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Soulmancer

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Everything posted by Soulmancer

  1. Thank you! This is good information I am trying to create LOD meshes for a bunch of ClefJ's skyrim mods (Dawnguard, Dragon Bridge, Karthwasten, and Winterhold) This ones lack lod meshes, but are not the best meshes to work with as many are poorly optimized with excessive vertices counts and UV ranges that are all over the place. I seem to get more FPS drop issues in his modified locations than anywhere else.
  2. I am looking to adjust ClefJ's Winterhold meshes, as they lack LOD support. I am using Nifskope and following this documentation. https://wiki.beyondskyrim.org/wiki/Arcane_University:LOD_Model_Creation 1.) On each TriShape, should 'alpha property' be set to (None)? 2.) Should any Shader Flags be specifically disabled or does it not really matter? I know LODs don't support specular, so should that flag and any others be disabled manually? 3.) Simplify / Decimate should be the last step? 4.) In the instance where UV is not an appropriate range, what can be done and what are the implications of not 1x1 ranging the UV to be used in the atlas? Because in the case of these meshes, the UV is often way off the center. IMG That would obviously require significant stretching/squishing. 5.) Should all LODs be in an LOD folder that is contained in the folder of the meshes you are trying to LOD? like /meshes/clefj/ "contains normal meshes" the lod meshes should go in /meshes/clefJ/lod/ ?
  3. Can anyone explain how explain how FadeTimePoints: actually work? When I read the examples it just rases more questions. Thanks // Examples: // FadeTimePoints Default = // { // SunriseFadeOutBegin = 4.0, // SunriseFadeOutEnd = 5.0, // SunriseFadeInBegin = 5.0, // SunriseFadeInEnd = 6.0, // // SunsetFadeOutBegin = 18.0, // SunsetFadeOutEnd = 19.0, // SunsetFadeInBegin = 19.5, // SunsetFadeInEnd = 20.5
  4. Are there any recommended TexGen settings if I am using the "apply to basic grass" ENB Complex Grass feature? regarding the direct and ambient settings?
  5. Are these changes credible and recommended or could this lead to unintended consequences? https://www.nexusmods.com/skyrimspecialedition/mods/143341
  6. Hello, 4 SCREENSHOTS LINK I am not sure what has changed on my end. I am using the latest version of Dyndolod 3.0, resources and the DLL. I have also utilized recommended settings here for my INI and Dyndolod. https://stepmodifications.org/wiki/SkyrimSE:2.4 I have attached relevant logs, but I seem to have lost some? LODs. as I just get abrupt pop in on certain object at a somewhat close range. Such as the walls missing on the vanilla Fort Greymore... Or the The briarwood chalet being placed by the Doubt Suspended Quest mod. This was not occurring before so I am not sure what happened or what I did. Tex Gen Log too big to attach from 1 session so uploaded here DynDOLOD_SSE_log.txt DynDOLOD_SSE_Debug_log.txt TexGen_SSE_log.txt DynDOLOD_SSE_ModelsUsed_Tamriel.txt DynDOLOD_SSE_TexturesUsed_Tamriel.txt EDIT: I believe this may have been due to using an older rules/preset ... I was able to correct the issue by loading the high preset and then making some custom changes I wanted.
  7. Thank you, will try those out
  8. Are those recommended in STEP guide considered the best balance of visual and optimization for anyone modding skyrim using dyndolod and HD tree + grass lod? I noticed my current ones are quite different
  9. what is the rule for glaciers? Would this work? LODGen153=glacier,Level0,Level0,Level1,None,FarLOD,Unchanged,1
  10. Just a question, but with Dyndolod 3 is it possible to specific levels for glaciers? I have done this for mountains. LODGen153=mountain,Level0,Level0,Level1,None,FarLOD,Unchanged,1, This makes my mountains look great! Can I apply a similar rule specific to glaciers? since my lod 4-8-16 transition is quite jarring with glaciers.
  11. Is there detailed documentation regarding what types of texture will be borked if in sRGB format. I ran DDS texture informer on my skyrim SE mod list and noticed a few random textures being in sRGB format. a lot of these were gradients and cubemaps... some normal textures, and rarely the diffuse. Should these all be converted to Linear or does it not always matter?
  12. This is caused by Identity Crisis mod likely because of this...
  13. Bizarre problem... The exterior of Castle Volkihar doesn't seem to exist in my game. First noticed when trying to travel with Serana by boat, I'd get a loading screen, then a split second where it looked like I had arrived, then immediately another loading screen and back on the shore in Skyrim by the boat. I used tmm to unlock the map markers and tried fast traveling, exact same result. I also tried coc DLC1VCCourtyardTowerExt and DLC1VampireCastleExterior01 and even COW with worldspace coordinates. It just sends me to some weird limbo on the beach or in the ocean with a very fragmented castle and no other objects around.... any idea what the heck is going on or how to diagnose this? The interior is working fine. edit: from the main menu I can coc to the location fine, but if I start a new game in the abandoned prison via ASLAS. once I select my starting life and then try to coc to that cell then the issue occurs... In case I choose a starting location via new game and put the char into the word - then go to main menu and coc dlc1vampirecastleexterior01 again from there it will put me the same starting location the new game put my char :/ from menu to riverwood to coc dlc1vampirecastleexterior01 not working - puts char back to riverwood from menu to coc dlc1vampirecastleexterior01 worked then to riverwood worked and back to coc dlc1vampirecastleexterior01 does not worked after riverwood
  14. Mod that added some dwarven automatons do the cell the normally doesn't have em. None of the NPC actors or placed actors had any scripts attached to em... but for some reason the in fighting would freeze or crash the game. sending the to friendly there was no issue. But as soon as the dwarven automatons and the falmer or chaurus would start fighting, game would crash. Only in this cell though.
