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Dyndolod CTD / Corrupt mesh fixes


Lostdreamer

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So, as often happens with skyrim, I have drifted back and am rebuilding my game because it's far too much fun to stay away too long.

 

I've mostly shoehorned everything in and it 'seems' to be stable, but I am having issues with Dyndolod.

 

Normally I don't bother fixing my LODs as I tend to focus on gameplay and am prepared to overlook a few random graphics glitches as not worth the effort to track down and fix. I tend to swap mods quite frequently whenever a new one that looks interesting turns up (part of the enduring appeal of skyrim :D ) and i've got so much stuff on the world map these days that half the time I can't see much behind the trees and the bandits hiding in them anyways.

 

But, you know, new game and stuff. I figure I should probably at least try to have everything working properly before I break it messing around.

 

So I'm having a go at getting the LODs right. If nothing else, it should look really nice if I can.

 

Here is what I have done so far:

  • Ran Texgen - that spat out a few errors but nothing that caused it to fail. I think they were related to to previous texgen data.
  • Ran DyndoLOD, which failed as a result of Cutting Room Floor.
  • Disabled Cutting Room Floor, re-ran Dyndolod which seemed to finish cleanly.
  • Re-enabled Cutting Room Floor, launch game, and test. Repeatable CTD in whiterun market, which crash fixes tells me is a corrupt mesh.

 

Now, if I understand things correctly, the textbook process at this point is to put the crash fixes data into TES5Edit, try and find the offending mesh and repair it.

 

But, well, it's really unlikely that this is the only instance of the issue. I've got a LOT of mods with a LOT of conflicts. I don't particularly want to be spending half of the playthrough going through and fixing each occurance.

 

So, err, is there some way I can check my build for such errors and batch fix them rather than doing them all by accident one by one?

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