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delweyn

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Everything posted by delweyn

  1. hello, I need help to make the far grass lods less dark. I reran dyndolod many times with different settings but can't make it. Ingame I tried to change the ENB grass settings to make it darker to match the far grasses but it wasn't possible. And it seems not to be an ENB problem as you can see when I disable it. I put my latest settings in the image. I precise that I have pre cached my grass before rerunning Dyndolod. But it doesn't seems to be the problem as when I disable it, only the close grasses disappear until the limit to the far darker ones that are a problem. Thank you in advance. https://ibb.co/sQpvBqf Edit: I thought it would have been more easier for you to get the situation with images than log texts. I was able to change it by increasings values very high. Thank you for mod.
  2. It worked thank you a lot.
  3. Thank you. You are always very good and patient to take time and answer things that are probably obvious to you. I have read many recommendations and https://dyndolod.info/Help/Grass-LOD#Settings but my limited english makes things a bit hard to catch. I will try with generating grass LOD with mode 1 and see what happens. Thank you. A last question, if I do the "ComplexGrassBacklightMask to a value like 25, which means 25% of the light is applied to the side facing away from the light source. If the result is too dark, raise the value. If the result is too bright, lower the value" will it affect the grasses that are bright in my screen (closer) or the grasses that are dark (further)?
  4. Hello, It's the 4th time I ran TexGenx64 + DynDOLODx64 and can't get rid of this horrible grass seam. It's why I'm here to ask for help. https://ibb.co/q9Q0tLd I use No Grass in Objects + Grass Cache Helper NG and have generated the precache. I use ENB with complex grass. Here are my settings: 1. In DynDOLOD_SSE.ini , I reduced by 0.020 each numbers here: ComplexGrassBrightnessTopR=0.050 (was 0.070 initially) ComplexGrassBrightnessTopG=0.055 ComplexGrassBrightnessTopB=0.055 ; make bottom darker to fake shadowing ComplexGrassBrightnessBottomR=0.050 ComplexGrassBrightnessBottomG=0.055 ComplexGrassBrightnessBottomB=0.055 2. My texGENx64 settings: https://ibb.co/2WnDmPN 3. My DynDOLODx64 settings: https://ibb.co/Vj6X6dY Where I'm I wrong? Thank you for your help.
  5. Gosh I deleted all the files after sending you the logs. I'm done. I'll just generate without fake lights and will do with it. Maybe someone will be able to find the good solution one day. Thank you for your time.
  6. I put all the 3 .txt + a screen of my options if case of in a zip file: https://file.io/1E9T4369kKb9
  7. I hesitated to precise this, thinking that it would not be important as I haven't changed any options. The DynDOLOD_DLC2SolstheimWorld_Objects.txt. is the one of a full game lod generation that I made after the only Solstheim for the test. But I haven't changed a single option between both generations. Fake lights checked each time.
  8. DynDOLOD_DLC2SolstheimWorld_Objects.txt: https://paste.ee/p/T6PSa
  9. For the glow problem in Solstheim. At last, after 2 days of tries with the bugged upload files site, I found another one that should works. I zipped 4 txt that could be usefull. https://file.io/y8lgeEZuOzKv Thank you for your patience.
  10. Oh my! In the dyndolod folder I have replaced the previous DynDOLODx64.exe with then one from your link, reran all but the logs have not recorded the new run? I'll do it next day with a cleaned dyndolod folder.
  11. Debug_log: https://ufile.io/342yy9fg Log: https://ufile.io/h9uwsk6r
  12. Re, I installed the test version, ran again dyndolod and started a fresh game and the problem is always there in Solstheim. Here is the .text: https://paste.ee/p/NOCI7 Seems with this version the uncheck fake light seems to be the best solution.
  13. Thank you very much. I'll rerun Dyndolod tomorrow and will tell you the result.
  14. DynDOLOD_SSE_log: https://ufile.io/87dx4vi9 DynDOLOD_SSE_Debug_log: https://ufile.io/q4a7y837 Yes it happens with a new game. For the fake light I can uncheck it but I didn't had this problem with previous versions of Dyndolod.
  15. If I'm not wrong the info for the placed object xx0383d0 are: - Cell: DLC2RavenRock03 [CELL:0400EED7] (in DLC2SolstheimWorld "Solstheim" [WRLD:04000800] at 6,8) - Form ID: [REFR:A80383D0] (places DefaultTorch01NS [LIGH:00088243] in GRUP Cell Temporary Children of DLC2RavenRock03 [CELL:0400EED7] (in DLC2SolstheimWorld "Solstheim" [WRLD:04000800] at 6,8)) - name Base: DefaultTorch01NS [LIGH:00088243] But the glow lod pb is happening to all braziers in Solstheim. I hope it's usefull.
  16. Hello, I would like to point out that the glows from the braziers in Solstheim are bugged. They don't disappear at close range, only when I uncheck dyndolod in the mcm. In the screen I clicked on 1 of them to have the references. Form ID: DefaultTorch01NS_DynDOLOD_LOD [STAT:18021D29] Editor ID:DefaultTorch01NS_DynDOLOD_LOD Model: DynDOLOD\Lod\effects\fxglowdefault6_dyndolod_lod.nif Thank you.