  15. I've tried like 20-30 different things but no closer to diagnosing it or narrowing it down. I cannot replicate it outside of the temple of xrib currently... seems to happen at random after less than a minute or after a few minutes, with varying/inconsistent crash logs, or a full graphic freeze where i can still hear audio and music as if the game is still going. It seems to happen when engaging falmer, chaurrus and/or mihail's dwarven colossus. hardware monitor indicates everything well within thresholds, even tried spawning 10 colossi and 50 various falmer + chaurrus variants in the forsets by riverwood (which eat a lot more resources on it's own) and couldn't get it to crash or freeze. edit: it seems to be due to the infighting in this cell between dwarven and falmer faction. only at this location though, if i set em as friendly, I can't seem to recreate the crash or freeze. No clue why though typically this cell would not have dwarven automatons in vanilla. pretty much 100% of the time it'll freeze or crash when the colossus and falmer/chaurrus start fighting each other... so far only been able to replicate it in this dungeon.
  16. In the Temple of Xrib I am getting a freeze 50% of the time and a crash 50% that produces a log completely different from the last log. When the game freezes i can still hear music and SFX as if the game is still playing, while graphics are frozen. Doesn't happen every time, but most of the time. Sometimes it occurs when fighting falmer of chaurus on the lower level, though usually it happens once you aggro and engage mihail's dwarven colossi on the upper level. I was also able to replicate this on a different computer with the same mod list + saved game; freeze and random log crash. I tried to spawn multiple falmer, chaurrus and dwarven colossi outside riverwood with the console and was not able to get the game to freeze or crash. Been trying to diagnose all day and have made no progress.
  17. Understandable. I had not tried updating with same version, but I will in the future. I have read instructions for updating on an existing save. Does the same apply to generating from scratch? I guess my concern there is wont the exclusive dyndolod form IDs be different when creating from scratch? … On an existing save isn’t that bad? akin to compacting form records to ESL flag a plugin mid save?
  18. The output I pathed to e:\DynDOLOD_Output\ The process completes successfully if I build from scratch but I still get the same assertion error if I try to update using the old plugins EDIT: don't know if this is relevant, but according to the date stamp it seems to be finishing updating the Occlusion and Dyndolod ESPs according to the date modified stamp and creating the meshes and textures... but it is not updating the Dydolod.ESM or creating the SKSE folder.
  19. I did fix the NULL error record, and have now made sure the new version of dyndolod has been extracted to an empty and benign folder. I was trying to update existing plugins and I made sure I wiped the output folder of everything except the Dyndolod.esp, Dyndolod.esm and Occlusion.esp. I thought it's because my Dyndolod output generation was pointing into my active MO2 mod list so I tried changing the output destination to an empty folder outside of my mod folder. After this it is still hitting on the same assertion error. I am also using the latest Dyndolod Resources and Dyndolod DLL NG. There were no issues generating TexGen. I'll try generating the output from scratch next time to see if it's the same result but updating the plugins is preferable. I believe the last time I created Dyndlod from scratch was in .169
  20. I tried to run Dyndolod Alpha .173 x64 but I got an Assertion failure (E:\Delphi\Projects\DynDOLOD3\Core\wbImplementation.pas, line 8480) Here is the bug report log. https://paste.ee/p/EVyLv here is the DynDOLOD_SSE_log.txt https://paste.ee/p/NmRzC Debug log is here. https://drive.google.com/file/d/1hGt9AP4_VHPNw21XIMxkutKxWGKQiZUf/view?usp=sharing Never experienced this before but running again to see if it's repeatable. I did check xEdit for errors and can't see an issue I've not addressed EDIT: re-ran and the had the same error again.
  21. Was just curious about your thoughts on this discussion. https://github.com/SaneEngineer/No-Grass-In-Objects-NG/issues/20 It talks about frequent crashing during the grass cache process if either True Hud or Dyndolod DLL NG is enabled. I don't recall experiencing this with 1.5.97, but seems to be something a lot are experiencing in 1.6.1130+
  22. 15 is the hard max for Skyrim isn’t it? Is it the same in FO4?
  23. is re-generating dyndlod mid-save akin to compressing form IDs of plugin in a sense? The form IDs generated in the re-run would not remain the same as they were in the prior build? ... Does using/updating the existing plugins as opposed to deleting them mitigate any change to the form IDs? I know what the manual says about updating, but it advises you to disable the plugins in an existing save, which seems like a worse idea.
  24. Was just looking to clarify a few things around mipmaps. I've been going over the STEP and this thread here. https://dyndolod.info/Help/xLODGen I assume the same applies to dyndolod object lods? That mipmaps are only beneficial on LOD4 diffuse? ... Beyond this it'd only serve to increase the size of the textures? Was just curious as I ran CAO to optimize, compress and add mipmaps to every texture in my load order but I forgot to exclude the dyndolod and xlodgen output so I'm pretty sure it would have added mipmaps to level of lod.
  25. Hi, Not sure if this is actually dyndolod related or a false lead. I recently moved from Net Script Framework to Crash Logger as I updated to 1.6.1170 ... I've been getting occasional crashes on loading a saved game and moving between loading areas and am noticing this is a common theme in every log. DynDOLOD.esm: count: (1) There is a chance that this might cause a CTD when changing locations. I do see in your FAQ that this will have nothing to do with auto save, but do you think it has enough validity to post a crash log and dyndolod log now or should I follow the steps outlines in your read me? It's a bit hard to duplicate as the crashes seem at random and not consistent, just sometimes loading a save game or sometimes passing through a loading screen. I can't really "make it CTD" on the fly.
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