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  1. Today
  2. Hi sheson, sorry it took a while. Here's the log from my latest DynDOLOD generation. Please do tell me what to do if you found any issue regarding my custom rules. Thank you in advance. https://drive.google.com/file/d/1rBkxeM6JBulxl_wnLyXjd3XziUnRllWp/view?usp=sharing Edit: And here's the video of the flickering mountain. Maybe you'll understand why I dread it so much. https://drive.google.com/file/d/14LVXreWP-eGMp-8SuLynK0afyyAzgUCn/view?usp=sharing
  3. LE (using not 3.0), what causes trees to be so ugly on that low distance? https://imgur.com/a/jyVUbio
  4. Hi, thanks for your reply. I am doing everything correctly the only tree lod that doesn't work is the tree lod add by TheAutumnOfWhiterunRemastered.esp. Here is the warning that i have in the log. [04:35] <Warning: Warning: internal file FormID is a HITME: 0600FC90 (should be 0500FC90) TheAutumnOfWhiterunRemastered.esp [REFR: 5600FC90] (places TreeAspen05 [TREE: 0007614B] in GRUP Cell Temporary Children of WhiterunWindDistrictA02 [CELL: 0001BELL: 0001 ] (in WhiterunWorld "Whiterun" [WRLD: 0001A26F] at 5, -1))> I repeat it on the old version of dyndolod (2.85) the tree lod of this mod works very well and could be seen from afar. Tell me what you think. Thanks. DynDOLOD_SSE_log.rarDynDOLOD_SSE purple texture log dark forest of solstheim.rar Edit:i put more log in zip on uptobox https://uptobox.com/tena369hjd4j
  5. @Greg Thanks for adding that bit. I didn't think of it, and it could be the issue. Much faster to resolve than perusing each of the sources. Also, did you know MO has a theme switcher now with at least one dark theme? No need for that horrific white nonsense anymore
  6. Also go back to the top of the guide to "Tool Setup Reference for Skyrim SE" and you'll see the executable configurations for DynDOLOD64.exe and TexGen64.exe both need a -SSE parameter to tell these executable to use Skyrim Special Edition. Here is a screenshot of my configuration for DynDOLOD
  7. It sounds like you grabbed the wrong version(s) of the software. Exactly what part of LODGen process is failing? There are 4 steps (terrain [xLODGen64.exe], TexGen [TexGen64.exe w/DynDOLOD], DynDOLOD [DynDOLOD64.exe], Occlusion [xLODGen64.exe]), and all of them rely on the 'LODGen' app but come packaged with their own compatible versions of that. These downloads also can have multiple versions specific to different games (SE/LE/FO4/etc.) Please look back at each section under LODGen in the guide (and 03-Resources and Tools in the Skyrim Sertup Guide) and follow those links to the Nexus or posts with the software. Some of the sources have multiple downloads, so you need to carefully read the instructions/links.
  8. Hi all, new to the forum and to STEP modding in general, hopefully this isn't too difficult of a problem to solve. I've just about finished with the STEP guide and I'm on the Level of Detail step, but I can't run LodGen. When I try, I get the error message "Fatal: Could not open registry key: \SOFTWARE\BethesdaSoftworks\Fallout4 This can happen after Steam updates, run the game's launcher to restore registry settings" I'm very new to modding and not very confident with anything, but I've followed the STEP guide to the letter. FO4 isn't even installed and I'm not sure why it's looking for FO4, in a folder that doesn't exist, for a Skyrim install. The only thing I can think that might have affected it is the fact that I moved the initial MO2 installation to a different drive - however, I've updated all the filepaths to refer to the correct directories. I've added the argument -sse to the command line in MO2 but this hasn't helped - I feel like I'm missing something obvious here, but it's beyond my meagre abilities to figure it out. Any ideas?
  9. I have no idea what is that smashed patch. If it contains grass or land records and they are not the same as the last overwrites before creating the patch, then the grass cache might be outdated. The grass cache is something that is part of No Grass In Objects, questions about it should be asked at its forum/comments.
