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Thanks for all the work in the guide, just wanted to mention that im following the changelog to update to 2.3 and noticed that "Moon and Star - CC Consistency and Immersion" and "Moon and Star - Cleaned Fixed and ESMed" are not in the changelog for Patches2 points
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The STEP install instructions should be updated to remove "2. Install Fixed Mesh Lighting - Creation Club Backpack as a separate mod to maintain version notification updates." because since version 1.9.0 the main file includes the optional file Fixed Mesh Lighting - Creation Club Backpacks. The STEP FOMOD instructions even show the new option - Other / Potions / Adventurer's Backpack - as ticked.2 points
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If they only contain LOD meshes and textures then yes, e.g ..\meshes\terrain\* and ..\textures\terrain\* As long as DynDOLOD output overwrites xLODGen output that is not going to change anything in the game.1 point
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The screenshot shows that object LOD meshes from the DynDOLOD output are being overwritten by files in the MO2 Overwrite folder. The files from DynDOLOD output that are overwritten will never be used by the game. There should never be any LOD files in the MO2 overwrite folder at any point when following instructions of tools properly. Best to delete them. The overwrite order of mods/outputs that have no conflicting files is irrelevant. https://dyndolod.info/Installation-Instructions Install the Core Files from either DynDOLOD Resources or DynDOLOD Resources SE depending on the used game version as any other mod. Typically overwrite everything else unless another mod specifically instructs to overwrite DynDOLOD Resources. Refer to Load/Overwrite Orders for detailed explanations. https://dyndolod.info/Help/Load-Overwrite-Orders https://dyndolod.info/Generation-Instructions Typically generate and install terrain LOD meshes and textures with xLODGen before generating the LOD mod with DynDOLOD It seems you generated more than just terrain LOD with xLODGen. There is no reason for that when using DynDOLOD to generate tree and object LOD. Again, make sure DynDOLOD output overwrites everything and none of its files are being overwritten. https://dyndolod.info/Generation-Instructions#1-Generate-The-Required-LOD-Assets-with-TexGen Install the contents of the output path or the *.zip archive as a mod. It should overwrite everything. https://dyndolod.info/Generation-Instructions#2-Generate-The-LOD-Mod-with-DynDOLOD Install the contents of the dedicated output path or the *.zip archive as a mod. It should overwrite everything.1 point
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https://dyndolod.info/Mod-Authors#How-to-add-your-own-object-LOD-models LODGen supports using full models for object LOD, however do not copy full models directly to *_lod*.nif. Object LOD models are expected to be optimized and dedicated for LOD. If no such optimized or dedicated object LOD model exists, use mesh mask rules to instruct to actually use the full model for the desired LOD levels. Using full models for object LOD works for many simply and static models. LOD does not support alpha blending of textures. It can either be transparent or not and the threshold is typically 128. In case a full model texture uses alpha or a different threshold, consider creating a dedicated object LOD texture with the threshold in mind. Animated or models using specific shader options which are not available in static object LOD, should either use a mesh mask rule to use the full model or have an optimized and dedicated *_dyndolod_lod.nif created. For best results there typically should be object LOD models created. This does not necessarily mean less triangle count or using LOD textures (which are often created automatically from full textures anyways), but also applies to adjusting UV coordinates, convert ordered nodes, changing shader settings and removing collision, animations, dynamic parts, particles etc. The uploaded archive seems to contain only 2 models that qualify as object LOD models (dahaka_skullstatue_lod_0.nif and eaglerock_lod_0.nif) albeit having unnecessary BSX flags like havok or articulated. All other models seem to be just renamed full models, despite the explanations in the manual and them being reported in the dyndolod log with with this message https://dyndolod.info/Messages/LOD-Model-Has-Same-CRC32-As-Full-Model. musilmcrossdoor02_lod_0.nif and rf1xcastlebasea_lod_0.nif use textures\Resources\Buildings\city\desert\Desertruinblock.dds which has am alpha channel for which all values are less than the 128 threshold, so it becomes