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godescalcus

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Everything posted by godescalcus

  1. Thank you! I actually removed two of the original texture's mipmaps when I resized so I ended up with the same 10 levels as your rat lod textures, if you say removing them all helps, I'll do it.
  2. Manage to go one step further, there's another green aspen mod, luxor's Natural Aspen Trees that requires RAT to be installed and recolors it. I "guessed" since the billboard "checksum" suffix is the same as RAT's, that would mean DynDOLOD would still be recognizing RAT's mesh replacers (which are untouched by luxor) and so, if set to generate 3d trees, it would use your static models provided in the resources for RAT. So I took luxor's treeaspenbranchcomp0*.dds, resized them to 512 and used nvdxt to adjust the alpha with 0.1 threshold, and renamed them adding the 'lod' suffix before .dds, so that they replace DynDOLOD's lod textures. I actually generated DynDOLOD without adjusting alpha, and the lod models were too thin. So I regenerated with the adjusted alpha and the result was better. This is where I'm at, now: LOD without alpha adjustment / Threshold 0.1 LOD models / When the full model kicks in: I see improvement when the alpha is adjusted but there's still a huge difference in how the lighting affects the trees, both stem and branches but especially the stem. Any ideas what this might be? What bark texture does dyndolod use on the static 3d with flat trunk? Could this be simply compensated for with reducing lighting when generating dyndolod, or is there a better way to improve it?
  3. I'm trying to understand the process but until I do, what if I hide all treeaspen0*passthru_lod.nif from the resources? Will DynDOLOD revert to billboards instead? Not perfect (I've already tried a 2D trees DynDOLOD and, although the lods now match the green aspens, they don't look as good after playing with 3d tree lods for months)... But a temporary fix until I manage to get those 3d models.
  4. Replacing my older port with Jon's official SSE version and rebuilding DynDOLOD worked! It was my fault, thank you for helping me figure it out.
  5. Ha! My wyrmstooth 1.17B archive is from May 11! That means I'm using my own port because Jonx0r's SSE version was published May 26. That could explain the esm flag being missing, so I'm going to replace it, sort masters in my LO. I wish I didn't have to do this. Probably best if I rebuild the bashed patch and the z-patch. Hope it's ok if I keep old xLODGen files. Will have to rebuild DynDOLOD for sure.
  6. I am using 1.17B... Weird. But I may have screwed up - a friend mentioned that sound files and possibly other assets in a compressed bsa archive could cause problems so I went ahead and re-archived the whole thing. I don't recall changing the flag, though. If I had been tampering with the tweaks for LE and ported those, I might have mistakenly removed an esm flag after porting but I didn't do any of that. Should DynDOLOD.esm have WyrmstoothWorld records only if the plugin were esmified?
  7. Wyrmstooth is an esp and is not flagged as an esm. Logs
  8. All the files are ok, some textures from resources are overwritten by HD LODs Textures or TexGen. But in the esm I don't have a Wyrmstooth worldspace... On the other hand, I do have it in DynDOLOD.esp: The numbers do seem to match... But I couldn't find the worldspace in DynDOLOD.esm, just in DynDOLOD.esp
  9. So I rebuilt DynDOLOD using the latest version, clean updated and the error still stands...
  10. Yes, tried a new game and coc WyrmstoothDocks01 - the error message is still there. I want to try and rebuild with latest version - may I update only DynDOLOD and DynDOLOD Resources and not PapyrusUtil? Because if I update the latter, I'll have to update to skse 2.0.8 and every dependent mod I'm using, which I didn't want to do mid-game.
  11. Here's the excerpt from the log file regarding WyrmstoothWorld: and the LODGen log for WyrmstoothWorld:
  12. No luck after clean update. Fact is I do have DynDOLOD_WyrmstoothWorld.json and DynDOLOD_WyrmstoothWorld_Objects.json in data/SKSE/Plugins/StorageUtilData. They are both not empty files, the first one for example begins like this: "{ "stringList":{"137137":["f30060"],"137138":["f30060"],"137139":["f30060"],"137140":["f30060"],"137141":["f30060"],"137142":["f30060"]," and ends like this ""c32133":[137111,137112,137093,137094,137103,137104,137095,137096,137105,137106,137097,137098]},"int":{"largereffix":0},"string":{"bunchofnumbers":"0N7O1S6E7H2S57O0T5T4I4M7B4U0S0"}}" I have DynDOLOD_Flat_Atlas_WyrmstoothWorld.dds, DynDOLOD_Flat_Atlas_WyrmstoothWorld_n.dds, DynDOLOD_Atlas_WyrmstoothWorld.dds and DynDOLOD_Atlas_WyrmstoothWorld_n.dds inside textures/DynDOLOD/Lod and a folder meshes/terrain/wyrmstoothworld containing two folders, objects and trees. The trees folder, however, as a single file WyrmstoothWorld.lst that is empty (1 byte, contains a NUL character). Is this correct? The same happens for all other worldspaces.
