 115210 115211 115212 115213 115214 115215 115216 115217 115218 115219 115220 115221 115222 115223 115225 115226 115227 115228 115229 115230 115231 115233 115234 115235 115236 115237 115238 115239 115240 115241 115242 115243 115244 115245 115246 115247 115248 115249 115250 115251 115252 115253 115254 115255 115256 115257 115258 115260 115261 115262 115263 115264 115265 115266 115266 116267 116268 116269 116270 116271 116272 116273 116274 116275 116276 116277 116278 116279 116280 116281 116282 116283 116284 116285 116286 116286 117287 117288 117289 117290 117290 118291 118292 118293 118294 118295 118296 118296 119296 120 BTW, no ILS this time, so it occasionally works...It shows Block1 setting of 512, but my .ini file says DefaultHeapInitialAllocMB=768. Does that mean SKSE is not seeing my .ini file? it is in my ...\Mod Organizer\mods\SKSE_1_07_03\SKSE folder. Edit: BTW, my MemoryBlocksLog.log and SKSE_Elys_AltF4.log files keep being created in this folder ...\Mod Organizer\overwrite\SKSE\Plugins every time I run the game. Can I change that to a new folder since MO doesn't like files in the overwrite folder? This is a very minor annoyance, so don't waste time figuring it out if it's difficult. Thanks. Edit 2: I tried copying the SKSE folder with the SKSE.ini file directly to my ...\Skyrim\Data folder, but nothing acted differently. Edited December 19, 2015 by navybrandt
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