full transparent if used in object LOD. A TexGen config file with the filename DynDOLOD_SSE_TexGen_noalpha_worldofrudraesm.txt should be added for that texture which instructs to remove the alpha channel and for example create a 2x2 tiled version: 0 1 1 1 textures\resources\buildings\city\desert\desertruinblock.dds 0.5 0.5 0 0 textures\lod\fdesertruinblocklod.dds 1 1 0 1 1 1 textures\resources\buildings\city\desert\desertruinblock.dds 0.5 0.5 0 0.5 textures\lod\desertruinblocklod.dds 1 1 0 1 1 1 textures\resources\buildings\city\desert\desertruinblock.dds 0.5 0.5 0.5 0 textures\lod\desertruinblocklod.dds 1 1 0 1 1 1 textures\resources\buildings\city\desert\desertruinblock.dds 0.5 0.5 0.5 0.5 textures\lod\desertruinblocklod.dds 1 1 See https://dyndolod.info/Help/TexGen-Configuration for more. It is enough to add that config file and then generate the LOD texture with TexGen before generating LOD with DynDOLOD as usual. Any full or LOD model using that full texture that will be used for object LOD will then automatically use the LOD texture. I suggest to check the end of the LODGen log for all reported full textures. For example lines like this: textures\resources\buildings\city\dah\trim_03.dds,textures\resources\buildings\city\dah\trim_03_n.dds: 20433 -> 29782 | 7308, 11943 20433 -> 2978 is the number of triangles before and after the re-UV that tries to ensure that UV stays between 0.0 and 1.0. The next two numbers are how often UV exceeded U and V boundaries. So in case of this example a 2x2 LOD texture would also help with the automatic optimizations. Consider doing that for any texture that reports thousands. of these to improve performance of LOD, especially when using full models. The best solution of course is always to create dedicated LOD models that already have properly UV for the LOD texture generated by TexGen natively without relying on LODGen to automatically try to fix it. Of course that requires, some experience with programs like Blender/3DSMax and how to make proper (decimated) 3D (LOD) models and UV etc. Make sure to read the linked pages and in case my ramblings are too brief or require further detailed explanations, ask specific questions.1 point
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Yes dyndolod/texgen should be run after PG. It used to matter less before PG generated a plugin and the diff file. As for the JSON issue. There is a bug that the JSON has `null` as its contents only if PG patched zero meshes. So that's likely what you are running into. So if you are running into this issue and you're expecting PG to do something, it isn't. So likely a misconfiguration in the PG GUI. I made an issue here to fix the JSON issue for the case where PG patches nothing. https://github.com/hakasapl/ParallaxGen/issues/1711 point
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Read https://dyndolod.info/Official-DynDOLOD-Support-Forum, in particular https://dyndolod.info/Official-DynDOLOD-Support-Forum#Check-the-FAQ, https://dyndolod.info/Official-DynDOLOD-Support-Forum#Post-Logs and https://dyndolod.info/Official-DynDOLOD-Support-Forum#In-Game-Screenshots https://dyndolod.info/FAQ#Billboard-tree-LOD-shows-in-active-exterior-cells https://dyndolod.info/FAQ#Object-LOD-shows-in-active-exterior-cells1 point
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Double-check and make sure 'Projected UV Diffuse Normals' is enabled 'Improved Shader' is disabled on the Visuals tab of BethINI.1 point
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The uploaded BTO contains LOD for trees (as billboards, since 3D tree LOD models were not found) in the object LOD mesh as expected. I suggested to actually verify and make sure that this is the case. You would do this in MO2, left mod window flags and/or properties or the right window data tab to show which mod is providing the BTOs. If the above mesh is actually loaded and used by the game, you should see LOD for trees around the center of the map just as you should the other LOD included in he file. Another possibility would be the area of the ..\textures\dyndolod\lod\dyndolod_tamriel.dds being transparent. Upload that texture.0 points
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Upload a LOD level 4 BTO from the generated object LOD meshes, for example ..meshes\Terrain\Tamriel\Objects\Tamriel.4.0.0.bto Make sure the generated output is installed as a mod, activated and none of its files are being overwritten.0 points
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What is the "issue" referred to in the title of this thread? Do not make people search for information in other threads/forums etc. Provide all relevant information here directly. See https://dyndolod.info/Official-DynDOLOD-Support-Forum. Upload ..\DynDOLOD\Logs\DynDOLOD_SSE_Object_Report.txt Make a screenshot of DynDOLOD SkyUI Settings page, see https://dyndolod.info/Help/Mod-Configuration-Menu-NG#Settings Make sure the generated object LOD is installed as a mod, activated and not being overwritten.0 points
