Soulmancer
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Everything posted by Soulmancer
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Yes I am setting (full) to LOD 4 for full tree objects at lod 4 instead of billboards or hybrid ultra. I have talked to tech angel regarding the issue and he has been unable to correct the discoloration/mismatch on the LOD4 ultra tree object... He's also pretty burnt out working on that mod. But I've been having that issue between EVT and LODs for as long as I can remember; quite frustrating because everything else looks awesome. TreeAspen01 [TREE:0006A9E6] Meshes\landscape\trees\treeaspen01.nif Replaced tree, Billboard found, 3D LOD model found Billboard_0: textures\terrain\lodgen\skyrim.esm\treeaspen01_0006a9e6.dds, textures\default_n.dds Billboard_1: textures\terrain\lodgen\skyrim.esm\treeaspen01_0006a9e6_1.dds, textures\terrain\lodgen\skyrim.esm\treeaspen01_0006a9e6_1_n.dds Billboard_2: textures\terrain\lodgen\skyrim.esm\treeaspen01_0006a9e6_2.dds, textures\terrain\lodgen\skyrim.esm\treeaspen01_0006a9e6_2_n.dds Level0: meshes\dyndolod\lod\trees\treeaspen01_85d46692passthru_lod.nif using textures\landscape\trees\treeaspenbranchcomp01.dds, textures\landscape\trees\treeaspenbranchcomp_n.dds, textures\dyndolod\lod\dyndolodtreelod.dds, textures\dyndolod\lod\dyndolodtreelod_n.dds Level1: meshes\dyndolod\lod\trees\treeaspen01_85d46692passthru_lod.nif using textures\landscape\trees\treeaspenbranchcomp01.dds, textures\landscape\trees\treeaspenbranchcomp_n.dds, textures\dyndolod\lod\dyndolodtreelod.dds, textures\dyndolod\lod\dyndolodtreelod_n.dds Level2: meshes\dyndolod\lod\trees\treeaspen01_85d46692passthru_lod.nif using textures\landscape\trees\treeaspenbranchcomp01.dds, textures\landscape\trees\treeaspenbranchcomp_n.dds, textures\dyndolod\lod\dyndolodtreelod.dds, textures\dyndolod\lod\dyndolodtreelod_n.dds Dynamic: meshes\dyndolod\lod\trees\treeaspen01_85d46692passthru_lod.nif using textures\landscape\trees\treeaspenbranchcomp01.dds, textures\landscape\trees\treeaspenbranchcomp_n.dds, textures\dyndolod\lod\dyndolodtreelod.dds, textures\dyndolod\lod\dyndolodtreelod_n.dds LOD4: Full LOD8: Billboard1 using internal LOD16: None 00013AAA 00000000 133915.812500 -71527.781250 12763.512695 0.000000 0.000000 138.958099 0.920000 TreeAspen01 00000000 Meshes\landscape\trees\treeaspen01.nif Meshes\landscape\trees\treeaspen01.nif textures\terrain\lodgen\skyrim.esm\treeaspen01_0006a9e6_1.dds Everything appears to check out. I'll check the BTO... perhaps I am wrong, I could have sworn using FULL for LOD 4 before corrected the problem but it's been awhile since I had done that. I have been testing n trying out other tree mods before coming back to EVT. perhaps I was using a different branch variation with EVT back then that fooled me into thinking it fixed the problem. Anyway, sorry. The full models seem to generate fine.
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Is it possible that full object LODs for trees isn't working in the alpha? I encounter an issue when generating EVT ultra trees. As shown in the screenshot below. The tops of the trees are bright and the bottom is dark. I believe this is the SFO alternate branches Ver 2 for EVT. I've always had this issue when generating 3d/ultra trees for EVT. This is lod level 4 right? ... In Dyndolod 2. + if I selected it to generate Full object instead of LODs for trees it seemed to fix this... In the recent alpha I tried doing the same, but I appear to be getting the same result for lods, as if I just normally generated and used ultra tree lods?
