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Phinix

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Everything posted by Phinix

  1. Perfect, thanks very much for the quick reply!
  2. Greetings Sheson. First off, words cannot express how much you have done to revolutionize Skyrim nor how much your work is appreciated. DYNDOLOD really is a masterpiece. If I were born with Elon Musk's family fortune I would gladly name a satellite in your honor. Or a whole fleet of satellites! As it is I hope my heartfelt and sincere thanks are of some small value. One question: In the Open Cities documentation you state that step 1 should only generate Object LOD and Tree LOD. A previous user asked if Occlusion data needs to be checked in both steps and I see you answered no, that it only needs to be generated in step 2. However, there are two other options that are available both when doing just Object/Tree LOD and just Dynamic LOD, which are Terrain underside and Glow windows. So, my question is do Occlusion data, Terrain underside, and Glow windows ALL only need to be checked in step 2, or do any of them need to be enabled in step 1 also, when running the Open Cities install? Thanks again times 3000!
  3. Just a heads-up to others who may be struggling as I was to fix the problem with low-res LOD trees showing up close in Whiterun when using Whiterun Ferns and DynDOLOD. After some digging I managed to come up with this thread which talks about the game bug where reused IDs in mods can cause this problem. I see the fix was actually incorporated into DynDOLOD for the mod in question (The Pines of Whiterun) as well as others like Whiterun Hold Forest. These fixes come in the form of rules located in DynDOLODSE\Edit Scripts\DynDOLOD\rules. What I finally noticed after bashing my brain was that these rules are named with a prefix of the game they will apply to, which means even though the ID's haven't changed from supported mods converted to SSE through the CK, they still won't apply to SSE DynDOLOD unless you make a copy of them and rename the 'TES5' part of the name to 'SSE' so it is picked up during the processing. After renaming DynDOLOD_TES5_whiterunfernsesp.ini and DynDOLOD_TES5_whiterunholdforestesp.ini to DynDOLOD_SSE_whiterunfernsesp.ini and DynDOLOD_SSE_whiterunholdforestesp.ini these rules were picked up by DynDOLOD and corrected the problem just as with Oldrim! One thing I did want to ask is if someone more knowledgeable could explain to me a bit what is going on in some of these rules, specifically DynDOLOD_SSE_whiterunfernsesp.ini. I see that it takes all the ID's for trees added to the Tamriel world space and adds a formatted rule string for them. What I am curious about is, 1) why do you not have to do these with trees added to the local world space (WhiterunWorld, etc.), 2) why does WhiterunWorld not show up in the DynDOLOD options, 3) how do you know what things to add exceptions for? Like if I add shrubs why do they not show low-res LOD? I am guessing this bug only effects tree LOD? Thanks Sheson for this amazing project!
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