Thnaks for reply, can i use vanilla textures? Is this mod compatible with Holds the City overhaul? It adds settlements and expands the cities.
Vanilla Textures are supported out of the box. Then there is no need to run TexGen.
See DynDOLOD 1.48/1.49 update post from April for information about Holds. There are some instructions to fix an error with Holds.
Strange, when going to exterior in Solitude I receive a message that DynDOLOD_Worlds.json does not belong to DynDOLOD.esp. Activating in the MCM gets rid of the message, but when checking the MCM again it's not ticked anymore. However I can see the Solitude mill fans when standing on the smaller bridge near Dragon Bridge. Also, the mill has no smim-sails.
The Whiterun mills are having the yellow smim-sails, but they are of vanilla size. Lights etc in the far distance, it all works, but DynDoLOD does not stay ticked in the MCM.
Edit. On another note, at one instance when regenerating the program went idle. I had dragged the output window to the left side of the screen. After I
hovered over clicked the window's icon at the taskbar I saw there was a little message window asking if I wanted to overwrite. I couldn't interact with it however, because I could not get the message window to pop up in front of the output window.
I am having the same issue Ilkob is having. Everything completed OK but once in the game, I receive a message that DynDOLOD_Worlds.json does not belong to DynDOLOD.esp. I am using STEP: Extended and decided to try the beta version and I did have the error with the exception but checked here and seen 2.01 was uploaded so it fixed the error. I cleaned everything out from all the folders for DynDOLOD and started over. After 3 tries, I still receive the message that DynDOLOD_Worlds.json does not belong to DynDOLOD.esp.
Thank you for the reply, you are right the warning was harmless since i checked the reference which took some time and was very annoying to check so i am very happy to hear about the possible automation process. I am having the "DynDOLOD_Worlds.json does not belong to
DynDOLOD.esp" thing now too, i'll admit that before trying the beta i deleted only the old scripts , interfece, esp , old output data and the xedit files. I left the old meshes and textures you had included on the old version only because i know more mods used them and i didn't even wanted to try to find the sources. I did a new game by the way.
Using 2.02, I am also getting the DynDOLOD_Worlds.json does not belong to this DynDOLOD.esp. Steps I have tried:
Uninstalled DynDOLOD, TES5EDIT and PapyrusUtil. Manually checked and removed all files leftover from those mods in all of the directories. Verified DynDOLOD.esp and everything related are nowhere on my PC.
Installed TES5EDIT (latest on FO4 Nexus), DynDOLOD 2.02 and PapyrusUtil. Ran the procedures for TexGen and DynDOLOD and installed.
Did coc whiterun and got the error message. DynDOLOD_Worlds.json seems to start with a different series of numbers. DynDOLOD does not seem activated in MCM. Pics:
Same reports about the same problem always mean something is up
Get DynDOLOD 2.03 BETA, which should fix this issue.
Edited by sheson, 15 May 2016 - 02:27 PM.