Skyrim Special Edition
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WiZkiD

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wizkid34

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34 comments

  1. raging987inferno
    raging987inferno
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    do I need this patch for DynDOLOD 3?
    1. wizkid34
      wizkid34
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      yes
    2. raging987inferno
      raging987inferno
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      ok
    3. cincydba
      cincydba
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      In the Desc you say: "place the archive just after DynDOLOD Resources SE." What do you mean by "archive"? Do you mean the mod itself? Sorry, I haven't heard the team archive before when referring to load order. Also, where in the load order should the Dyndolod Resources SE mod go, highest priority?
    4. raging987inferno
      raging987inferno
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      Yes put this patch after DynDOLOD Resources SE
  2. ServalKhajiit217
    ServalKhajiit217
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    Hi, guys!

    On main mod pages comments are locked, so I want to know about some questions:

    1) If I'm not xLodGenxTextGenDyndoLOD.exe etc user and want to have another preset for my SSE v1.5.97 - then can somebody offer me link for good DYNDOLOD.esmDYNDOLOD.esp and Occlusion.esp, which not linked by other mods (for example: JK SkyrimLoS llEnchanced LandscapesRW2Vigilant etc etc etc, which not needed in my own assembly. More like vanilla one)?

    2) Where I can find a low-performance Dyndolod preset? For playing with ~10%-15% hitted-by-memory. 

    3) Anyway, its better to use Dyndolod with heavy modding-list? Cos I'll already have 3K+ active plugins and bloating around 21mb+ saves.

    Writed with help of translator. Thanks for understanding.
  3. LCK91
    LCK91
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    Any idea what could cause double blades lod ? ?I did place it below Dyndolod Resources in MO2. 

    It's just Solitude, nothing is overwriting this mod. 
    1. wizkid34
      wizkid34
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      you should check which mods add both mill blades. Open the console command and click on both blades, write down both formID and check with SSEEdit.
    2. LCK91
      LCK91
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      thank you for a quick answer but what i found is even more confusing:
      one comes from dyndolod.esp (9b06aec0) another one from skyrim.esm (0007adfd)
      edit:tried from inside of Solitude and the two ids are the dyndolod.esp (9b06aec0) and skyrim.esm (00050c5a)
    3. wizkid34
      wizkid34
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      just disable the Skyrim one, flag initially disabled, XESP: player with set opposite to player, Z position = -30000 and forward this change into a ESL flagged ESP plugin
  4. Fulminata9
    Fulminata9
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    Unfortunately I'm still missing the blades after adding the patch. It worked on a previous install but I had to erase everything during a reset.
    Any ideas why it could be? Please help!

    Load order: https://pastebin.com/5RjW6kM4

    EDIT: Reinstalled the Dyndolod Output and Texture files and it worked out! Thank you so much!
    1. wizkid34
      wizkid34
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      your load order plugins are irrelevant, my patch includes only NIFs. Make sure my mod overwrites everything. Which mod manager are you using?
    2. Fulminata9
      Fulminata9
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      I'm on Vortex MM - the problem just popped up again I accidentally uninstalled something with the click of a button!!!!!
      Ugghh I made sure your stuff overwrote everything and reinstalled too. It's weird I'm going to try and click the manual rule dependancy for  each conflicting file really quickly and report back.
    3. wizkid34
      wizkid34
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      give a favor to yourself, install MO2, its 10000000 better than Vortex
    4. Fulminata9
      Fulminata9
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      Okay, installing now! What should I do though? I'm disabling plugins to get past having too many modules when running DynDOLOD right now and when its all done - I hope R's Windmill will show up!

      EDIT: okay i have too many mods. gotta uninstall a few or run wrye bash
    5. wizkid34
      wizkid34
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      anyway, with MO2 just install my mod and place it (left panel) just below DynDOLOD Resources SE
    6. Fulminata9
      Fulminata9
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      WORKED THANKS!!!!
  5. DEEJMASTER333
    DEEJMASTER333
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    .
  6. Ray84
    Ray84
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    Cool, thank you!
  7. beebophuckleberry
    beebophuckleberry
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    I was pleasantly surprised to see that the wheel on the windmill billboard actually moves!!! How cool is that?!?!? Thanks wizkid!!!
    1. wizkid34
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      you're welcome
  8. KainThePheonix
    KainThePheonix
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    You are without a doubt in my opinion one of the most gifted mod authors in terms of what you provide to the community. Thank you WizKid. I really appreciate all your work and your mods. Endorsed and Kudos man. Thank you!
    1. wizkid34
      wizkid34
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      thanks man, really appreciated
  9. Laptoprocker
    Laptoprocker
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    Is this possibly crash inducing issue found by KorruptkSwades fixed as well?

    "Hello so i'm currently purging/cleaning my meshes in my modlist and fell on this bad boy it is repairable.

    renthal's windmill\meshes\architecture\farmhouse\farmhousewindmill\farmhousewindmillfan.nif
    Block [2]: Mesh doesn't use SLSF1_External_Emittance but has BSXFlags with bit 9 set.

    Bit 9 flag in BSX and SLSF1_External_Emittance should match. Random crashes in game. (NifScope)

    hope this helps :)"
    edit: fix: open in nifscope: 0 BsFadeNode > 10 NiNode > 14 BSTriShape , then doubleclick 15 BSLightingshaderProperty doubleclick Shader Flags 1 then in the drop down menu check the Extternal_Emittancethen save

    after when i rescan it is not picked up as an error. now i did not test in game yet, so make a backup before. I am not a pro. only following nifscope guide.
    1. wizkid34
      wizkid34
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      thanks for the info but there is a better solution by simply removing the external emittance from the 1BSXflags. I will upload a fixed version as soon as possible
    2. wizkid34
      wizkid34
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      Fixed in 1,1 version, thanks alot
    3. cthunsthrall
      cthunsthrall
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      i'm confused, isn't that an issue with the original mod's mesh? i don't see that file included in this mod. that's the full detail model, not the LOD model. and yeah the mesh doesn't have any external emittance properties set, so bit 9 should just be unchecked, if you enable external emit it might look different with some shaders
    4. cthunsthrall
      cthunsthrall
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      oh, i see. you're saying it's broken in the original mesh so you expected it to be broken in this mesh as well. my bad lol.
    5. wizkid34
      wizkid34
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      exactly, my lod model is now fixed but the original one is still broken. To answer your other question, my lod version is only slightly simplified compared to the "normal" model, being only two objects visible only near Whiterun I preferred to opt for a similar solution, moreover this way you will have a super detailed lod
  10. wizkid34
    wizkid34
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    thanks all for the positive comments, I'm glad my mod is useful