I'm here to ask if you could give me permissions to port the mod to the Xbox community, leaving credits and link to the original mod page and your profile.
Good day. When I stand on High Hrothgar, I can see the borders of the map. Could you make a mod that would fix this? I thought it was similar to this idea
Love this mod. However, it does not work well with DynDOLOD 3, which I have to update regularly. My workaround for this: 1. Disable the esp 2. Run & install DynDOLOD 3. Enable the esp
Seems to work that way. (for me, better than forwarding the values to DynDOLOD.esp everytime in xEdit)
DynDOLOD 3 includes rules for this mod since December 2022 so things should work automatically without users having to do any troubleshooting steps.
Report issues with mods - for example if things do not work as expected - to the official DynDOLOD support forum in order to have them addressed properly and automatically for everyone in the future. It does not get any easier than that.
I notice that this response from Sheson is copy paste with little to no actual frame of reference which i would argue doesnt help as much - and to be honest that's every response that's copy paste most of the time. This is a pain point of mine because i see this a lot when anyone mentions Dyndolod and its clear that the issues are not looked into or the posts are not read.
Here is reference that is needed. First off lets talk about solutions and problems. This mod when using the static version just uses a vanilla ship and places it in the distance. Its full LOD by default meaning its always loaded in the game which should be done rarely if ever but is okay to do rarely if needed and will always work. If you run Dyndolod with this mod active when using the static version, Dyndo will generate a .esp file that will prevent this mod from working. Hard to say if this was a version bug since Dyndo is updated so frequently but this is or was a issue recently still, Hence people saying place this mod after Dyndo or generate with this mod inactive which in this case is the only way to get it to work without more steps. This information is as of Jan 2024 running the latest version of Dyndolod (3) from January whihc as of writting this is now outdated but still its post 2022, meaning things do NOT work automatically. Now if you are dead set on getting this to work with Dyndo you need to reference his forum and do some manual work and research so see his links and use them, heads up you have to create a profile and some of the people that comment there will half read your response and give you useless info but if Seshon gets to you he will give great very exact info (expect many hoops and losing a lot of time but if dedicated you will get a solution). That said howeverit is a viable option to just make this mod full lod as its already set up to be if you are not struggling to get FPS and think your PC can handle using the few extra resources to always fully render it so just either generate LODs without this active. I am frustrated that it feels like the Dyndo response is no option is viable unless its the Dyndolod option. Truth is many options are viable and it depends on a case by case basis users have the power to decide what they need and want.
OTHERWISE you can simply make your own LODs (this is actually pretty easy and is in-between using Dyndolod and rendering it fully) via just downgrading the textures by half yourself and renaming them and mapping them to the mesh boat mesh (use a new name for the boat mesh and plug it into the .esp) for example Or take a existing ship LOD mesh (see your generated dyndo files or resources and use that mesh and palce it in the distance yourself to do what this mod is doing and save resources it will still be persistent but it will be a potato and any computer can handle that. Making your own LODs is viable especially with a mod this simple. Finally just some more points. If you use the static version and generate a dyndo file and then want to use the animated version, your game will crash because the Dyndolod plugin will be looking for data not present so re-run it for the animated version or keep with static. Second Sheson now uses a API ping to determine if you are using a older version of Dyndolod so he basically can see what version is on your desktop and if he detects you are using a outdated version he will BURN it. Meaning you cant use it unless you are on the latest version so if you are thinking of regenerating you will HAVE to go and download the latest version. Do with this info what you will.
And showing your age! Surely nobody goes on little boating lakes anymore, do they?
I can imagine the kids of today.... "So you hire out a rowboat and row around in a mini lake the size of half a football field" "Why?" "Because we thought it was fun as a kid" "Ohhh...Could you crash into each other!" "Errmm...no, that wasn't allowed" "So...what did you do?" "Ermmm...just row about in circles...really..." ""Sounds shit." "Yeah...it probably was..."
