
SirDibble2
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Everything posted by SirDibble2
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Reach tree LOD troubles with Happy Little Trees
SirDibble2 replied to SirDibble2's question in DynDOLOD & xLODGen Support
Will post follow up pictures later, including a screenshot with the formid for the tree (it’s a reachtree02). The LOD when up close is honestly fantastic. Like, deeeeaaamn. Literally almost the same as the full model, It looks so good. The issue is definitely just how close together all those bleached out looking branches are. Not sure that there is a solution to that. -
Reach tree LOD troubles with Happy Little Trees
SirDibble2 replied to SirDibble2's question in DynDOLOD & xLODGen Support
I have family in town and haven’t been able to jump back on the game. I still plan on checking stuff out when i’m able. I will say the branches on the full model to fade to a very white color compared to the rest of the tree, so it makes sense the the LOD model crowns are very white from a distance, and as y’all have pointed how the blockiness could be from the way it is rendered or the alpha thingamajig. -
Reach tree LOD troubles with Happy Little Trees
SirDibble2 replied to SirDibble2's question in DynDOLOD & xLODGen Support
Lordy lord. That is a lot of work. well, I appreciate everyone’s help, and am still happy with the rest of the tree and object lod, so no worries at all. any advice on how to force those trees to use full models for lod4? Maybe i’ll give that aa shot. -
Reach tree LOD troubles with Happy Little Trees
SirDibble2 replied to SirDibble2's question in DynDOLOD & xLODGen Support
That sounds like a great option. Which setting is that? I’ve seen in the rules section the full setting, but don’t recall seeing it under the lod 4 drop down for trees. -
Reach tree LOD troubles with Happy Little Trees
SirDibble2 replied to SirDibble2's question in DynDOLOD & xLODGen Support
Thank you. If I’m overthinking it then i will just call it here. I mean, literally everything else is gooorgeous. I can handle a little bit of imperfection hahaha. I appreciate your opinion on that matter. Thanks to all of you for your patience and help. -
Reach tree LOD troubles with Happy Little Trees
SirDibble2 replied to SirDibble2's question in DynDOLOD & xLODGen Support
I am so confused how neither you or z929669 can immediately see how odd the LOD is on the trees. They aren’t supposed to look like cherry blossoms with big white blocks on the tops, and the larger ones with leaves don’t, as can clearly be seen in the 3rd photo. I assure you I don’t mean to be disrespectful or anything, and am willing to do my due diligence in finding the issue, so i will take the steps you deserve and check back in. But seriously, am i like way overthinking this or expecting the LOD to be more of an accurate match then is possible? To me the LOD very clearly looks like it has issues with the upper branches being white blocks, but neither you or z929669 seem to see the issue despite how clear i’ve tried to be. Starting to feel a little crazy hahahahaha -
Reach tree LOD troubles with Happy Little Trees
SirDibble2 replied to SirDibble2's question in DynDOLOD & xLODGen Support
Hahahaha. The author is z929669 above and they directed me here. Sooooo who go to now? Read through the article, think i did most of that except changing weather and getting a form ID. Would those things help diagnose any issues or does the issue lay completely with the mod authors provided assets? -
Reach tree LOD troubles with Happy Little Trees
SirDibble2 replied to SirDibble2's question in DynDOLOD & xLODGen Support
Edit: nevermind i used the interwebs to find a solution to how to share the logs... imagine that hahahaha logs are all zipped here: https://ufile.io/74o6o0hs -
Reach tree LOD troubles with Happy Little Trees
SirDibble2 posted a question in DynDOLOD & xLODGen Support
Hey, so i've been trying to get LOD going with HLT and everything is generating ok, but about half the trees in the reach have what i've been referring to as the 'cherry blossom' effect, where all the branch tips in the LOD models form a white block that jarringly goes away as the full model loads in. Following STEP guide for generating LOD, using HLT standard install, and the hybrid LOD add on. Did a new profile with only my utility/bug fix mods and HLT and LOd requirements to take pics and get logs without other stuff muddying it up. 1st pic is looking ahead at some of the LOD in question: https://ibb.co/5MvQ0yN 2nd pic is walking forward just enough to get the closest trees to load in https://ibb.co/b7cQ7k5 Last pic is just an aerial view looking down at the reach to show that only, if i'm not mistaken, the fully barren reach trees have this issue. Other LOD for reach trees looks fine. https://ibb.co/tzN3VZz I deleted all logs before i ran this, so they are all fresh if they're needed. Really just looking to see if there is a way to fix this. Thanks in advance! -
