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Midona

Citizen
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Everything posted by Midona

  1. So basically if you are working outside vanilla Noble is the only texturepack that works with the outer whiterun wall and buildings due to it having a lod that supports it, the transition otherwise is just to jarring then. I think I missunderstood that part and thought it was the interior terrain mesh and buildings and not the outer wall.
  2. Hi there, I have tried to look through the documentation to understand what the issue is but I can't find a fix so... Using xLodGen I am able to generate a texture atlas and static ldo for objects including dwemer structure, this however seems to skip objects around whiterun (see pictured wall) https://i.imgur.com/P554Nj6.jpg I thus remove said generated data and go on to try to do it with texgen + dyndolod, In your documentation you recommend disabling large ref objects (I assume by setting to 0 in prefs) and then proceed to check the large ref box in dyndolod, some objects get correctly generated lods, some don't again, this seems fairly arbitrary, whiterun is still the biggest issue where nothing seems to get the right lod textures. What am I even looking for, from what I can see WHWall or whatever is untouched by dyndolod thus meaning it isn't even controlled by dyndolod?
  3. After looking through the log I am now confident in what the issue is, it does indeed seem like two meshes occupy the towers place, dyndolod generates a lod for each of them and thus that is where my problems arises, the mesh is added by Skyland - Imperial Forts and Dungeons, the college bridge is indeed the large ref error you have been asked before about on this forum. I guess I might have accidentally disabled the underlying mesh when originally following your instructions to check if there were two meshes because it seems I missed that when breaking down the tower originally. Thank you very much for your time and help Sheson
  4. Nope, the first picture shows the LOD, as I said, the only difference between the two images regarding the tower is that I didn't bake the textures for object LOD, maybe this is in vanilla for all I know and it isn't noticeable because of the very slight difference in textures. I will look into it later today and follow your advise.
  5. I'll try a bit more tomorrow, but basically no, when walking up to the tower with the player character there is definitely only one model (or parts of a model) that can be disabled, the image is taken with a detached camera to better highlight the issue where it seems like two meshes are ontop each other when only the lod is loaded in.
  6. I tried it, sadly one model was there, thought it might be another object atlas but its not that it either it seems
  7. Thank you for the help but I am not sure that is the issue, the mismatched lod seems baked together, and I don't think any of the overlapping models are the full model. I have done what you said regarding both the INI and in game MCM settings, I still have the issue. It looks a bit different because I didn't bake the lod textures but it is still a mismatch.
  8. Hi there, I have been using DynDOLOD to generate lods for Skyrim SE, I am using the latest version of SKSE, DynDOLOD, PapyrusUtil etc. Attached are the one of the two examples I have found. Two meshes ontop of each other with different textures, the other one being the college bridge which also shows a lot of z-fighting, haven't found anything on this so asking.
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