100 comments
I'm here to ask if you could give me permissions to port the mod to the Xbox community, leaving credits and link to the original mod page and your profile.
Thank you xD
Thanks Queenya from Nolvus Discord.
However, it does not work well with DynDOLOD 3, which I have to update regularly.
My workaround for this:
1. Disable the esp
2. Run & install DynDOLOD
3. Enable the esp
Seems to work that way. (for me, better than forwarding the values to DynDOLOD.esp everytime in xEdit)
Noticed this in the bug reports,
Ignore wrong 3rd party advice to temporarily disable plugins, mods, meshes or textures. Such advice is categorically wrong or outdated. In case of issues, solve the cause or use appropriate mesh mask rules or settings for desired results. Disabling plugins, mods, meshes or textures is a troubleshooting step and not a fix. In case of problems or questions, use the official DynDOLOD support forum for qualified help and advice.
DynDOLOD 3 includes rules for this mod since December 2022 so things should work automatically without users having to do any troubleshooting steps.
Report issues with mods - for example if things do not work as expected - to the official DynDOLOD support forum in order to have them addressed properly and automatically for everyone in the future. It does not get any easier than that.
Here is reference that is needed. First off lets talk about solutions and problems. This mod when using the static version just uses a vanilla ship and places it in the distance. Its full LOD by default meaning its always loaded in the game which should be done rarely if ever but is okay to do rarely if needed and will always work. If you run Dyndolod with this mod active when using the static version, Dyndo will generate a .esp file that will prevent this mod from working. Hard to say if this was a version bug since Dyndo is updated so frequently but this is or was a issue recently still, Hence people saying place this mod after Dyndo or generate with this mod inactive which in this case is the only way to get it to work without more steps. This information is as of Jan 2024 running the latest version of Dyndolod (3) from January whihc as of writting this is now outdated but still its post 2022, meaning things do NOT work automatically. Now if you are dead set on getting this to work with Dyndo you need to reference his forum and do some manual work and research so see his links and use them, heads up you have to create a profile and some of the people that comment there will half read your response and give you useless info but if Seshon gets to you he will give great very exact info (expect many hoops and losing a lot of time but if dedicated you will get a solution). That said howeverit is a viable option to just make this mod full lod as its already set up to be if you are not struggling to get FPS and think your PC can handle using the few extra resources to always fully render it so just either generate LODs without this active. I am frustrated that it feels like the Dyndo response is no option is viable unless its the Dyndolod option. Truth is many options are viable and it depends on a case by case basis users have the power to decide what they need and want.
OTHERWISE you can simply make your own LODs (this is actually pretty easy and is in-between using Dyndolod and rendering it fully) via just downgrading the textures by half yourself and renaming them and mapping them to the mesh boat mesh (use a new name for the boat mesh and plug it into the .esp) for example Or take a existing ship LOD mesh (see your generated dyndo files or resources and use that mesh and palce it in the distance yourself to do what this mod is doing and save resources it will still be persistent but it will be a potato and any computer can handle that. Making your own LODs is viable especially with a mod this simple. Finally just some more points. If you use the static version and generate a dyndo file and then want to use the animated version, your game will crash because the Dyndolod plugin will be looking for data not present so re-run it for the animated version or keep with static. Second Sheson now uses a API ping to determine if you are using a older version of Dyndolod so he basically can see what version is on your desktop and if he detects you are using a outdated version he will BURN it. Meaning you cant use it unless you are on the latest version so if you are thinking of regenerating you will HAVE to go and download the latest version. Do with this info what you will.
Such a great mod. Needs more exposure
"We don't have a number 9"
"Number 6! Are you in trouble?"
I can imagine the kids of today....
"So you hire out a rowboat and row around in a mini lake the size of half a football field"
"Why?"
"Because we thought it was fun as a kid"
"Ohhh...Could you crash into each other!"
"Errmm...no, that wasn't allowed"
"So...what did you do?"
"Ermmm...just row about in circles...really..."
""Sounds shit."
"Yeah...it probably was..."