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?
On main mod pages comments are locked, so I want to know about some questions:
1) If I'm not xLodGen, xTextGen, DyndoLOD.exe etc user and want to have another preset for my SSE v1.5.97 - then can somebody offer me link for good DYNDOLOD.esm, DYNDOLOD.esp and Occlusion.esp, which not linked by other mods (for example: JK Skyrim, LoS ll, Enchanced Landscapes, RW2, Vigilant 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.
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)
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
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!
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.
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
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!
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.
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
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
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
34 comments
On main mod pages comments are locked, so I want to know about some questions:
1) If I'm not xLodGen, xTextGen, DyndoLOD.exe etc user and want to have another preset for my SSE v1.5.97 - then can somebody offer me link for good DYNDOLOD.esm, DYNDOLOD.esp and Occlusion.esp, which not linked by other mods (for example: JK Skyrim, LoS ll, Enchanced Landscapes, RW2, Vigilant 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.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.
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)
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!
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.
EDIT: okay i have too many mods. gotta uninstall a few or run wrye bash
"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.