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Ran it again with the newest alpha and got closer to 25,000 references now. so looks to be fine
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1786... but Dyndolod completed this most recent time with successfully with no error prompts or failures... where could I look in the log for more specific info on this? thanks
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Sorry, mistyped above. When I ran dyndolod again I did NOT encounter the same error with falmer valley, seemed to work just fine. Would compressing records of the ESP output to esl flag it be fine then? Thx
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I am curious. I have a lot of scripts churning in my game and I see dynamic LOD which enables many additional LOD features requires papyrus scripting. I was just curious for a bit more details on how intensive these scripts are whether or not I should consider avoiding it so as to not put additional pressure papyrus alongside so many other scripted mods. thanks
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I ran it again and did encounter the same error. Is the ESP safe to compress after dyndolod gen for an ESL flag? I see it is creating a bunch of new form x-markers... I don't recall this prior to 3.0. sorry I tried to re-edit my post but it would not let me.
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Hmm... I got an error prompt and see this. "[22:00] <Error: LODGenx64.exe failed to generate object LOD for DLC01FalmerValley. LODGenx64.exe returned E0434352. Check E:\SEMods\DynDOLOD-Standalone.2.69\DynDOLOD\Logs\LODGen_SSE_DLC01FalmerValley_log.txt" But the log doesn't tell me anything specific about it. It looks fine, I see no errors or warnings in that log.
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With the new feature to generate billboards can I now just delete the terrain/lodgen folder from HD LOD SE ? The one that has all the plants, trees, and shrubs? Some of those have varying quality,...I'm looking at you yellow tundra bushes. Edit: gave this a test, it created billboards for any trees, but not plants/shrubs/pushes ... so I suppose that answers my question. This objects are handled differently I assume?
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I am just curious. I was looking at LOTD recommend settings and it suggestions to enable fake lights in child worlds but not fake lights in selected worlds... I don't really understand this?
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Dyndolod warning of missing meshes
Soulmancer replied to Soulmancer's question in DynDOLOD & xLODGen Support
Hm unfortunately the missing meshes don't seem to exist at all in these mods. one instance was just misnamed... the other ones are completely missing/non existent. Sounds like this could be potentially hazard to stability then? You'd think it'd be pretty obvious in game though? These are fairly well known mods. [00:19] <Warning: Can not find file Meshes\scrolls\scrolls04.nif used by flaho_shi_eagles_nest_ENG.esp AAA_Schriftrolle_04 [sTAT:2C023DB4]>[00:19] <Warning: Can not find file Meshes\food\basketapples01.nif used by flaho_shi_eagles_nest_ENG.esp AAA_Apfel [sTAT:2C015C6D]>[00:19] <Warning: Can not find file Meshes\forge\ingotsiron02.nif used by flaho_shi_eagles_nest_ENG.esp AAA_Barren02 [sTAT:2C006F5F]>[00:19] <Warning: Can not find file Meshes\forge\ingotsiron01.nif used by flaho_shi_eagles_nest_ENG.esp AAA_Barren [sTAT:2C006F5C]>[00:19] <Warning: Can not find file Meshes\food\breadset02.nif used by flaho_shi_eagles_nest_ENG.esp AAA_Brot [sTAT:2C011AE5]>[00:20] <Warning: Can not find file Meshes\swift\ws_nordicgreatsword.nif used by WayshrinesIFT.esp WS_GiantNordicSwordStatic [sTAT:8C277C62]>[00:20] <Warning: Can not find file Meshes\swift\ws_crossbow.nif used by WayshrinesIFT.esp WS_GiantCrossbowSTATIC [sTAT:8C2964B7]>[00:20] <Warning: Can not find file Meshes\swift\ws_boltprojectile.nif used by WayshrinesIFT.esp WS_GiantCrossbowBoltSTATIC [sTAT:8C296535]>[00:20] <Warning: Can not find file Meshes\swift\seaurielsunpedestal01.nif used by WayshrinesIFT.esp WS_TPoMBeamer [sTAT:8C5C6CE1]>[00:20] <Warning: Can not find file Meshes\insanity\furniture\common\pillows\pillowsquare02a.nif used by Rayeks_End_SSE_1.0.esp RE_PillowSquare2a [sTAT:9D313554]>[00:51] <Warning: Can not find file textures\thatch03_n.dds used by meshes\cotn\morthal\lod\morthallonghouse_lod.nif COTN - Morthal.esp COTN_MorthalLonghouse [sTAT:5C07A1E1]>[00:52] <Warning: Can not find file textures\dungeons\finewood2.dds used by meshes\lod\dbm\walkway_lod_0.nif Eli_Routa - Non-Stormcloak.esp Eli_Walkway [sTAT:9E003A30]> -
Would these essentially be invisible in game if they are placed objects? I had no idea about these but running dyndolod does prompt warnings about a few placed objects that link meshes that don't actually exist. including SWIFT, ELFX, Routa's Cabin, Dawnstar Sanctuary Reborn and Rayek's End
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new z-fighting lod texture flickering issues / mitigation advice?
Soulmancer replied to Soulmancer's question in DynDOLOD & xLODGen Support
I believe that file is the MM lods specificly for xLodgen... You wont want those at all if you plan on using dyndlolod. there are specific MM lod files for dyndolod. Use those instead. They are available in the MM file section. as well a lot of mods seem guilty of this large ref overwrite. I prolly see about 50 mods in my load order that prompt warnings of large ref overwrites. I'd almost ESM my entire load order but the issue is ESM's flagged as ESL's can cause issues if they have new cells that any mod or patch below it overwrites. -
It is an unfortunate reality of most town texture overhauls. Almost none of them have the files needed for lod generation and texgen cannot create them. Noble Skyrim luckily has HD Lod SE... But you're pretty much out of luck for most city architecture textures. Illustrious whiterun has some lods but it is incomplete. If you want perfect matching LODs it's gotta be Noble + HD Lod, or Skyrim Realistic Overhaul.
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I keep getting this error now when I try to generate dyndolod with 3.00 http://icecream.me/uploads/5f26482c6800ecaaa8984f354a4d98c9.png Never encountered this in older versions.
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So why is the newest version of TexGen no upset over duplicate form IDS with the navigational info map? Never seemed to bothered by this until 3.0 ... Does this have any baring on the process that would cause it to fail when it encounters this? 12FB4 Navigational info map, duplicate entries.
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with T4 help I also updated the SFO snow pines add on for EVT with the newest available ones from SFO... Fixed some problematic texture pathing and T4 tweaked the meshes a bit. https://drive.google.com/file/d/1N9RWxzvtOjld-eNsy-KNbDyS0DpsYmlU/view?usp=sharing Though I guess this would make the current passthru meshes for the 3d lods obsolete. I'll have a look at the manual and see if I have the technical ability for this but I have minimal experience editing meshes and textures. Without the passthru I guess that means hybrid lods for these snow pines is not an option.. but full model it sounds like could work?
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Illustrious whiterun just uploaded some LOD textures. I do notice they are missing matching normal textures, something that HD Lod SE provides... Is this problematic or largely irrelevant?
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"<Spook_TreePineForestLarge01 [TREE:FE001800] billboard not found textures\terrain\lodgen\fantasticforest.esp\treepineforest01_large_00000800.dds>" Would me having compressed the plugin and/or flagging it esl done that? Because the ones from the default mod were all "59##' in their numerical. I plan to remove the ESL flag later today and I can update these texture names.