Newest TexGen won't complete due to missing textures
SirDibble2 replied to SirDibble2's question in DynDOLOD & xLODGen Support
You're an angel. Thanks for confirming my suspicions. Take care (till next time, hahah) -
Newest TexGen won't complete due to missing textures
SirDibble2 replied to SirDibble2's question in DynDOLOD & xLODGen Support
I had to rerun DynDOLOD because i removed a certain mod... Used the test .exe you linked and did all world spaces at once. Worked fine. Just thought i'd let you know. Thanks for everything. -
Newest TexGen won't complete due to missing textures
SirDibble2 replied to SirDibble2's question in DynDOLOD & xLODGen Support
Alright. I figured out how to install the second batch. I just added the kirkmore textures and meshes to the archive and installed it all as one. the changes from the .esp are what carry forward i realized. All the textures are there!!! Success! I really appreciate you walking me through this sea of errors. I'm consistently blown away by your level of support. Thank you. I do have one question before i leave you alone: I was using tfc command to fly around and look at textures all over the map... Is it normal in that circumstance (i think it loads assest differently, or things just stay loaded as they were when you go around the map) for large portions of distant (relative to starting point) landscape and mountains to zfight BAD or even flash on and off completely? There's an example of it in the second picture i posted further up. A big chunk of land in the middle that isnt visible. I doubt this is a problem once i"m nearby and things have rendered completely, but i want to make sure it's not a symptom of something else going wrong. Thanks again for all your help. p.s. I wasn't sure what the holy cow was, thought it was maybe hidden somewhere, when i exited the building i was saved in and it was there in all it's glory i laughed pretty hard. Thanks for that too. -
Newest TexGen won't complete due to missing textures
SirDibble2 replied to SirDibble2's question in DynDOLOD & xLODGen Support
Worked fine When doing Kirkmore separately, Then the rest of the worldspaces. I'm just waiting for LODGen to finish before i save, install, and check in game. Just to be sure, the proper way to install the second round of LOD is to uninstall the Kirkmore one first because all that data was forwarded (it was installed and enabled), yes? -
Newest TexGen won't complete due to missing textures
SirDibble2 replied to SirDibble2's question in DynDOLOD & xLODGen Support
Based on the other thread i was reading on the same issue it looks like: [00:11:31.352] Reading Large Reference Data for Kirkmore "Kirkmore" [WRLD:281D31E6][00:11:31.361] Update static LOD data for 0 large references[00:11:31.379] [00:11:31.380] [00:11:31.380] Checking for esp overwriting large references causing LOD flicker Is where the error occured? I'll try running kirkmore only. Let me know if i'm on the right track or not. -
Newest TexGen won't complete due to missing textures
SirDibble2 replied to SirDibble2's question in DynDOLOD & xLODGen Support
Ha.... almost installed the old resources. Glad i caught that. Bout 8 minutes in and no sign of "cannot find.....". I'm feeling pretty optimistic. Will check back when DynDOLOD is done running. Edit: Exception in unit userscript line 305: One or more errors occurred Awwww. I'll look around the forums and see if i can find a fix for this. So close. -
Newest TexGen won't complete due to missing textures
SirDibble2 replied to SirDibble2's question in DynDOLOD & xLODGen Support