  17. Thank you Rozen for investigating it because I was clearly confused. Sorry to not have been able to help more.
  18. Alright, so here are 3 exemples of the problematic lods: 1st exemple: - In the SMIM-SE-Merged-All.esp there is: [REFR:0009252B] (places DockStrEnt02uskp [STAT:FE04581E] in GRUP Cell Temporary Children of EastEmpireWarehouseExterior [CELL:0000929C] (in Tamriel "Skyrim" [WRLD:0000003C] at -17,24)). - The Name Base is: DockStrEnt02uskp [STAT:FE04581E] - The location reference is: SolitudeLocation "Solitude" [LCTN:00018A5A] 2nd exemple: - In the SMIM-SE-Merged-All.esp there is: [REFR:0009252D] (places DockStrEnt03uskp [STAT:FE045800] in GRUP Cell Temporary Children of EastEmpireTradingCompanyDocks [CELL:000092BD] (in Tamriel "Skyrim" [WRLD:0000003C] at -17,23)) - The name Base is: DockStrEnt03uskp [STAT:FE045800] - The location reference is: SolitudeDocksLocation "Solitude" [LCTN:000358B9] 3rd exemple: - In the SMIM-SE-Merged-All.esp there is: [REFR:000AEDF1] (places DockStrSol01uskp [STAT:FE04581D] in GRUP Cell Temporary Children of EastEmpireTradingCompanyDocks [CELL:000092BD] (in Tamriel "Skyrim" [WRLD:0000003C] at -17,23)) - The name Base is: DockStrSol01uskp [STAT:FE04581D] - The location reference is: SolitudeDocksLocation "Solitude" [LCTN:000358B9] Hope it will help.
  19. - Here are the files needed. (I put the debug file into a .rar because it was too big). - Yes it was in a new game (I get out of the starting Helgen Cave) - I'm not sure what you mean with the references ID (English is not my native langage) but I suppose it could be these (I put only few, not all of them): Meshe ref (all from SMIM-SE-Merged-All.esp) Their Dyndolod ref. 00 09 25 2B CA 09 DC 3D 00 09 25 2D CA 09 DC 44 00 0A ED F1 CA 09 DC 49 00 09 25 32 CA 09 DC 0F 00 09 25 2F CA 09 DC 4B - Thank you for the waterfall fix. Didn't knew it was obsolete. I hope it will be OK. I just ran Dyndolod 2.96 and there is not this problem there. So it's from 3.0. TexGen_SSE_log.txt TexGen_SSE_Debug_log.rar
  20. Hello, I always rerun Dyndolod at each update and with the last one, I noticed a lod problem at close range for a meshe (or texture?) in Solitude's dock. It seems to be a classic lod at close range bug. This is the vanilla base dock as I don't use city overhaul here. There is just meshes and textures mods. I ran Dyndolod 3 times, using the new zip function and classic generation too, and this problem is still here. And I don't remember to had it before. I build an image to show all the useful informations: location, the meshe, the lod. Here another picture to show that many parts of the dock is concerned. Thank you for all your work and help. Edit: If it can help, here is my lod mod order: - DynDOLOD Resources SE (3.0 version) - HD Lods Textures SE V9.0 512 - Performance friendly - DynDOLOD Bright LOD Waterfall Fix - Majestic Mountains - DynDoLod 3 Pack
  21. Super! Thank you for this solution. Last time I'm bothering you and I know the risk I'm taking by using his mod. Have a nice day.
  22. OK ty. I'll report the problem to the author a last time and see if he can change this, otherwise I'll will remove his mod. Even if it's a shame, Dyndolod takes over everything else
  23. Urgh... I'm in conflict. This mod is not broken and it's not a real error, as the author said it's intentionnal and does not break the game. It's just that Dyndolod consider it as an error but it's not ^^ I hope you understand the problem. For the moment, I will run again the previous version of Dyndolod 3 that was running fine without this. Thank you for your answer and your nice work.
  24. Hello Sheson, With your latest 3.0 versions, the .34 and .35, Dyndolod stops to run when it detects an error. I have this one for Artifacts of Skyrim - Revised Edition: "Scripts Script Properties Property Value Object Union Object v2 FormID [0203B3B9] < Error: Could not be resolved 0 > FormID Dawnguard.esm might be the wrong version. Error in artifacts_Revisited.esp aaaTrinimacsSwordTakeTrigger "Penitent" [ACTI:2C033A22]" I first created a thread in the mod's bug section but the author replied: "It has no effect whatsoever on the game. Just ignore the "error" and you'll be fine. If you break something by messing with files I can't provide support." So there's a problem. It's impossible to run Dyndolod ATM because it doesn't want to bypass what it considers as an error. ^^ Does it need a rule for it? Thank you. ------------------------------------------------------------------------------------------------------------- Edit: I put the links to the 2 mods I know that get the same problem, if it can help: Link to the mod Artifacts of Skyrim - Revised Edition https://www.nexusmods.com/skyrimspecialedition/mods/17123 Link to the mod Azura Shrine Temple SSE https://www.nexusmods.com/skyrimspecialedition/mods/17123
  25. Hello Sheson, I just reran the lastest dyndolod version: 2.92 and started a new game. In the new land of Vominheim, from mod https://www.nexusmods.com/skyrimspecialedition/mods/31472 now the lods are not generated. I didn't had this problem with previous version of Dyndolod like 2.91. When I'm in the land of Vominhem Dyndolod is desactivated and it's written "there is no data for this location". I can't click to activate Dyndolod. There are no lods inside Vominheim mod but there are in the Hammet dungeon pack that is a requirement for Vominheim. https://www.nexusmods.com/skyrimspecialedition/mods/12186 When I run Dyndolod, I have checked all options and I see GrimreachA & B from Vominheim esp and Vuldur (Vominheim) from Hammetdungeons. But there is no something like VominheimWorld thing, like the Wymstoothworld from Wyrmstooth mod. I'm bad coz I have deleted Dyndolod 2.91 from my computer to check, and this older version is not available anymore. Could it be linked to the added rules for better compatibility update? Or it's maybe me who have done something wrong but I think I have reinstalled Dyndolod like everytime before. I hope I gave enought informations with my bad english to help you find the problem.
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