I've been having some odd issues lately. It started when i was walking up on white run and noticed that a chicken coop by a building had no LOD texture (was just a purple shape). I started running around and found more items without LOD textures. All of them are wooden objects... Stockades (Form id 000cb703 and 0006b6bc) and wooden poles (form id 0006b6ff) at fort greymore, more chicken coops (form id 000c4c71), even just planks of wood set across rubble at the western watchtower (form id 000d54d1).
The weird thing is i have already explored this area and did not previously notice any of these issues and now they are quite noticeable. Whole section of fort greymore can be seen as purple shapes from whiterun. I haven't changed any graphics mods at all so i was confused at this change.
I decided to try to rerun DynDOLOD and, after resolving some issues i hadn't experienced prior (lodgen taking too long and dyndolod not being able to read sse tamriel log as a result), got it to work. In game, same issue was present. I realized i was using version 2.26 and figured i'd see if the newest version worked better.
Now, When i run TexGen it won't even complete that, saying:
[00:00:00.744] textures\architecture\riften\folksteadrftstonewall02_n.dds not found!
[00:00:00.755] textures\architecture\riften\folksteadrftstonewall02_n.dds not found!
Check the top of the log that all required *.BSA files are loaded. Turn off MO
Check that C:\Users[Your Username]\Documents\My Games\Skyrim\Skyrim.ini (MO
users check ..\ModOrganizer\profiles\[profile name]\skyrim.ini) is the default version and contains:
sResourceArchiveList=Skyrim - Misc.bsa, Skyrim - Shaders.bsa, Skyrim - Textures.bsa, Skyrim - Interface.bsa, Skyrim - Animations.bsa, Skyrim - Meshes.bsa, Skyrim - Sounds.bsa
I checked, and all .bsa are loaded properly. I opened the folkstead .bsa and that file indeed does not exist.... but it never did before. This is the same mod, same mod list i had before.
I'm wondering how to move forward when TexGen wants a file that has never been present. Also, if you have insight as to why the various vanilla objects listed above would not have LOD texture that'd be cool too. I attached the entire log for you in case you need it. It's pretty short.
as a side note, i also experience issues using DynDOLOD
with Realistic Water 2 as it doesnt carry over some water LOD info into the DynDOLOD
.esp for the tamriel worldspace which results in the entire space being submerged in water. It's a pretty simple fix in xedit to carry the values over and i have to do it each time i run DynDOLOD
except for the original output i was using (which i have a copy of if that's of any relevance)..... it is pretty odd and i haven't seen other complaints about it.