Ok. So creating LOD went smoothly. But i'm still missing textures on items. I searched the logs and am pretty sure these are the issues: [00:03:12.412] Can not find textures\lod\ztrees\treeoakleafcol22lod.dds for texture atlas[00:03:12.422] Can not find textures\lod\ztrees\treeoakleafcol22alod.dds for texture atlas[00:03:12.431] Can not find textures\lod\ztrees\leafcol44lod.dds for texture atlas[00:03:12.441] Can not find textures\lod\stockadewood01mixlod.dds for texture atlas[00:03:12.452] Can not find textures\lod\norrunicamphitheatre01lod.dds for texture atlas[00:03:12.462] Can not find textures\lod\icwalllod02.dds for texture atlas[00:03:12.471] Can not find textures\lod\ictowerlod01.dds for texture atlas[00:03:12.481] Can not find textures\lod\dweobservatoryexteriordomelod.dds for texture atlas 2 of these (Stockadewoodo1mixlod, and norrunicamphittheatre01) pop up often in the log. I also got a couple screen shots: https://ibb.co/cGY9Dk In this one the issues at fort greymoor are visible. https://ibb.co/nG5NYk In this one you can see another encampment on the left with the same issues, and then on the right a couple chicken coops with missing texture in/around whiterun, and straight ahead some alter in the mountains that's also missing textures. There's also some crazy zfighting on the mountains and some outright missing landscape... although i don't usually use tfc command so i dont know if thats normal.... LOD that isnt loaded or some such. I'm not sure whats causing it to not finD these textures. Like i said in my original post, this just started happening. I had previously explored Whiterun area and saw none of this. Any help would be greatly appreciated. Here's my log: DynDOLOD_SSE_log.7z Thnaks -
Newest TexGen won't complete due to missing textures
SirDibble2 replied to SirDibble2's question in DynDOLOD & xLODGen Support
Ok, i''l try to copy over those files. Yes, you are correct. I just checked and my merged patch is also lacking that info. Thanks for the crazy fast reply! I'll let you know how things go when i get 2.32 to finish... hopefully those pesky items will have proper lod created. -
Newest TexGen won't complete due to missing textures
SirDibble2 posted a question in DynDOLOD & xLODGen Support
Hey Sheson, I've been having some odd issues lately. It started when i was walking up on white run and noticed that a chicken coop by a building had no LOD texture (was just a purple shape). I started running around and found more items without LOD textures. All of them are wooden objects... Stockades (Form id 000cb703 and 0006b6bc) and wooden poles (form id 0006b6ff) at fort greymore, more chicken coops (form id 000c4c71), even just planks of wood set across rubble at the western watchtower (form id 000d54d1). The weird thing is i have already explored this area and did not previously notice any of these issues and now they are quite noticeable. Whole section of fort greymore can be seen as purple shapes from whiterun. I haven't changed any graphics mods at all so i was confused at this change. I decided to try to rerun DynDOLOD and, after resolving some issues i hadn't experienced prior (lodgen taking too long and dyndolod not being able to read sse tamriel log as a result), got it to work. In game, same issue was present. I realized i was using version 2.26 and figured i'd see if the newest version worked better. Now, When i run TexGen it won't even complete that, saying: [00:00:00.744] textures\architecture\riften\folksteadrftstonewall02_n.dds not found![00:00:00.755] textures\architecture\riften\folksteadrftstonewall02_n.dds not found! Check the top of the log that all required *.BSA files are loaded. Turn off MO archive management. Check that C:\Users[Your Username]\Documents\My Games\Skyrim\Skyrim.ini (MO users check ..\ModOrganizer\profiles\[profile name]\skyrim.ini) is the default version and contains: [Archive]sResourceArchiveList=Skyrim - Misc.bsa, Skyrim - Shaders.bsa, Skyrim - Textures.bsa, Skyrim - Interface.bsa, Skyrim - Animations.bsa, Skyrim - Meshes.bsa, Skyrim - Sounds.bsa I checked, and all .bsa are loaded properly. I opened the folkstead .bsa and that file indeed does not exist.... but it never did before. This is the same mod, same mod list i had before. I'm wondering how to move forward when TexGen wants a file that has never been present. Also, if you have insight as to why the various vanilla objects listed above would not have LOD texture that'd be cool too. I attached the entire log for you in case you need it. It's pretty short. TexGen_SSE_log.txt as a side note, i also experience issues using DynDOLOD with Realistic Water 2 as it doesnt carry over some water LOD info into the DynDOLOD .esp for the tamriel worldspace which results in the entire space being submerged in water. It's a pretty simple fix in xedit to carry the values over and i have to do it each time i run DynDOLOD except for the original output i was using (which i have a copy of if that's of any relevance)..... it is pretty odd and i haven't seen other complaints about it.