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I just released a tree mod mash up I was working on. My first one. https://www.nexusmods.com/skyrimspecialedition/mods/42266 Though I am not sure if LODs are appropriate... or whether or not matching 3d tree lods could even be generated for it through dyndolod with what I've got. I included the LOD textures and meshes provided by Lush Vanilla Trees SE These look like this. http://icecream.me/uploads/afc3d7fffc2a2dd8e83181ac5f4babaf.png Delicate Pines and HD Dead Trees and Driftwoods have nothing lod specific included in them. HQ Tree Bark offers only this, which I assume are the 2d billboards. http://icecream.me/uploads/02f1c314caa216e13916207e3131d5d6.png So essentially if I run dyndolod for 3d trees is what I have now enough to produce an appropriate match? I find trees to be the most complex part of the LOD process. Much appreciated as always.
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new z-fighting lod texture flickering issues / mitigation advice?
Soulmancer replied to Soulmancer's question in DynDOLOD & xLODGen Support
More light on the subject. Can you elaborate more on the "57000" setting for Lod4? with the presence of JonnyWang z-fighting patch BethINI will automatically set Lod 4 to 90000 so this could have been contributing to my problem? -
new z-fighting lod texture flickering issues / mitigation advice?
Soulmancer replied to Soulmancer's question in DynDOLOD & xLODGen Support
I do notice their is also a Large Ref fix option in the dyndolod MCM? would that not help? Also, it has been suggested to run this script on my entire load order? https://www.nexusmods.com/skyrimspecialedition/mods/40260? Do you know much about it? -
new z-fighting lod texture flickering issues / mitigation advice?
Soulmancer replied to Soulmancer's question in DynDOLOD & xLODGen Support
Hello! Yes, changing this to 5 seems to have fixed the issue. It was set at 11, which is apparently default. Should I now read the section of the manual "/DynDOLOD/Docs/SkyrimSELargeRefGrid/SkyrimSE-LargeRefGrid.html" to find the potential plugin causing the bug? and to possibly fix it beyond this '5' setting? running that xEdit script for instance? -
new z-fighting lod texture flickering issues / mitigation advice?
Soulmancer replied to Soulmancer's question in DynDOLOD & xLODGen Support
Ok thanks. I'll give that a try! I am testing on a new game. I start in the prison and wait for all the mod starts ups to complete before selecting the camping start in the woods and wait for dyndolod to initialize. Thanks for all the potential solutions. I'll let you know if I fix in and report what I did. I assume using HD Lod SE performance version vs the full version would change nothing in this regard? I may also go from 512 texgen/dyndolod to 256 in the next build but I gather that unrelated to this? as is the medium vs high dyndolod preset? I also use BethINI and use the "BethINI recommended Ultra LOD settings" -
Hello sir, these are my current Dyndolod settings: High preset with these following options enabled. http://icecream.me/uploads/ac7743c3a4639873361c5c648854e980.png I don't recall having this issue prior but since regenerating my texgen and dyndolod I am encountering increased z-fighting / texture flickering on object lods. I am using the newest version of HD Lod SE 9.3 Dyndolod version. I also using Noble Skyrim to match the lods. The noble textures and HD lods in question are not being overwritten by any other mod assets. I have recently changed my snow textures though. I was using Cathedral Landcapes, now using Majestic Landscapes if that could have anything to do with it? I have also switched from Majestic Mountains to Northfire Mountains... I have ran texgen/dyndolod since doing that although I have not yet re-created my terrain lods via xlodgen if that could be a contributing factor. Looking toward bleakfalls barrow and the bandit tower next to it.. I am just standing still and the top of the tower and back end of bleak falls ruins is flickering. It looks like snow on the upper half/roof of the tower is fighting with the stone surface... once I reach the tower though the snow seems to vanish completely. snow on the top of the tower: https://i.imgur.com/18Yxg3m.jpg snow clipping into the tower structure: https://i.imgur.com/qEf0IfP.jpg Then once you get even closer, the snow is gone entirely.