  10. Damn. I missed that update. I will test again with that. I was using what you last linked me to a few days ago.
  11. Ok, thanks for helping anyway. I suppose worst case I'll have to create an Autohotkey or VoiceAttack key-send script.
  12. No, this is my mistake. For some eason I was thinking Kryptopyr had added FISS support but this is incorrect.
  13. Sorry, I couldn't quite grasp what you meant here. Do you mean that CACO and CCOR support FISS? I installed FISS to test but still could not save MCM settings for CACO or CCOR. I'm probably missing something or doing something wrong. I just found this: https://steamcommunity.com/app/489830/discussions/0/1813170373212823221/. I'll give it a go and report back. Maybe it's possible to lower the DoF effect to the point that it's barely visible and won't bother me.
  14. Sorry sheson, I haven't got the time. Work stuff, probably tommorow. However I have to ask something quick, in case of generating grass cache, is it a good idea to include a smashed patch? Or should I do it without? The last time I generated it, it was without a smashed patch.
  15. Read the first post. Also pay attention to which log files it says to post when making reports. If the tree LOD distance is short, increase it in the DynDOLOD SkyUI MCM Settings page. Update/create object LOD textures and tree LOD billboards by running TexGen and installing its output before running DynDOLOD. Check the DynDOLOD for warnings about missing textures. LOD only looks and works correctly for the load order it was generated for. If you add/remove mods and the LOD does not match anymore, update or generate LOD from scratch. Make sure that none of the generated output is overwritten by other mods.
  16. Can you replicate this with the latest xLODGen terrain LOD beta? The exception happens in xLODGen (while generation terrain LOD textures IIRC), so the LODGen log generating LOD meshes does not show anything.
  17. There reference formid rule is not the INI file you uploaded. But I haven't tested it yet while waiting for the debug log. If LOD level 16 does not change how far this specific LOD shows, then it might be actually LOD Level 8. To find the reference formid of an object you go close it to it until its full model loads and the open console and click it. Install More Informative Console so it also shows the he base record formid so you do not have to look it up in xEdit. Then look fir the base record formid in the object LOD report file so see what LOD models were found and assigned to which LOD levels.
  18. I don't think #2 is possible, but I haven't researched.
  19. So it happened again first during DLC2SolstheimWorld ... event: Faulting application name: xLODGenx64.exe, version:, time stamp: 0x6075af33 Faulting module name: xLODGenx64.exe, version:, time stamp: 0x6075af33 Exception code: 0xc0000005 Fault offset: 0x00000000013e6ef9 Faulting process id: 0x43e4 Faulting application start time: 0x01d742d3018be86e Faulting application path: C:\Modding\Tools\xLODGen\xLODGenx64.exe Faulting module path: C:\Modding\Tools\xLODGen\xLODGenx64.exe Report Id: f4007d5d-7708-4b79-a39e-22136aa898e1 Faulting package full name: Faulting package-relative application ID: ... so I deleted log and tried again. Then it quit during DLC2ApocryphaWorld. LODGen_log.txt ...and here is the event for that: Faulting application name: xLODGenx64.exe, version:, time stamp: 0x6075af33 Faulting module name: KERNELBASE.dll, version: 10.0.19041.906, time stamp: 0x2f2f77bf Exception code: 0x0eedfade Fault offset: 0x0000000000034b59 Faulting process id: 0x4c3c Faulting application start time: 0x01d742d62b3eee1d Faulting application path: C:\Modding\Tools\xLODGen\xLODGenx64.exe Faulting module path: C:\Windows\System32\KERNELBASE.dll Report Id: 898e25e3-3dfe-4676-8526-54fc327ae45f Faulting package full name: Faulting package-relative application ID: I'm not seeing a bugreport.txt
  20. Yesterday