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You are amazing, Auto Parallax fixed it entirely, thank you very much!0 points
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I was able to figure it out, I just wasn’t checking the grass box in the textgen menu, once I did that it fixed the issue. I just wasn’t looking carefully enough lol. Thank you though!0 points
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https://dyndolod.info/Official-DynDOLOD-Support-Forum#Post-Logs Do not use CLA or posts logs from it. https://dyndolod.info/FAQ#ILS-or-CTD The DynDOLOD and Occlusion plugins might show up in crash logs a lot, since they are typically the plugins last to overwrite worldspace and cell records, so careful reading and interpretation of the stacks and registers etc. might be required to identify the actual cause of the problem. It is very unlikely for Occlusion.esp to cause crashes by itself. It is created by copying worldspace and cell records from the winning plugins before it, then update the TVDT Occlusion data which itself can not really cause crashes. Ignore nonsensical suggestions that autosaves need to be disabled because of papyrus scripts not completing or similar made up stories about plugins being "known to cause CTD" when fast traveling or changing locations because of scripting etc. This is not how anything works. If disabling autosaves would be required to prevent CTD, manual saves would have the same issue and it would actually be widely known, would have been reported, troubleshooted, analyzed, fixed, had known workarounds and/or be part of every modding guide since over a decade. The MCM already explains what to do before updating. Also https://dyndolod.info/Updating explains: 1. Before Updating Make a clean save. There is no ambiguity. A clean save is always required when generating a new LOD patch from scratch.0 points
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Surprisingly, while I was testing out my modlist with the Thanedom/Hamlet series , I kept CTDing when I entered some of the buildings in the mod. It took a while for me to realise that the navAI-planner-something crashes was caused by the Don't Push Me Around mod's navcut of the navmesh of the narrow interiors of the Thanedom/Hamlet mod-added buildings, especially when entering interiors that had NPCs (which automatically greeted and cause a CTD). I also disabled "I'm walking here NG" just to be safe, as NPC bumping isn't as frequent or annoying to me.0 points
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yeah using freecam to illustrate wasn't necessarily the best idea, but it *is* very noticeable in normal gameplay and especially on horse back, where I see the shadows pop in very close and it makes areas look off with barely any visibility, namely in caves and dungeons. It appears like my values were off though, and changing that seems to do the trick. I'll update when I'm in a dungeon, thanks a lot0 points
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So, I did some digging in my files and I found where those files located! I will need to go back and reinstall "Cathedral Landscapes" and "Skyrim Realistic Overhaul" it looks like. https://ibb.co/QP9hyDQ https://ibb.co/3RgZK0R I will refer back to the STEP Guide support forums now since it seems to be an issue with how I followed the guide and not really anything to do with DynDOLOD. Thank you so very much for your assistance.0 points
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Mod updated on Nexus. Version 1.5.3 Changed .esp and .bsa names to all lower case for improved compatibility for Steam Deck and certain Linux users; this should have no impact on other users. Removed secondary Armature entry from CCF_ClothesChildRobesDaedric "Child's Daedric Robes" [ARMO:09006EBC]. Added MatchingSetHeavyExclude [KYWD:01003278] and WAF_ArmorMatchingSetFur [KYWD:01AF0108] to Chainmail/Vigilant Robes and Hoods. College instructors will now sell unenchanted versions of their school robes starting at level 24 (when the enchanted versions first become available). Added a tempering recipe for Vignar's ClothesJarlGloves02_steel "Noble Steel Armguards" [ARMO:091C7935]. Fixed normal map paths on 1stpersonstendarrrobesf_0.nif and 1stpersonstendarrrobesf_1.nif. Removed unnecessary and non-functioning facegen meshes and textures. Removed Fjotra from the SPID patch distribution, as her new outfit shouldn't become available until the appropriate point in her quest.0 points