  13. Also, what's the correct procedure in this case for a clean update: I can't deactivate dyndolod outdoors because of the error (says it's already inactive). Should I move straight indoors and save, remove, load, save, reactivate or should I travel back to a worldspace that's not throwing errors and deactivate there first?
  14. I read the FAQ but wasn't sure I understood. Do I need to place those files in the game directory instead of /data? Textures, meshes and SKSE? Using MO2 and I moved the output directory to mod organizer's mods folder and activated as a mod, so the files should be inside data in the vfs. I'm going to try the clean update again. Some people say you have to wait 30 game days?... In any case, if I have to regen won't be able to use the latest version since I haven't updated my game binaries yet and don't want to take the plunge mid-game. Is there still a link somewhere to the correct resources file for version 2.42?
  15. Also checked that WyrmstoothWorld meshes, atlas and flat atlas textures are present and installed.
  16. I'm getting the error shown in the picture. Checked that I have that file and that permissions are set to full control. I ran DynDOLOD 2.42 and PapyrusUtil 3.4b. DynDOLOD Resources is 2.41, would that be the wrong version? Still running older game binaries and SKSE 2.0.7. Checked that no files from PapyrusUtil 3.4b are being overridden. Using MO2. What could be the problem?
  17. And yet, they don't work. The billboards aren't being overwritten. I checked that no mod is changing the actual aspen model, but none is. Can't think of anything else... Could I have messed up while setting up for 3d trees?
  18. Hi Sheson! Any idea why these billboards won't work: https://www.nexusmods.com/skyrim/mods/75491/?tab=posts (please look at last reply to third post, "higher quality vesion of billboards"). Look at the distant aspen in the screenshot, they're vanilla, while the closer ones (3d model) are modded: Do I need to install lods as well as the billboards? Thought that when running DynDOLOD the billboards would be enough.
  19. Had some crashing trouble today: at exactly 3p.m. the game would crash. I was in Riften and the game would crash inside Drevin's farm, outside, in Riften outdoors, in the Bee and Barb, Mistveil Keep, the Bunk House, Elgrim's Elixirs, the Ratway... Always at 3p.m. Tried waiting 1h, but the game crashed shortly afterwards. Finally I fast travelled to Shor's Stone. Immediately, as the cell was loaded, a Dragon attacked. Fought it for over 1 game hour and the game hasn't crashed. So I'm guessing something was messed up with scheduled dragons? This was not the first time this happened as well - if I remember correctly, it was in Falkreath or Riverwood before and I also fast travelled out of there; and got over the crash crysis. What I don't remember is whether or not there was a dragon attack after I moved out. I have disabled attacks in cities (safe zones). I'm also runnning Elemental Dragons. It would be nice to know if anyone else experienced something like this, whether or not Elemental Dragons are in the picture, and if there is a fix... I did try to sort things out nicely in xEdit but if this is a script conflict it's beyond my capabilities to determine.
  20. Regarding the SOUND section, if we install AOS and leave it packed in its BSA, 631 of its sound files will be overridden by Lucidity, even though this mod is installed earlier. My question is whether this is inteded or not. Are Lucidity's sounds superior, in general, to AOS? If that's true, then shouldn't Lucidity be installed below (after) AOS so that every user, even those that choose to unpack AOS, get the same result? Otherwise, if AOS sounds are preferred, then a note should be added to unpack it so that it wins over Lucidity.
  21. Are you running version 40 of Relinker? The guide does have a notice on it. Version 44 causes crashes for a lot of people.
  22. Rustic for sure. It seems to have much finer grain and stands a greater zoom in, and word walls of all textures in game are constantly being zoomed in. On this particular texture, Vivid seems to be tiling quite a bit and the coarse shadows are possibly a low-res normal texture.
  23. There's another Gamwich mod we aren't using and what a difference it makes: https://www.nexusmods.com/skyrim/mods/68561 That isn't even in Darth's guide for some reason, there must be an alternative there but this one sure beats Vivid Landscapes, which is the mod that's winning most related conflicting textures. Rustic Word Walls 2K: Vivid (guide):
  24. Hi, berndaroy, and, no, you got it all wrong! It was Daenlyn Oakhollow the innocent bard that I saved from a Thalmor party that sang the wrong tune at the pub, and Zora is the one who carries the horker meat! Anyway, all seems to be well, next Thalmor we found were not acquainted with my friend Daenlyn and actually tasked us with finding some hidden Talos shrine in the forest. Who do they think they are? We'll go find the shrine, of course, but not for them. They are arrogant indeed, but most of all they seem to hold some authority in Skyrim - and that's the one thing I hold against them. This char has never been one for authority, don't know why. Also not one for BS'ing. Killed the Blackblood Marauders without even pretending to play along (but yeah, did put the lights off, the ship's loot was tempting and the idea wasn't so bad anyway. A week after arriving in Solitude and we're moving somewhere in the world ;)
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