  21. Hello, I have a lod problem with two mod that i did not have with the previous version of dyndolod, before version 3.0 which allows to generate a grass lod which makes it really good. For the Autumn of Whiterun v1.3.1 - NO LANTERNS mod(https://www.nexusmods.com/skyrimspecialedition/mods/10864) , the tree lod only appears in front, i no longer see it in the distance as with the previous version of dyndolod, what could have changed? is there a way to override this? The second problematic mod is Dark Forests of Skyrim - Solstheim Apocalypse(https://www.nexusmods.com/skyrim/mods/84511?tab=files), may be related to the generation of the grass lod. I have some distant purple textures which i don t have when I generate the distant lod with the versions of dyndolod before 3.0. I get around the problem by replacing the Dark Forests of Skyrim - Solstheim Apocalypse mod by Solstheim Genesis (https://www.nexusmods.com/skyrim/mods/82326?tab=files) and i no longer have a purple textures. But i prefer dark forest, where can this problem come from? I attach two pictures to show you the problem. https://ibb.co/PDx9wzB https://ibb.co/g4tzGSL On the picture of whiterun, it is the front aspens trees of the mod autumn of whiterun that pop up. I play on skyrim special edition. Thanks
  22. You can save the MCM settings for mods that support FISS and you'll see an option in the MCM to save or load the settings for these mods. For all of the other mods, you'll have to manually configure the settings every time you start a new game. If you are feeling very experimental, you might try Yeolde - MCM Settings that may be able to backup and restore MCM settings for some mods that do not support FISS. Keep in mind that this mod has not been updated in about two years and the mod author notes it may not work for all MCM mods. It's known not to work with Kryptopyr's mods (CACO and CCOR), but these support FISS for saving/loading settings.
  23. Great! I'll rerun with DynDOLODGrassMode=1 Thanks so much!
  24. OK I'll rerun it and get back to you. But was the file I uploaded (DynDOLOD_SSE_Default.ini) the correct one? I actually have an .ini file for my custom preset. I beg your pardon, are you suggesting that I should change LOD level 8 distance as well? It's so far away and it pops in/out. How do I determine its origin?
  25. Hi, I have two questions: 1. Is it possible to save MCM settings somehow? I'm doing a lot of testing now before committing to a save, and it's a chore to have to manually set those settings every time I start a new game. Some mods, like A matter of time, allows saving. But that doesn't appear to be the case for the majority of MCM mods. 2. Is it possible to have Dof only for under water? I don't like the effect of it on land, but I also don't like being able to see for miles underwater. Would Dynavision help with this? (I'm using ENB). Thanks EDIT: Is the answer for 1 simply the .skse file in the saves folder?
  26. As I said the debug you uploaded did not contain the last generation. Hence neither you or I can check if it contains anything log lines about the banner or its form id to see what's up. You need to rerun it and the save/upload the debug log. fsplitdistancemult affects terrain LOD. You are sure whatever goes away is not because of the max render distance. Is there any change in its behavior is you change object LOD level 8 distance? Obviously, troubleshoot which mountain rock model it is, get its base record form id and check the DynDOLOD\Logs\DynDOLOD_SSE_Object_LOD.txt if it has a LOD model for LOD Level 16 defined.
  27. NearGrid and FarGrid are concepts of dynamic LOD. Grass LOD is generated in static object LOD meshes for LOD Level 4. Read the second post or ..\DynDOLOD\docs\help\GrassLOD.html Set GrassLargeReference to 0 in ..\DynDOLOD\Edit Scripts\DynDOLOD\DynDOLOD_SSE.ini so grass LOD starts right beyond the active cells (uGridsToLoad, default = 5). Use this with DynDOLODGrassMode = 1 in ..\NetScriptFramework\Plugins\GrassControl.config.txt. Set GrassLargeReference to 1 in ..\DynDOLOD\Edit Scripts\DynDOLOD\DynDOLOD_SSE.ini so grass LOD starts right beyond the large reference distance (uLargeRefLODGridSize, typically between 5 = off and 11). Use this with DynDOLODGrassMode = 2 in ..\NetScriptFramework\Plugins\GrassControl.config.txt. If grass LOD was generated with GrassLargeReference=0, then set DynDOLODGrassMode=1 in GrassControl.config.txt.
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