![]() I don't know for certain, but I'm pretty sure it makes a difference - 32-bit for Oldrim, 64-bit for SSE because, well, it just makes sense. I thought it was SSE, but now I think I need to make sure.Īssuming you are, the other thing I'm make sure of is that you are running the correct DynDOLOD executable - the 64-bit version. Did you mean USSEP, the equivalent for SSE? At this point, I'm unsure of which game you are trying to mod. I am getting more confused though - you mention USLEEP, which is for Oldrim. There IS another program out there (xLODGen) that generates completely new worldspace LOD, and it is used in some guides as a step before the TexGen, so I guess I should have been clearer there myself. So skipping this should not kill the LODGen. but once in game, distant area textures may look significantly off from the close-in textures, depending on how different from the vanilla files your texture mods are. TexGen - this generates textures for the LOD, using the textures you have in your load order. C) Your load order is the culprit, because it's hard for a file to get data from it's master (.esm) when that master doesn't get loaded until much later on. B) You ran the LOD incorrectly, but given you ended up with two DynDOLOD files, I think that you likely got it right, with the exception of the LoS Patch just mentioned. You can test this by running the LODGen w/o LoS enabled or using the patch, see if it loads up. I think there are three possibilities: A) You are correct, and the LoS patch is throwing something off because it wasn't written for SSE. Your notion of leaving all files checked prior to LODGen is not killing you here - that's generally what I do as well (unless there is a specific file that you DON'T want LODGen done for), so that's likely not the source of your problem. Let LOOT sort'em out - that's what it's there for. LOOT sorting should have taken care of this automatically, so if those files are where you say they are, I have to assume you put them there manually. ESM files, and the DynDOLOD.esp should be the last thing in the load order, way down at the bottom. ESM file should be at the top of your load order, with all the other. LODGen does the actual LOD generation, so you may have skipped a step or two there.Ģ) You have the two files backwards - the. Textures are generated for the LOD through TexGen. I'll throw these at you, see if you just mis-worded it or if you genuinely need to do this over.ġ) LOD isn't done using TexGen. I think you got a few things confused there. Please help steer me in the right direction to get my game functional again. ![]() There was nothing in the GP video regarding this, so I left my entire load order checked on as I would during a bashed patch creation. One thing I'm curious about and have received mixed information about is which mods/plugins need to be ticked on in MO when about to run DynDOLOD. I did this last night and went to bed with it broken so I wasn't able to do any thorough troubleshooting. I placed DynDOLOD.esm at the bottom of my masters and DynDOLOD.esp at the bottom of my entire load order, with DynDOLOD Textures/Output in the left pane at the end as well. I then generated my LODs using TexGen and received a successful message from DynDOLOD after processing all worlds. However, I am able to load a new game (using Alternative Start mod, which is an interior space), but the problem there is that there is no floor and my character continuously falls through the floor and then respawns in a loop.įollowing the video step by step, I utilized the Lanterns of Skyrim patch from the DynDOLOD Patches file first (this may be my first mistake since this is an oldrim patch). I get a CTD after a 1 second loading screen. I cannot load an open world space using "coc riverwood" in the console. After using the fantastic video from GamerPoets to run DynDOLOD for Skyrim SE, my game has become very unstable.
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