Soulmancer
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Everything posted by Soulmancer
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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.
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Is it best that the two match resolutions? or is it better if dyndolod is double texgen? When I start Texgen the default is set to 256 while dyndolod default is set to 512... TBH I don't really understand the difference of the two? Sorry if this is a dumb question.
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Is there an easy way to check which textures would require specific lods to properly matched? is it basically extracting the BSAs? and looking in the vanilla lod directories? I am just looking in HD Lod SE currently to see what it provided for, but I notice like... Fort Dawnguard has lods while castle volkihar does not based on that. unless that's what dlc01_castleextlod01 is. so would something like this, should it have an lod folder? https://www.nexusmods.com/skyrimspecialedition/mods/10710
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Do you know any mods off the top of your head that would include loose xlod terrain, texgen or dyndlod specific output files? If a loose file already exists, MO2 likes to replace the existing file in that mods directory rather then creating a replacement in the overwrite or designated output folder. I managed to create a mess by running facegen via the CK thru MO 2 on my load order and it replaced a throng of loose face gen data in a bunch of mod folders... I am hoping I've not done the same with xlodgen, texgen or dyndolod
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Hello, I am using Enhanced Vanilla Trees (newest version) I selected Snowy Pines options (alt trees download) and SFO branches ver 2 (alt branches download) I generate 3d tree lods with a -10 brightness (high quality dyndolod preset) I am getting this inconsistency at the top part of forest pine tree seems much brighter then the bottom part. also some trees are just overall much brighter than others such as the light/semi snow pines being much brighter than the other trees. Any suggestions or is that the mod author that would need to balance this? https://cdn.discordapp.com/attachments/472571934463229953/732067127032545280/20200712194839_1.jpg https://cdn.discordapp.com/attachments/472571934463229953/732067113363308575/20200712194914_1.jpg
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Hello, I am having an issue with RWT waterfalls and disabling dyndolod plugins seems to fix it... I have created my lods after installing the newest version of RWT... https://cdn.discordapp.com/attachments/539180756354990090/729123445907914812/20200704165512_1.jpg https://cdn.discordapp.com/attachments/539180756354990090/729031730534678649/20200704105027_1.jpg
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Does occlusion require recreating if re-doing dyndolod?
Soulmancer replied to Soulmancer's question in DynDOLOD & xLODGen Support
On a side note could you direct me to an answer regarding when recreated occlusion, texgen and dyndolod is required? For example I just updated Realistic Waters 2, which has added a new ESM and some lod stuff it seems? Also, EVT has been updated with changes to lod as well it seems? I would assume I'd need to re-run dyndolod but I am a bit unclear when I would need to do texgen again or xlodgen. -
Does occlusion require recreating if re-doing dyndolod?
Soulmancer posted a question in DynDOLOD & xLODGen Support
Example, I re-created my Dyndolod output for the newest Majestic Mountains version... Does this mean I should also re-create the occlusion in xLodGen? -
The same holds true if the assets are nearly identical to vanilla? SRO is intended to match very closely with vanilla. but vanilla has crappy lods and dyndolod can't really help with that on it's own right? On a side note. I have a user of my guide who is having an issue. He has stated "I followed the guide to a T, but I'm having problems getting DynDoLOD to work correctly. Even after reinstalling the output, it's unable to find master data for DynDoLOD_Tamriel, and cannot read data from DynDOLOD_Tamriel. Is anyone else experiencing this? Googling it seems to be no help whatsoever." s ... even on a new game he encounters this. My guess is he is doing something wrong or I have missed a step but it seems to be an isolated incident. https://www.nexusmods.com/skyrimspecialedition/mods/28220 My instructions of the guide are to install dyndolod resources. and I have assembled my xlodgen, textgen and dyndolod outputs as separate packs for download. the dyndolod output includes both plugins.
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